The idea of this deck is to destroy your opponent's sites while overwhelming the realm with your own sites. Ideally, your opponent will be resource starved and vulnerable to attacks from big minions that you were able to bring into play faster than expected.
Some notes:
- It's possible to play 3 sites in one turn using the Geomancer's basic ability, Frontier Settlers, and Landmass. You shouldn't have to draw a site ever (aside from your opening hand).
- Between Tithe, Landmass, Land Surveyors, and Frontier Settlers, you can draw 10 sites, and put 5 directly into play. Coupled with site destruction, you will have quite a bit of control over site placement.
- Hitting Star-Seeds of Uhr in your opening hand or on your first draw basically guarantees realm expansion and will allow you simply draw spells for the rest of the game. This spell remains useful for several early turns, so if you happen to grab a Dream Quest instead, it's worth tutoring for.
- Roots of Yggdrasil and Scorched Earth act as reset buttons. Bedrock cannot be destroyed, so you if you do hit the "History Eraser buttons" with Bedrock in play, you'll at least have Bedrock as a mana source.
- Queen of Midland helps assure that you always have at least as many cards as your opponent, while Dream Quest can provide a mid/late game tutor to change the game.
- Merlin is your Omphalos engine.
- Lord of Destruction is your main site destruction engine.
- Waypoint portal and Blink provide forced movement, in case your Geomancer gets a little stuck.
- Divine Healing will hopefully offset aggro damage. Angel's Egg or Flame of the First Ones will help nullify Ring of Morrigan; you're welcome to include ROM in your deck, but I do not have one.
- Silver Bullets provide access to a variety of solutions that the main deck's removal don't account for.
Vulnerabilities:
- Submerge and flooding. In general, there are few defenses against these - swapping in creatures that can Submerge is the obvious answer.
- Aggro exposure. With a ton of sites in play, there are a ton of targets. Mount Ussar Sanctuary will help at the , but Geomancer will still be out roaming the realm for a not insignificant portion of the game; so projectiles and aggro decks will have a field day. Most of your mana dorks are vulnerable to aggro damage as well.
- Card draw is still limited in this deck, and Sorcery in general, so you might find that you end up top decking. Despite the fact that half the deck is now comprised of minions. Replacing Talamh Dreig and Conqueror Worm with lower cost minions could help, but then you're relying on more easily removed and weaker minions to generate damage. Blink, Highland Princess, Queen of Midland, and Dream Quest should alleviate or correct bad draws, but they require some kind of reasonable boardstate to start with. Getting stalled mid-game is an unfortunate reality of SCR at the moment.
- In multiple games, I found that the original version of this deck was able to get 8 sites (and occasionally a mana rock) out by turn 4 or 5. It ramped like crazy! This really limited my opponent's options as the game progressed and was a very effective way of slowing them down. However, it would keep ramping, and minions were not forthcoming. Moreover, site destruction was lackluster, so I couldn't effectively decrease my opponent's resource base either. I've since trimmed down the ramp, added more destruction, and more minions.
- When more effective sites and more site destruction spells become available, I think Pathfinder would be a better Avatar for this archetype/theme. For now, Geomancer is more effective.
- With the new changes, I'm sure there are other vulnerabilities that I haven't uncovered,