
(21/08/2026): Lavamancer
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(16/07/2026) Order in the Court!
The Court cards are here, hate it or love it! If you have seen them you know that we are very excited. A quick note, if (read: when) the deck returns to Fire Earth we will incorporate but for now on Mono Fire we can at least introduce the most exciting of the 4 new sites: .
Most if not all Aggro decks will happily include this Court into their lists and they will enjoy the extra loss of life it provides but they won't be living in as much bliss as we will. Because we are already compounding our damager per turn with the Witch's drain ability, this site simply makes her even better. Where other decks will benefit from 1-2 extra life loss per turn, we as the Witch we benefit from 3-4 per turn (in combination with the drain). This extra 1 damage or 2 that we can get on our opponents turn goes a long way.
Because most of our sources of damage per turn end up being odd numbered, the game often tends to lead our opponents to a fate or being left at 3 or 5 life which can be awkward with the fact that our witch wants to drain for 2. This further implies that instead of bringing our opponent to Door on turn X, we typically need to wait 1 more turn for the finishing touch. fixes this for us entirely as that extra chip damage along the way brings us back to a reality where we do in fact door our opponents on turn X rather than X+1.
Introducing this site encourages us to add as these cards stack. This life loss can amount to a serious detrimental shift in life totals that we should all be very excited to confirm and experience.
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(08/07/2026) An Update from a Heavy Heart:
I've been struggling with this one for a long time, but I think it is time. We have come a long way and the future is still bright but so much has changed that we must change with it. Stagnation is death. The "post gothic lament" update below has become our reality. The deck has simply been performing too well in the gothic meta that I've decided to officially convert Furious Witch's Road to a Mono Fire build (at least until the next set is released; Until then, I hope you are all excited to join me in this new direction and experience the power upgrade we've received).
I was reluctant to make this update and these changes because I was afraid to go against the 10,000+ words written below but in doing so I was not being true to myself, the build or anyone who has been following along this whole time. I am not deleting anything below because it is a major part of the decks history and evolution over time and a freeze frame of the mentality that went along with it over the course of its development. I have a new idea for how Earth Fire Witch should look like in this Gothic meta the link will be at the end of this paragraph. Spoiler alert, it uses the Imposter avatar but I assure the deck and plan are 100% Witch. Through the link you will also find a primer where I will explain this in greater detail. Furious WitchPoster ("More Furious, Less Witch"): https://curiosa.io/decks/cmo5pzisl008n04ju6ivymg81
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(21/04/2026) Post Gothic Lament (What if...?):
We are several months into the Gothic meta at this point and it has been a truly enjoyable time updating and piloting this deck through the different decks people have been brewing up and playing with. We have come a long way since my speculative notes prior to the release and have now come to another fork in the road. The more I play, the more I feel like we want to be a singular threshold. Play patterns have become increasingly tight and decisions ever more important on even the smallest of details. The main issue I have been running into is: the decks of this meta seem to be pushing me to draw more sites on a moments notice which means 2 things. 1) we cant rely on randomly drawing Land Surveyor to feed us these crucial site draw turns and 2) because we are naturally drawing sites more often, Surveyor starts to feel like a really bad, if not the worst, top deck. Let me be clear that, in no uncertain terms, I firmly believe earth to still be the best support element for this type of Witch deck. The key word here is Support. If the meta shifts in a way that suggests the support is no longer viable, or subpar, we must adapt. I am keeping this list, will continue to work on it and the second I feel things changing back to how they used to, Earth will find its way back into the list. All Earth related cards remain in my deck box to be re-slotted as soon as possible. In the mean time, I am tinkering with a Mono Fire build that this may soon (reluctantly) become.
Despite the Air sites, and couple of air cards in the collection, this is not a Fire/Air deck. Any non fire producing site, until the end game, should just be seen as a threshold-less utility site. The idea of shaving earth isnt to introduce air, it is to have a more consistent threshold baseline where drawing a non fire site does not compromise our ability to play the game since we wont have dead draws. This allows for the abusive site air got in Gothic through and opens up room for . By introducing these sites (but at the same time no air cards), we increase access to what our deck is trying to achieve and remove the chance for dead draws. This gives us pure, straight gas, turn after turn.
