General idea:
Play stuff on curve, get some spell damage through
Torq, Ballistics Crafter and just chuck
Snowballs and
Flash Fires to the face.
Shavkan Dogma Will boost us over time, to help push through even more. Jokes aside, use your damage spells as removals when you can to help the yetis get through and finish the work over the top.
Stats: 20 - 7 in top end of Silver 1 and Gold 3.
Mulligan:
Generally our mulligan goal is to get
Shavkan Dogma to start that engine as fast as possible.That said I'd never go down to -1 cards as the deck generally needs the fuel. Other good keeps include Bullseye/card] into relic decks and a good Plunk Wumpking and
Torq, Ballistics Crafter curve.
Card Choices:
Shavkan Dogma: The main culprit of the whole burn idea, we want to gain as much Fire influence as we can, and just sling everything at face, or cast huge
Flash Fires at the end.
Flash Fire: The other part of the combo, with
Shavkan Dogma this can be and easy 5 power deal 10-12 damage spell.
Bullseye: Relic removal for the meta and a good turn 1 kill spell for early aggro units.
Lutestrung Bow: More usefull in the early game, cleaning up
Dinosaur Nest units,
Autotreads,
Battlefront Dashers and things alike.
Finned Herbasaur: May look like a bit of an outlier, but good for cheaping spells, and protecting our face from enemy effects such as an opposing
Bullseye,
Eavesdrop,
Mindbreaker's Staff and good in the mirror to stop their
Flash Fire.
Torq, Ballistics Crafter: I heard you like spells, so let's give them more damage! With all the burn we have in here, I feel like it earned a spot. You can even sacrifice his own Snowball for the effect. Pairs really well with
The Krinkle Boys.
The Krinkle Boys: They can clean up small units, can help push damage through once we have
Torq, Ballistics Crafter's ultimate, and even more once
Shavkan Dogma is active.