
The Witch on Mount Ussar
My first Sorcery deck, built with a lot of help from my partner, a little bit of chaos, and probably too much confidence for someone still learning the game.
I wanted to build something that could control the board without just sitting there doing nothing. The goal is pretty simple:
Protect the Witch. Control the board. Drain their life. Be annoying.
I’m calling it an aggro-control/midrange deck because I want to be able to switch between playing defense and suddenly putting pressure on my opponent when I see an opening.
The Site Plan
My sweet spot is 4 Sites.
I want to get to 3, start doing Witch things, and then go to 4 when I actually need it. 5 is there if the game calls for it, and 6 is my absolute “okay, fine” number.
I’m trying not to play Sites just because I have them.
3 → Drain → 4 when needed → 5 if necessary → 6 only if things have gone terribly wrong.
The Witch isn’t a Site deck. She’s a Drain deck that needs Sites to work.
I’m not trying to build the biggest mountain. I’m trying to kill the person standing on the other side of it.
Early Game
Early game is mostly about getting established without getting carried away.
I want enough Sites to get my Witch online while putting some bodies on the board to protect her and start creating problems for my opponent.
I’m also trying to remember that just because I can use the Witch for something doesn’t mean I should. If I don’t need to tap her, I’d rather keep her ready to Drain.
The Fun Part
Once I’m set up, the deck starts feeling like what I actually wanted it to be.
I can use removal and board control to deal with whatever is becoming a problem, while my minions start putting pressure on my opponent.
Poison Nova, Disintegrate, Drought, Immolation, and the rest of the removal package give me ways to keep the board manageable, while my bigger minions give me a way to actually close the game.
I don’t want to control the board forever.
I want to control it long enough to kill you.
Protect the Witch
The Witch is obviously the most important piece, so I want my board to make getting to her as annoying as possible.
That means developing minions that can defend her while also giving me enough of a board presence that my opponent can’t just ignore everything and run straight at my Avatar.
Basically:
You want the Witch?
Cool.
Climb the mountain first.
Mount Ussar
Mount Ussar Sanctuary is probably my favorite part of the whole deck thematically.
When the Witch reaches Death’s Door, she flees to Mount Ussar and gains Ward. So even when my opponent finally manages to take her down, she gets one last little “actually, no ❤️” moment.
That makes the mountain feel like more than just a theme—it’s her escape plan.
So ideally, my opponent spends the whole game trying to get up the mountain, finally gets the Witch to Death’s Door…
…and she just runs away to the top.
Very Witch behavior.
What I’m Still Figuring Out
This is my first deck, so this is definitely a work in progress.
For now, though, I really like what the deck is trying to do.
Build the mountain. Protect the Witch. Control the Realm. Drain their life.
And if they finally make it to the top?
She’ll probably just run away anyway.