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GOTHIC(They're heeeeere):
- I will be keeping all information below this section frozen in place as it provides everything you all need to know about the foundation of this deck and where it comes from (see also this deep dive deck analysis by me). Journey with me now as we see where Gothic takes us:
Gothic Updates:
Notes:
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Gothic First attempt additions/changes and Collection with explanations:
Added:
1x - It seems wrong to not play this or Toolbox. There are just so many cards that we would love to play but can't due to how precise this deck and its playstyle is and how situational some of those cards can be. So having access to them is still nice but freeing up to 10 slots for a more focused gameplan is better. See below for a collection breakdown.
1x - same reasoning as above.
2x - This is probably my new favorite card in the deck. Its applications are amazing. You can drop this guy at almost any point and curbing their life total will always be good. He probably belongs in every aggro deck but is especially impactful here since we are compounding every turn with 2 additional life loss. Just imagine dropping an Opponent to 8 life, knowing they either have Vampires or a whole bunch of Divine Healing and then slamming the Goblin. Just incredible.
2x - experiemental option, not sure if ill keep it but it seems very strong. Without the first turn means we are taking damage but if it lives, he produces 5 damage per turn which is a powerful outlet at 3 mana and 1 fire pip.
3x - Most exciting DD finisher. Almost guaranteed win once opponent is at DD. Arguable to put 1 copy in the collection but I am not convinced the Collection should be occupied by cards that we are craving in our main deck. This thing is a on steroids. Love it
1x - Generally speaking we care more about stats on board than our life total. Turn 1 or 2 playing a 4 cost charger sounds very strong. Also, if this thing can give me a Redcap and a Saracen on the same turn im very excited about it. I can still see it being cut eventually as its a major Card disadvantage if used at the wrong time or overall incorrectly. If your hand is Redcap, Saracen, Blood Mana then you will be out of cards in 1 turn. It better translate to enough of a push that this is fine. Potentially risky card.
1x
1x - Best aggro card in the game currently? This card pops in every direction, literally. Even outside of this deck, this card can do so much damage with Lethal cards or even . Also another great Death Door Finisher.
1x - this deck is threshold hungry, so very happy to see these sites
1x - unsure if these will just be re-cut for the
1x - unsure if these will just be re-cut for the
2x - same as Volcano, but when we want double earth, we really want double earth. Early opinion is that this is a godsend card.
1x - Because we crave cards in our hand, and our Avatar is by no means a Card Advantage avatar, it seems theoretically strong to put a 3 power minion on the board without having to lose a card in your hand. We would otherwise by playing redcap which is also a 3 power, but in this instance we can keep the charge minion for an opportune moment.
2x - One of our biggest problems has always been opposing cards that interfere or wreck our sites/threshold. This card punishes the hell out of opponents for trying to do so. If my sites are going to get messed up, rearranged or flooded anyways I am happy as hell to now let me opponent know they just lost 4-28 life.
Removed:
1x - removed to reduce 5 cost cards, amazing finisher but can be a dead card and also as a Unique less likely to be seen, therefore less crucial to the deck.
1x - moved to collection as it is quite a conditional card
1x - this and all sites below were chosen simply because they appeared the most cut-able for what we added. nothing major to these choices.
1x
2x
1x
1x
2x - see Bloom sites above
Collection:
1x - who doesnt love graveyard hate vs those pesky Deathspeaker and Archigmagos!
1x - 1 cost death door finisher
1x - really hated drawing this card naturally pre-gothic but always felt like we needed it just incase. sounds exactly like what a collection card should be.
1x - see above
1x - not really sure about this card, unclear if we will ever have a board state that supports. im not really sure if our deck wants this but it is in our colors and interesting. will update this one later.
1x - such a beautiful multipurpose card. can dig us deeper if we gas out and also serves as an elegant DD finisher. Exciting to win games via this card!
1x - one of the sweetest collection cards. kill a scary minion and have 3 power on board is no joke.
1x - might cost too much but the idea is there. the more we can cripple the opponent the better off we will be. too costly for maindeck but i can see many situations where we fetch this card.
1x - used to be in the list but was cut for a more aggressive approach. Loved it every time i drew it though so definitely happy to be able to reinclude it.
