
main goal is to ramp into craterize or big minion whirling blades
princess to get trinket or ring
leprechaun early body and card advantage
sister and saint and pebbled paths anti-aggro and charge (sister also lets pudge move)
skeleton mage recasts ordinary spells from graveyard
shield maidens good vs necro
vampire helps stabilize
common sense finds landmass early (turn 2 common sense into turn 3 landmass is p good vs non aggro) otherwise it gets removal (bury, bolt, grapple) or more situationally one of the cantrips blink or gift of wolf
earthquake and whirling blades for mass removal to stabilize
SITES:
court of equity taxes elites and uniques, with ramp this should hopefully hurt them more than you
crossroads digs for unique sites or building babel
mock court good vs token decks (mostly necro, archi, other geo)
roots: if you fall too far behind to stabilize, roots+sinkhole can reset the board. you should be able to rebuild faster using geo ability to flip rubbles
build babel: happens more of than you’d think with crossroads and tithe. free craterize is almost always an auto win
withering heights: free movement
PATTERN: turn 1 earth site or bloom, make rubble in front, turn 2 flip rubble in front, turn 3 play to either side of front site make rubble behind it, turn 4 either flip rubble or play other side of front site. remember, you only make rubble when you play earth sites with geo tap ability.