Mulligans
This deck is great for sustaining with lifesteal, has 2 soul shard generators for 7 mana legendary and additional healing as well as extra removal with C’Thun pieces. This deck doesn’t run Skull of Guldan. You want to capitalize on using your acrobats, spectral sights, double jumps and chaos strikes to cycle your quest fast. You will have situations where you’ll need to use your glide however you’ll want those for mid to late game combined with Star Student Stelina to disrupt quest reward legendaries. Just doing that will successfully lock the game up most times. If it doesn’t you will still have Jace and C’thun. My strategy for most caster type classes will be to sustain with lifesteal alternating between spells and warplanes. When they go into heavy draw turns burn a glide ASAP this way you are constantly burning their draw cards. It’s ok to go heavy into draw to get these outcasted, acrobatics will sustain your draw long enough to get you there. When they complete quest play Stelina to shuffle their legendary into their deck, if you miss you acrobatics. By mid to late game, turn 6-8, your quest should definitely be complete and you’re looking to burn all Fel spells and empty your hand to get Jace in your hand. Play Jace by turn 8-10 with your 2nd warblades equipped for a maximum lifesteal play. Follow up with your last C’Thun (s) by cycling your Persistent Peddlers the entire game by trading them in for 1 mana. When your deck is around 10 cards you’ll be able to reliably cycle for C’Thun to close the game. This deck performs very strong and it is reliable once you learn how to cycle it.
The big learning curve for me when I made it was killing my draw. You want your chaos strikes, acrobatics and double jumps to be in the middle of your hand, preferably a glide on your left and play off the top decks going on the right side. I generally like using a chaos strike to start, if I don’t get the right cards I’ll use a double jump. Glide will complete the first to stages of your quest by itself. Try to save glide to secure your quest completion as early as possible or if your opponent gets there’s done first with legendary in hand with no mana to play it. I’ve had some really great games with this. Only thing I personally would change is substituting 1 acrobatics for the Legendary Zai, The Incredible. An amazing card for this deck all around I just don’t have the dust to craft him just yet. This deck has awesome threats with pure weapon damage buffed by spells, mana reduction, insane draw, disruption in opponents hand and deck, Jace for mid game wombo combo (lifesteal, card draw, attack buffs) to stabilize and usually swing the match in your favor and lastly close it out with 30 damage from C’thun.
My first deck build ever submitted and I hope you all enjoy it as much as I have been.





