1x - another experimental DD option, the movement +1 and charge means we can hit our opponent from awkward angels. unclear if this is better than any other Ordinary rarity DD finisher
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Preparing for December 5th:
Very excited for what Gothic will bring. Currently Air/Fire is looking strong but I will do my best to maintain this one as a Fire/Earth deck as every time I play it, the Earth splash truly feels like where Witch belongs.
Here are some early contenders to consider adding to the list (this doesnt take into account currently uplayable cards in Beta/AL that may become viable in the Gothic Meta):
FIRE:
1) . I love the 4 cost 5 power minions, even more so at 1 threshold pip. In our deck we only have Morgana and the Witch as spellcasters which means more often than not you will sacrificing a Drain to wake this thing up. At first glance it seems worth it when you consider Saracen raiders is coming down at 4 to deal 3 damage. Waking the demon up in exchange for a Drain also means 3 damage for 4 mana (math) but it is much harder to kill and then also threatens another 5 the following turn.
2) . Will probably go in most if not all red decks that feature demons. Unclear how many demons this card requires you to run which could change things. Tutor effects, searching for "any" card is beyond powerful.
3) . Without Jihad you are eating the first 2 damage, so it feels bad if this guy dies. But next turn he threatens to cause 5 damage. Paired with Witch drain is threatening 7 damage from a 3 cost. Very strong contender, starts off as a comparable , ends off being much better in terms of damage output)
4) . High likelihood you will see this card in "every" Fire deck.
5) . Card is absolutely insane, likely to become a top 3 DD finisher. Against slower decks and early on, use it on yourself to push ahead. Late game kill your opponents with it.
6) . A on steroids, striking multiple units is good. This can also back as a DD finisher, rolling forward into the Avatars starting location and striking it).
7) . This is similar to Carrion Beetles below, not sure if worth it just for the banish. Once thats done (and if it isnt against a relevant avatar) he just sits there as a 2 power unit. If by chance Demons are popular enough to make this guy a 2 cost 4 power, things get much more interesting.
8) . Its interesting because its common sense-able, and is another charge minion but i dont think the +1 movement at the cost of 1 extra mana makes him worth it. Mostly adding it because we should at least look at every charge minion but, yeah unclear that this is actually better than .
9) . A one sided (only 1 turn) . we are not playing the egg because its a slow burn, 3 cost that doesnt really impact anything aggressively enough. That said, this dude is a 1 cost, much easier to cast and even double cast. Being burried also means he can come up to attack stuff or the site for additional damage. Board impact is low, but free damage on a minion is interesting to at least consider.
EARTH:
1) (Honorable mention): . 1 cost for 3 power is very nice, 1 threshold is even cleaner. Unfortunately the ability probably renders him not that great and likely requires a dedicated Ward deck
2) . We are already not playing because its a bad topdeck, but burrowing here is interesting. likely wont make the cut though.
3) . If Blood River replaces this in an interesting card that can sit in your hand until required and casting it burrowed means you might even get at least 1 damage from it. Were playing it for its genesis, everything is underwhelming so this will probably end up in a Deathspeaker deck more than likely.
4) . This is a real contender; sticky minions are amazing for aggressive decks (especially with the witch drain. Leaving behind a skeleton, even though just a 1 power, just means more potential chip damage and requires another resource to be used by your opponent... also never forget !)
ARTIFACT:
1) . Since were okay with our minions dying after 1 attack this risks ending up in the hand of the opponent. It could backfire and seems more risky than just playing . Do note, this is a very strong card, it will shine in and other decks with active Avatars.
2) . Most if not all decks will play this. Its just too versatile.
3) . Same thing, might even replace
SITES:
1) . Already using it, card is amazing. Totally shuts down and the healing factor of the Ring. Also makes Diving healing less of a pain. 3 of, unless you want one in your Collection.
2) . Rough that it comes at the cost of playing a site and losing one simultaneously. You still have the mana the turn you make the switch so it can fix your threshold. Unsure if we truly need it here. We are fragile as it is with our sites.
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[[This section below is dedicated to the BETA/AL era, all individual updates can be found at the bottom.]]
