
** Update : removed common sense, the tempo was not a match for this deck, just having blinks and grapple's outright is faster mana wise and a better fit. Doing that also made room for more magics so I put arcane barrage back. Increased kettletop numbers to make the craterize plan work better. All this made the archi plan slower , but was a better fit since this deck is not about stalling.
** Update : Made this less of a mid range aggressive plan and more of a control ramp plan since the late game was just not impactful enough, removed allot of threshold fixing artifacts since drawing 2 of them late happened quite often. Minion impact was just not consistent enough in the previous plan so added more minions.
Based on Alex West's Dust Geomancer: https://curiosa.io/decks/cmj9cw7fa4codzrfmfhwyvahm
Flying butchers and army men into battle. Hooking the enemy Avatar and double-casting Magic Barrages. A unicorn with a pet raven, running at top speed with six blades drawn. A kaiju-sized vampire healing half my life. Why browse once when you can browse twice? And don't ask me why a two-ton dragon refuses to be swapped, he just can't be bothered. Just a few of my favorite moments running this deck.
Lately I've been turning everything I play into an Imposter deck. I found myself wanting more than just ramp, then nothing — I'm always wanting to use avatar abilities into the late game.
Earth is nice here , given that theres no room in the collection for magic , common sense fills this function: I get a ton of card/ability selection between avatar shifting and common sense searching. As a bonus, common sense fills the graveyard for a lite Archimago plan.
I also kept the mid-game aggressive plan from the original Geomancer list: move big 4-cost Earth bodies around the board using the Air movement package — Blink, Whirling Blades, Grapple Shot, or (with some luck) Crusade to drop them straight into the enemy backline. A couple of mana-cheat cards are in here too, since the value of changing Avatar and then casting a spell in the same turn is enormous.
Ramp using kettletops and Towers.
As soon as you hit 3 mana, change into Pathfinder — unless the opponent already has a threat in your backline. If you're holding one of the 4–5 power Earth minions, grab Blink via Common Sense to set up the mid-game; otherwise, grab Landmass to ramp. Mixing into a big 4 mana minion feels good here.
Start hopping around as Pathfinder. Ideally, pathfind up to the second line as soon as possible, favoring the side where the opponent already has a site — as long as it doesn't put your mask at risk. This opens a second access point into the enemy for the aggressive plan.
If you haven't drawn a Unicorn, Pudge, or Phalanx, pivot to the control plan: play Root Spider, Gargantula, Order of the White Wing, or Sturmgeist to slow enemy tempo.
If you lose the mask, switch into Sorcerer (if you don't need to ramp into a higher mana base) or Avatar of Air to keep your Earth minions mobile. If you manage to fly the pudge butcher onto the enemy avatar you can go for interrogator as well.
If you're having alot of trouble stabilizing here then early archi for double earthquake can be good.
Ramp to 7 unless you see a craterize then ramp to 8.
This is where the classic annoying Vampire + Whirling Blades combo shows up, with plenty of healing to go around.
By now the graveyard should be nice and full. Change into Archimago and recast Whirling Blades to clear the board, or craterize to put the enemy on death's door. Returned King or King of the Realm are great here for stealing enemy minions. Talamh Dreig is fantastic against Water decks and offers another route to death's door. Wraetannis for removal+body and is great with whirling blades.
You're spoiled for choice at this point:
Weaknesses
This deck is wildly flexible but it has some shortcomings.
This deck is weak to Atlantean fate given the reliance on non ordinary sites. This deck also hates to see Legion of Gall.
You don't have control of site placement for part of the game so you can get bad wuthering heights, pebbled paths, boulevard of bones etc placement.
It's possible to draw an ordinary magic when you would get no value out of it.
I should run heirloom lost's for bureaus , eden, and crematory, but i'm still feeling out the threshold reliability of the deck
I also don't run this in an official capacity given that I'm missing the expensive Alpha avatars. Swap in Sparkmage for another DD option and witch to get to DD faster.