
Sorry I wanted this to be short but ended up a little long. The main idea is play minions give them Wards and keep pressure on your opponent
NOTE: You can not ward Evil Minions. This means you cannot Ward [[Noxious Corpse]] or [[Daperyll Vampire]] but that is fine, play them and let your opponent worry about them.
Theme: Warded Lethal Minions that Strike your opponent.
Strengths: Everything you play is a threat causing strong early game pressure and mid game pressure.
Weaknesses: End game. The deck doesn't have a lot of draw or sustain so hit them hard and hit them quick. Overrun decks and burrow/submerge decks are also issues. Disable.
Strategy: Starting with Lands, try to make sure to have 2 (F)Threshold Sites and 1 (A) Threshold. You can get to 2 (A) Threshold later, the (F) is more important. Try to play [[Hamlet]] near your opponent and use [[Spore Spouts]] to drop your Minions where your opponent doesn't want them. A nasty early game combo is [[Spore Spouts]] into [[Sacred Scarabs]] dropping the Scarabs on your opponents Avatar.
This deck is built around Wards and putting those Wards on Lethal minions.
This deck also has plenty of Charge Minions that you can play with a Ward on, crash into your opponent, then Ward again after they have done their job. As long as your Minion has been Summoned this turn you can spend as much Mana as you would like to Ward them over and over.
The basic Strategy of the deck is to try to get your opponent to use more than 1 card to answer 1 of your Minions. If you can have them Attack your Minion with 2 Minions or use a Minion to crack your Ward then use a spell to kill the Minion you are playing the deck correctly. The reason for this is most other decks will have draw that you don't, make them waste the cards they draw until you get some of your bombs like [[Panorama Manticore]] [[Siege Giant]] and [[Saracen Raiders]] then you can put some real pressure on your opponent.
Early game try to get out 2 or 3 small Warded Minions, even if this means holding off playing the Minion a turn. For example if you start your hand with a [[Sirocco Scorpions]] don't play it turn two (unless you end up with a [[Hamlet]] Land for your second Land) wait until turn 3 when you can Ward it when you play it.
If your opponent has small Minions try not to trade with them, Attack Sites and force your opponent to Block. Make them make the mistakes.
Your deck will also have plenty of Spells that allow for Movement and Striking. Try to use the Strike cards to deal with Minions your opponent wants to keep on the board. Then in the same turn Attack something else and take 2 of their Minions off the board. The Strike cards are also a way to victory if they try to keep a defender up to prevent you from Attacking their Avatar.
[[Whirling Blades]] is your nuke, try to hold onto this for situations where you need to deal with multiple enemies, or when you need to end the game. Use [[Grapple Shot]] to get your Minions into spots that make your opponent nervous, or in a spot for you to set up spells like [[Firebreathing]] since a lot of your minions are Beasts they can cast this spell from their location.
Late Game your Strategy doesn't change too much, play your Minions with Wards and try to trade up and keep more Minions on the board than your opponent..
Even though a lot of your Minions are just 1 Power they pack quite the punch with lethal. Just play things attack and let your opponent worry about your Minions. Have fun!
Single Card discussion: There are some cards that pop wards, you don't really need to play around them but if you can remove them that would be best.
Matchup dependent advice: When playing against a deck that plays many small Minions like [[Necromancer]] try to make them block you and when you can get a [[Toolbox]] use that to play [[Murder of Crows]] once you know they have over stretched themselves. [[Firebreathing]] is in this deck specifically for Winion decks.
[[Ring of Morrigan]] is something you HAVE to deal with, this is why you have [[Shatter Strike]] and [[Disenchant]]. If you cant it will destroy your Minions and all the work you did early game.
This deck is great even without the Unique's or Elites, just swap them out for something that you like or something beefy and you will be good to go. The Ordinary cards are what make this deck click.
Collection cards (When to sub and why):
Zap!: Used to end the game when Opponents on Deaths Door.
Blink: Use when you NEED the extra movement.
Disenchant: If the opponents strategy is Aura based or if they have [[Ring of Morrigan]]
Tactical Move: When everything needs to move.
Teleport: Chase or Escape.
Boil: For pesky Submerged Minions
Grapple Shot: Why not have another
Minor Explosion: Clear out 1 Site.
Murder of Crows: Play when the opponent has over stretched their minion creation.
Angry Mob: Just in case there is a Unique you can't deal with.