MAJOR UPDATES (17/09/2025):
(I am changing the deck often based on what I'm experiencing during gameplay. I am keeping all notations even if a card is no longer in the deck because the info is still relevant and there is always the chance that cards either return or get cut along the adapting process)
I wanted to put this update at the top so anyone reading this can see the changes I made before reading the rest of the primer and possibly getting confused by some things that may seem contradictory. The first thing I need to clarify is that although is praised in the original primer, you probably noticed it is no longer featured in the deck's current state. I still very much believe in both the card and what is written below but the reality is, meta's change, decks change, play patterns change. These are all acceptable and encouraged parts of evolving card games and player skills (both our own and our opponents). At the moment, and as noted in the "Steam Druid Reality" section below, both my own personal meta and seemingly the game's meta in general have become a lot more aggressive, and overall fast. This is due in large, if not entirely, to the rule change made where Units attacking sites now count as Strikes. This rule change improved cards like and encouraged a more aggro approach to competitive games. If you are simply curious to the changes made from the original list, the cards I removed can be found in the Maybeboard. The cards I added are: 1 Vile Imp, 2 Colicky Dragonettes, 3 Quarrelsome Kobolds, 1 Saracen Raider, 2 Blaze, 1 Great Famine, 1 Lava Flow, 2 Torshammar Trinket.
Let's talk about the removal of the Settlers, Cores and 1 War Horse and then we can discuss the new additions:
Look, if you read the primer before this update, I know what you're thinking... believe me, I do. I have the same thoughts. And yes, despite them being cut, I still believe everything I wrote below. However, the reality is, one must adapt to their surroundings or get left behind. If the meta were to slow down/favor combo and/or control decks, the first thing I am re-inserting into the deck is the Settlers. For the time being though, the extreme requirement on threshold they present (needing 2 earth on turn 2 and then immediately 2 fire on turn 3 raises too many problems when your opponent throws a cat in your face on turn 2) mixed with their negligible power makes them a liability at most points of the game if you do not see them on turn 1-3. By removing them, in the context of a very fast and aggro meta, we no longer need to warp our opening sites around the above mentioned taxing requirement, we can safely mulligan spells that are suboptimal at the beginning and it allows us to play less greedy site base which protects us from very popular cards like and . If there was a way to ensure this card was in the opening 2-3 turns I would never cut it, no matter how fast the meta is. For now, however, I need to prioritize the rest of the deck in the face of the aggression I'm experiencing. Without Settlers we may find ourselves naturally drawing a site one turn more than if they were there and as much as I despise this reality, we are not always seeing the settlers in every game anyways, and by reducing the early game threshold tax we are less likely to whiff on site draws, so this should balance itself out.
This one goes hand in hand, sort of, with the removal of the Settlers. Since we are not as taxed anymore with our threshold, and we are more than happy with the way the deck curves out side by side the witch's drain, it seemed good to remove the cores since outside of turn 1, they can be awkward and outright horrendous top decks. Our deck has a singular blood-shed related focus and drawing a core off the top in the mid game can be game losing. Save your cores for the extra greedy lists or the ones that draw multiple cards throughout the game. Here, we just want to be Furious and Burn them All so lets gear our deck towards this objective removing what isn't conducive.
War horse is great, it gets our guys in position, makes Pudge even better and also lets a unit from the back come in for a surprise attack. However, it only has 2 power. If you've ever had your Horse killed by an Imp or even worse an attacking 3 power minion then you know how detrimental the set back can be. I removed one because I absolutely still want to abuse all of its upsides, but I don't want to necessarily see it very often early on. This is not a 2 drop. Its a unit that costs 2 and is best used for utility purposes. Dropping from 3 to 2 isn't a drastic shift in visibility but it is enough to not see it as often in the opening hand and removes the temptation of just simply playing it as a 2 power charge unit too early.
I'd rather have this guy at 3 than Horse. Im never sad to see an Imp and air dropping it on a Jihaded site is much better than the horse. Direct damage wins games. Id like to be able to see this guy once or twice and still have access to an additional one as a target for common sense. This addition is probably long overdue.
Let's all unite in our hate for Tawny (when were not playing druid). We already want double fire on turn 3 and this guy not only sends a projectile but then also threatens to smash for 3. At the very least, firing off a projectile and then being able to defend against/trade with an opposing redcap is really nice. Worst case scenario we can use this units ping + an attack from our own redcap to make a "1 for 1" trade with pesky Cats or Bruins. Also don't forget this projectile can snipe a win from across the map when the opponent is at DD.
