
The idea for this deck is to have an answer to any situation and to outlast your opponent.
There are two cards in the Spellbook that allow your spirits to enter on your opponent's sites with charge (Evil Presence). Other than those, all of your other spells can enter as spirits to attack or defend.
The deck runs multiple options for removing your opponents' value pieces (minions) as well as ways to deal direct damage to take your opponent off of death's door and close out the game.
In the early game, play 4-5 sites cautiously while looking for ways to address early threats. Use cantrips like Blink, Gift of the Serpent/Raven, or Vanishment to draw into your more powerful spells. In the late game, look for cards like Vril Revenant, Whirling Blades, Major Explosion, or Meteor Shower.