
I've always wanted to take the forced movement control plan's to the extreme. What if on every turn I could just move my enemy into my site threats , and I reliably draw defensive sites , movement sites, and forced movement minions + magics.
Inspired to terraform my own natural disasters I plotted this deck. Initially i wanted to play 3 colors to get airs movement pieces too but i didn't want to play elementalist or create threshold problems for no good reason, so I opted for Archi. The forced movement magics also fill up the graveyard , so I thought Archi would be fun to capitalize on that.
Early Game
Make strong site placements. Pull enemies into defensive/removal sites with coy nixie, riptide, wuthering heights, and mesmer demon. Common sense for cantrips to fill the graveyard and to mill to get closer to drawing Snowballs and Craterize.
Mid Game
load up on tokens with border militia. Even more control with Abaddon succubus and Gargantula. If you get ruler of thul you can be more aggressive with the tokens. Otherwise you can line them up for a Snowball. Swap will help you remove problematic artifacts/minions here. Cheating out a Wendigo can feel good here, especially on a movement site. You can grab a drown or bury here for removal if you like.
Late Game
You'll have access to very strong removal here in call of the sea and lord of lies and to the craterize bomb. Take the enemy to DD with craterize, snowball, ruler of thul + tokens, or gigantism + token.
Deaths Door
Common sense for a smite, recast craterize, recast snowball, swap a minion/token next to the enemies avatar or if craterize already took enemy to DD, recast that. Mesmerism to take an enemy and swing at their avatar.
Weaknesses
Snowball when not used to get the enemy to DD can take you down in value depending on how many tokens you throw into it,
If your opponent plays a movement site up , they can take advantage of your own bottomless pits and 'the void site'.
Doesn't run any threshold fixing spells and runs 5 colorless sites and 2 air sites.
Most of the cards in the deck don't function well for DD so finishing is hard.
Border militia on a forward 'the void' or bottomless pit feels bad.
I'd like to fit some ramp like with kettle tops here but not sure how to make room.