Stole this from Steam Druid. I think we get the point here. Also similar reasoning to Dragonettes. Plus, give these guys a Trinket or 2 and tell me you're not in love. I dare you.
I had the slots available, and this card is amazing. Like vile imp, this addition is likely happening later than it should have.
One of the best movement related spells. This helps us move and attack without being intercepted, getting extra damage in by attacking sites that are undefended and likely out of the way. In addition to that, it serves as secondary Bruin killer. Yes, Druid is a big problem for us.
I had Cave In in this slot but Great Famine is among the absolute best removal cards in the game. They both deal well with Vampire and the fact that is also remains for an extra turn until there is nothing to kill means we have a chance to get an extra Drain in from the Witch but also deters opponents from moving in. This card is highly conducive to the decks game plan and I just wish I had put it in earlier.
Death Door finisher, kills big beefy minions, deals with root spiders and also rips Bruin in half. I might replace this with a second Bury but I'm curious to try it.
Completely busted card in almost any deck, especially a super aggressive one. Compounded with the fact that we are draining every turn, this 1 extra damage provided is no joke and goes a long way.
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Original Primer + Updates:
I love this Avatar. Everyone I speak to either really wants it to work or believes it to be among the worst, least supported Avatar the game currently has to offer. This may change drastically with the release of Gothic but until then we will use what we have available to us to make as big of a splash as possible with Frazetta's Witch.
The main goal is here is to stop playing Sites as soon as possible and start draining. Sounds familiar if you are used to playing with Sorcerer, but instead of trying to bury the opponent in card advantage, here we are just trying to bury them. The first few Drains feel slow but trust that they add up, especially when you start introducing the chip damage from your other units. The ideal site count is 4. Our top end is 5 and sometimes we may want to play two spells at the same time in the late game so 6 sites is the max. The best thing to do is stop at 3, Drain until you need the 4th site. Play it and repeat until 5 is needed. You do not need to lay down 4 sites consecutively unless you get screwed by the mulligan. Get to 3 and assess the board/your hand and only play more as needed, not simply because you can. If you need 4 sites in the first 5 turns, and in the absence of drawing sites via your units, a very strong line of play with this deck is to use your turn 4 to double draw. You play your first 3 sites and on turn 4: draw a spell for turn, tap the witch the draw a site and then play a 3 or less cost card. This sets up you to drop a site next turn and then start draining to the end game without missing a spell draw. Don't be tempted by the Tax effect. Generally speaking each time you Tax instead of Drain, you realize at the end of the game, should you lose, that this was typically where you went wrong. There is a time and place for Tax effects and it is called Death's Door. Speedrun your opponents life total to zero and then introduce the tax effect to make their remaining existence very difficult.
In order to achieve maximum effectiveness of The Witch's Drainage, we must rarely be in a position where we use a turn to tap her to draw a site. It is also highly highly recommended that you do not use a turns draw phase to draw a site due to her lack of card advantage, despite having access to . Every draw matters. Rely on and to get you your extra Sites. for the Leprechaun is usually always a good early game play. The Leprechaun is also great at getting 2-4 additional damage in since opponents are sometimes hesitant to kill them and give you the site draw. Prioritize the Settlers if possible as they directly play a site for you. They are secretly (or blatantly) your most important early game card. Mulligan hard for them and protect them. goes the extra mile in this list espeically since it allows for a turn 2 settlers + drain from the Witch. Settlers can play your third site for you the following turn opening the path for your charge minions and allowing for yet another drain. In the event of Threshold deficiencies, you will need to do less favorable plays like the ones I advise against but these are exceptional situations. The helps get us to the extra red threshold we need without having to worry about too many desperate searches through our atlast.
This deck teeters between aggression and control but the plans do not interfere with each other because the controlling pieces help prolong your Avatar's life meaning she can keep draining in the absence of aggressive units/cards. is a very annoying unit that locks down two squares and usually allows for at least 1-2 hits. It has 3 power which means the turn it swings you get a whopping 5 damage off your opponent's life (remember by this point we are definitely already or at the very least started Draining. is a card that I needed to play against a few times before understanding its power and value. Remember above how much importance I assigned to ? Well harpies just smash this type of card and those exist in every deck. Then they also have Airborne so its another 5 damage swing on the follow up. highly recommend this card in your fire decks. and do the thing they are here for, just efficient removal and clears the path for you as well. is likely one of the best Aggro-Control crossover cards that exist so far. Being able to steal their minion so it can no longer pressure you and then also being able to smash one time with it really push our game plan acres forward. The rest of the magic is made up a tool box kit for depending the situation you are in. , and help clear the way or just end the game when the opponent is at death's door.
