
To start, this deck was built around the cards I currently have available. The main idea is to play only 4 Sites, aiming for a T-opening whenever possible. This allows you to keep almost all of your possible lines of play open throughout the game while keeping the deck consistent.
Since the highest mana cost in the deck is 4, you should take advantage of the relatively low curve and develop your board without spending too many resources too early.
One of the most important tools in the deck is Witch's ability, which makes your opponent lose 2 life every turn.
Try to use this ability whenever possible. The 2 damage may not seem like much at first, but over several turns it adds up quickly and makes your finishing plays much easier.
The goal is to constantly reduce your opponent's life total while developing your board and keeping enough resources available to finish the game.
The deck has both Sites and Enchantments that allow you to play Minions on your opponent's side of the battlefield.
This is one of the deck's main strategies. Instead of relying only on direct attacks, you can constantly put pressure on your opponent by filling their side of the battlefield with Minions and forcing them to spend resources dealing with them.
This allows you to:
The overall plan is to slowly wear your opponent down while maintaining control of the game.
Once your opponent is getting low on life, start preparing your finishing sequence.
The Toolbox gives you access to the right answer depending on the situation, making it one of the most important parts of the deck's endgame.
Zape is one of the deck's strongest finishing options. When you have the opportunity to close the game, this should usually be one of your first options to consider.
If Zape isn't the best option for the current situation, Grapple Shot can be used as an alternative way to find the damage you need to finish the game.
With Silver Bullet, you can search your Collection for the specific card you need.
This flexibility becomes especially important when your opponent is already close to Death's Door and you need a specific answer to close out the game.
When your opponent is at Death's Door, Searing Truth can be an excellent finishing tool, allowing you to deal damage based on the highest cost of the card you draw.
As a last resort, Hotwheels can be used to deal the final points of damage and close out the game.
The deck's game plan can be broken down into three stages:
1. Develop your board
Aim for your T-opening and manage your Sites carefully so you can keep your available lines of play open.
2. Apply pressure and control the game
Use Witch's ability to deal 2 damage every turn and use your Sites and Enchantments to place Minions on your opponent's side of the battlefield.
3. Set up the finishing blow
Once your opponent is close to Death's Door, use your Toolbox and finishing cards to find the right answer and end the game.
The most important thing is not to waste your finishing resources too early. While your opponent still has plenty of life, focus on maintaining pressure and controlling the board.
Once they are close to Death's Door, use your Toolbox to find the right card and finish the game.