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#3098
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How I stopped being afraid and finally fell in love with the rune.



I don't remember if I stole this deck entirely or changed something (I probably did change something, since I only have one Pascal), but the deck performed very well in unranked matches. It's much more interesting to play than other aggro variants, and I win more often than with the Flame and Glass Decipher deck.
I don't have too many sigils, but usually enough for a comfortable game. There are 12 sigils and 16 sigil-consuming cards, but the game doesn't last that long, and with a bit of luck, I can activate exactly what's needed.

About the cards.
Experiment - fuel for cards.
Galimsummoner - a good card, the ward is small, but pleasant.
Warlock - if the opponent doesn't have access to banishers, it's a very good move. If it dies, it's not a big loss; if it doesn't, you can trade it for something.
Levai - finally, I have three of them, an awesome unit, even more awesome for the price, only the cockroach is better. I always take it when I go second.
Alchemist - not bad, can be evolved if possible, but that's a matter of taste; usually, there are cards, but not enough sigils.
Illusionist - unexpectedly turned out to be better than I thought. Yes, it consumes sigils that could be spent on more interesting things, but a 2/2 stuck on the board is a rather annoying thing, and sometimes it even saves the day.
Grimnir - well, it's a sin not to put it in all decks, especially when I have three of them and one animated one. If the game drags on, it can really save the day.
Rune Guardian - if you don't mind spending a sigil, it's even better than Grimnir on the curve.
Mage and Galim - usually, it's worth spending sigils on them; they are the main workhorses of the deck.
Petrification - a good spell even without a sigil.
Piercing Rune - a mini-DoT, so good that it was even nerfed. It clears the board and deals damage.
Pascal - well, it's there, and that's great; I haven't needed it even once. Maybe I'll replace it with a third Galim.
Melvi - a must-have. The only case when she's bad is against some aggro-knight or aggro-blood, who are already praying for a topdeck by her turn and are sitting with one and a half cards. With this deck, your hand is almost always empty, so without Melvi, you can't even try.
Witch - unexpectedly good, decent stats, and that fireball is sometimes just vital when the evolutions are over, and you can't proc the fireball from Levai.
Bolt - I posted screenshots; sometimes it can be a win condition on its own, but you need to keep in mind that you can kill yourself with it, and cast it in a way that you don't put yourself at risk unnecessarily. It was annoying when I used it on a frog, and the opponent evolved it, buffed it, and finished me off with that same rat.
Mage-Dragon - a bit slow, but good, and it's better to proc it with a sigil because a 5/5 and a 5/5 with storm are two very different things in a game where a rare follower doesn't live more than one turn.
А, вот почему.

🏹🎪+⛓️♿=💕