Final Notes for the remaining cards not yet mentioned as they have highly important functions that deserve their own spotlight:
We all know what spider is capable of throughout the game, with almost any deck. Its role here, alongside the Amulet is to make the witch untouchable (especially at Death's Door) while we utilize her various abilities. With the Amulet equipped and the Spider beneath her site, she is essentially untouchable. Your opponent will need multiple cards to get in and finish you off. Amulet is a flex spot though as it is technically a card that can be a dead draw. Im currently using in its place.
War Horse serves the dual purpose of beating a charging beater but is also essential for moving our Immobile Pudge Butcher around to maximize the effectiveness of her Projectile. We are aiming to line the Pudge Mommy up with the opponent avatar so that we can deliver a hefty loss of 7 life (5 from pudge + 2 from the Witch drain)
jihad is one of the most insane, powerhouse of a card I've played with or against in this game. Air dropping your aggressive units in their face while draining for 2 every turn is absolutely brutal. Courtesan Thais is our Death's Door finisher. Bring them to 0, slam our seductress and use their own spells against them to claim the Realm!
Earth and Fire from what I have seen/experienced has the worst approach to card advantage as it focuses on other aspects of TCGs like removal and aggression. I have always had good success with the Queen of Midland and do feel like this deck reaches top tier status if we can keep our hand full. The drain for 2 feels like it is more impactful in this deck than the extra card draw provided by the Sorcerer so I wanted to fill the gap of extra cantrip/card draw with the Queen. Our hand will empty quickly, we will usually be sitting at 1-3 cards in hand which will more often than not trigger her and give us extra cards per turn while maintaining the ability to drop our opponents by an additional 2 life points each turn.
I started off strongly believing that the Witch is the best avatar for Vivien to be paired with but the more I play with this version, the more I feel like Vivien is better in a Tax Witch deck as opposed to an aggressive one. I write this two days after winning a game by virtue of being able to drain for 4 thanks to Vivien so I am now very confused with her privilege of occupying a card slot. I really want to add to this deck and am wondering if Vivien gets cut for it. They share a threshold pip requirement but Boudicca costs 1 less which means we have less need for the extra site and she also provides a crazy amount of damage potential. Boudicca will likely make it in the deck no matter what, but I am still unsure if it comes at the cost of Vivien's slot.
27/08/2025: The Utility Slots:
As much as I believe this to be as close to a final list as well see before Gothic there are always flex slots. Here and in any other deck no matter how well it does. If you take this decks core you can proceed in two ways: fill flex slots with focused cards or fill them with utility cards. I've chose then Utility approach. The following cards are not required for the deck but are incredibly powerful in it, fulfilling their utility roles:
1)
2)
3)
These are not pieces I am recommending to be cut from the list, I love the role they play and am very happy with their inclusion. That said, these are the cards I would cut in order to make the deck more streamlined and 100% focused. Off the top of my head the most likely cards that would take their place would be along the lines of , and .
10/09/2025: The Steam Druid Reality:
Early testing vs Steam Druid was honestly pretty positive. We are probably the weaker deck overall, but the games were nice. This past sunday we did exclusive testing vs Steam Druid (SD from now on) and it was a pretty miserable experience. Of course no deck or pilot is perfect, and off days happen but it still made me wonder if perhaps the matchup truly is that bad. One thing I kept noting was the fact that we have a decent amount of units with 2 or less attack that just get traded so freely into by the SD attackers like redcap. 3 power redcap killing our war horse and remaining in play is very scary. Not to mention when you start to bring the Trinket into the equation. Against other decks, efficient removal like Bury takes care of a lot of their 4 power beaters or life gain cards like Vampire. Against SD, water sites make bury cards totally meaningless until the unit enters our zone but by then perhaps the damage is done. Im not going to totally warp this deck around that one matchup, but I will be adding a maybe board of cards that can be swapped in if your meta is mostly water/SD/4+ power minion based.
Beta/AL Updates:
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