Rule #1 - Stay alive
Rule #2 - See Rule #1
Rule #3 - Cast
Solitude when you have board control, combo out with a
West-Wind Herald if possible (usually is)
Seriously though this deck is a blast, I can't wait to see
Solitude become the cancer it's destined to be.
It feels great against most control as the shell can outlast but has trouble winning without Solitude. It looks and feels like a
Channel the Tempest win condition, then you come out with
Solitude/
West-Wind Herald combo leaving them with 3 cards.
The main strategy is to prolong the game as long as possible until you're able to combo out with a double Solitude turn, which is much easier than it sounds. Soak and board clear when necessary and draw, draw, draw. This deck and and will often outdraw
Crystalline Chalice. It's probably a bit overkill, in that you could just as easily win with Channel the Tempest rather than Solitude. However, I'm ecstatic for Mill and use my Channels to maintain board control. If you get
Rain of Frogs or other screw you still have secondary win conditions through
Channel the Tempest,
Marshal Ironthorn, or pure card advantage (
Highwind Glider wins more games than you'd think).
While posting strong match-ups against control and mid-range, I absolutely roll over to aggro.
Devastating Setback is a strong option as is
Lightning Storm, but the power base would be stretched and I'd be too tempted to run the suit of Shadow kill cards.
All in all amazingly fun deck and theme. It's Day 1 for the Dusk Road - please experiment and help me find the optimal
Solitude builds, whatever they are. Enjoy!