Steam Savior

Magikman76 Magikman76 Fire Fire Savior 183 views Mar 19, 2026 Updated Apr 16, 2026
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Deck Primer

This deck takes advantage of the Saviors ability to ward non evil minions to generate advantage slightly after curve.

The basic premise of this deck is to cast things like lugbog, and the viper/puffer early to eastablish a defense but, what "early" means is instead of dropping a pond on turn 2 you drop it on turn 3 and ward the lugbog or turn 1 pond out a puffer/viper for free and cast the ward on it. The deck caps at 5 mana for most spells. Lords of Lies are the only 6 drops and can be mulliganed

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This deck takes advantage of the Saviors ability to ward non evil minions to generate advantage slightly after curve.

The basic premise of this deck is to cast things like lugbog, and the viper/puffer early to eastablish a defense but, what "early" means is instead of dropping a pond on turn 2 you drop it on turn 3 and ward the lugbog or turn 1 pond out a puffer/viper for free and cast the ward on it. The deck caps at 5 mana for most spells. Lords of Lies are the only 6 drops and can be mulliganed away on the opener.

Normally on an opener you are looking for a 1 mana beast and hopefully a 2-3 mana minion and a removal spell and for sites you are hoping for at least 1 pond and then just match needed threshold. If you prioritize getting to 6 mana can cast everything on turn WITH a ward on it.

This deck should act as mid range as possible and force your opponent to deal with your minions and their wards. Everything they use to break ward on your minions instead of killing them is card advantage. Each warded minion is essentially 2 creatures because of ward, because they have to deal with each minion twice that means 2 attacks, 2 spells, an attack and a spell - all of that is generating card advantage for you.

Be aggressive in your site defense by building a simple 4 square site set up. 6 sites should be the most you ever need to play.

Card draw is limited so card advantage is the wards. Try to use those to your advantage.

Element Breakdown

Earth
0% Spells / 0% Cost
10% Sites / 7% Output
Fire
52% Spells / 54% Cost
53% Sites / 42% Output
Water
43% Spells / 45% Cost
60% Sites / 47% Output
Air
0% Spells / 0% Cost
7% Sites / 5% Output

Card Type Breakdown

Artifact 4
Aura 2
Avatar 1
Magic 16
Minion 38
Site 30

Cost Curve

Distribution of card costs in your deck

0 Cost 31 cards
31
34.1% of deck
4 Cost 17 cards
17
18.7% of deck
3 Cost 15 cards
15
16.5% of deck
2 Cost 9 cards
9
9.9% of deck
5 Cost 9 cards
9
9.9% of deck
1 Cost 8 cards
8
8.8% of deck
6 Cost 2 cards
2.2% of deck

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