This is a deck that stalls out the game until you can kill people with a
Prodigious Sorcery. It might not be the best but I've been playing it over the last few days and have a solid w/r and also it's pretty fun to OTK people.
Card choices:
Char: In a world with powerful 1-and-2-health units such as
Akko, Inspired Artist, and
Teething Whelp and
Trail Maker, sometimes you need to answer them with only 1 mana. Char does that. Only 2 because it's not a card you want to see many of, but it might go up to 3.
Permafrost: Answer to big threats our other spells cannot kill. It's pretty bad against endurance, but it often gives you enough time to find actual answers or enough damage to the dome before the opponent fetches up an
Infinite Hourglass or something similar.
Conflagrate: Premium removal that kills 3-health units, which is honestly enough to get through the early game. Late game it can 2 for 1 stuff so that's really cool.
Kairos' Choice: Conflagrates 5-6. Occasionally will allow you to do a cool play like blocking with a merchant and bouncing it but really this is here because it's a fast spell that deals 3 damage.
Lightning Strike: Sightly stronger than Conflagrate, but only hits attacking units so that might be a problem. Still, 4 > 3 and sometimes you'll be really glad to have that extra point of damage.
Re-read: Get back exactly what you need right now. Be careful if you re-read a Static Bolt, because then you won't be able to recur it with sorcery.
Static Bolt: 2-3 damage early game, depending on if you draw a second copy, is more than enough to take care of an enemy creature. Late game these hit dome for 8+ off a sorcery.
Display of Instinct: 4 damage kills a lot of stuff, countering a spell can be a deal-breaker and being able to bounce and heal can be surprisingly relevant. These hit for 8 off Sorcery so they can make a very good bolt impression.
Great Valley Smuggler and
Howling Peak Smuggler: Merchants are really good. You could not run the 2 Great Valley but I like having 6 cards that let me access the market. Howling Peak deserves special mention because +1 spell damage is, unsurprisingly, really good in a deck full of damage spells.
Lightning Sprite: Decent blocker, filters through the deck and can get good chip damage in thanks to twist plus being an evasive unit. This is a card I'm always glad to see and I might go up to 4.
Scorpion Wasp: Answers anything. Not a spell, so you can't recur it - might cut it and shove it in the market, but it's already pretty tight as it is.
Wisdom of the Elders: Card draw good.
Recombobulate: This card looks pretty bad, but it has
WARP! 1x only, because its main purpose is Resurfacing it the turn after dropping Garden in case you still need to protect the site.
Garden of Omens: Extremely powerful site. It should need no introduction at this point. Making spells cost 1 less is incredibly good, having main-deck relic hate in the form of
Melt Down is extremely good as there are some decks out there that play relic hate such as
Avigraft and
Citywide Ban.
Ice Bolt is big enough to kill anything the turn you drop garden and
Resurface lets you find whatever card you need - usually Sorcery.
Tamarys, the Geomancer is an incredible card to have on the field (if she survives, that is), because she further discounts your spells while hitting for 4 in the air, which brings opponents closer to the 18 damage double-bolt danger zone.
Prodigious Sorcery: This is
the card that lets you finish games. Always decimate the first. Fetching back two spells and giving them double damage means you can on average hit for 18 on that turn or the next. Important note - Sorcery does
not Voidbound spells, unlike Re-read, so you can get back those double damage spells with Re-read or another Sorcery again for even more face damage.
Power base: 4 Seek Power because we play 3 colors and want to reliably get up to 5-6 power and also have a sigil in hand for all our seats. 3x
Token of Instinct because we really don't have extreme influence requirements - FFTPP is the most you'll need for this deck - so getting exactly the one we lack is very good.
Market:
Geminon's Choice: This thing is here because it's an unconditional transform effect that costs 2 mana. Usually you fetch this when you have 5 mana so you can merchant then instantly transform a problematic unit or you fetch it on turn 3 so you can turn 4 play this paired with another removal spell. Leaving a 3/1 on the opponent's board seems dangerous, but keep in mind your lightning sprites are 1/4 by default so it's not that bad.
Edict of Linrei: 2 mana transform. Very good against time's thicc bois.
Edict of Shavka: More 2 mana removal. Fantastic against aegis units such as
Crownwatch Paladin
Sodi's Spellshaper: This card looks really bad in here - after all, we play a measly 9 units (10 if you count wasp, but really, that's a spell in disguise), but this card has been so good I really want to keep it here. People usually don't expect this card from a deck like this. It's perfect against reactive decks that play very few powerful units such as some FJS variants, you can fetch it turn 3 and play it turn 4, and
Equivocate is a very good card to get back with Re-read. That, plus it draws cards if whatever creature you put it on connects. Putting it on a merchant is more common, but if you can put it on a sprite, you won't be disappointed. Unless you're playing vs JSx, as
Cast into Shadow kills sprites. If you expect to see that card (and you expect to versus any shadow-justice deck), put it on a merchant instead.
Staff of Stories: When you draw only removal against midrange decks, you don't want to be caught in a topdeck war because they'll eventually draw into a fatty that you can't respond. Staff ensures you stay ahead and draw into your kill sooner by giving you an extra card a turn. With the massive amount of removal this deck is packing, keeping the board clear is not hard. It also turns Great Valley into a 4/4 which is kind of neat!