Use Celestial Omen
and/or Whispering Wind
to get Knucklebones
on turn 7 with power to cast. Stall the board or keep it clear and throw the bones with 8 or 9 power. Core Cards:
The core of this deck is 4 Celestial Omen
4 Whispering Wind
and 3 Knucklebones
which can actually be put into any control list. I have had some success with a Feln variant as well as a Combrei 50 power ramp deck.
The goal is to get Knucklebones
and play it as early as possible with as few threats on the board as you can. Ideally you want to have 8 or 9 power to avoid dead cards due to cost. Once you throw the bones you will be unlikely to see any more power for the rest of the game.
You should always try to draw an opening hand with Knucklebones or a way to get it. This can be done with Celestial Omen and/or a whispering wind. After that a fire source or a seek power to get one is ideal.
The rest of the deck functions around controlling the board and pulling power quickly. Spirit guide is a solid body with life steal and giving a throne warden or Valkyrie Enforcer
life steal can help keep a good life total.
If you can Harsh Rule
prior to using Knucklebones it will help set up to take advantage of the card draw and numerous threats you can pull. The lack of power in the rest of the deck means you are going to have a lot of stuff to play. Additionally having an extra omen can be used to find a threat after the dice have been rolled.
Considerations: Wisdom of the Elders
- More draw power is good to cycle. This is not strictly needed, but it can help get you there faster.
Staff of Stories
- With throne warden this can last a long time. I have a disease and the only cure is more card draw.
- Extra sweeping potential for go wide decks if you face a lot of wide strategies.
- This is another good anti aggro card, and having extra units makes it harder to be hit. Polymorph
/ vanquish - Being able to remove one big threat can help prior to Harsh Rule.