While the main purpose of the deck is to exhaust the hand of your opponent, this sometimes can fail and have an opposite effect. Divine Favor can help to remedy a short hand by adding one for each card the opponent has, helping to even the card advantage between the two of you.

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Another strong threat on the board, Ragnaros can be a major game changer. While he can not attack, at the end of each of your turns, he will randomly attack either your opponent directly or one of his minions on the board for an intense 8 damage. When you have this card out, its advisable to clear the enemy’s board as much as possible in order to improve the chances of a direct hit.

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Once you have pounded away at your opponent by stressing their deck with low level cards, its time to pull out the big guns. With every turn (both yours and your opponents!) this monster gains 1 attack and defense, by the time its your first attack phase with him he will be a whopping 9/9 and an 11/11 by the next one.

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Is not only a strong card to threaten your opponent, but provides a handy little health boost to go with his presence on the field. Remember that you can not heal yourself over 30 health so don’t bother casting him till you lost some to get the full effect!

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Even stronger then the Fen Creeper is this little guy. With not only a taunt but also a divine shield, he can cause your opponent to take drastic measures to clear it off the board. He also has a decent attack rate so he can bring the pain as well!

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The Fen Creeper is a strong wall to place between you and your opponent. It’s 6 health will help to shield both you and your minions from whatever damage is opposing you. Again it is also good for causing your opponent to waste cards and throw whatever they have against it in order to defeat it, a powerful effect come late game.

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The Sun Cleric is a great support card that can help to bump up any minion on the field. Its preferable to use it on one of the stronger minions as to create a viable early threat to exhaust your opponent of his stronger cards.

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Here is a great card to maintain board supremacy. Even after its death it returns to the field, causing trouble for your opponent. It’s good for getting in a couple of cheap hits or for forced your opponent to throw his minions in the way to get rid of it.

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While this little runt isn’t anything great offensively or defensively, she makes up for it by reducing the cost of all of your minions by 1. That gives you a subtle but noticeable advantage if left up long enough.

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The Argent Protector is a great card to add a little defense to your most threatening card. At the very least it will buy whatever card is carrying you at the moment another turn to do damage provided the enemy doesnt throw everything at it in a desperate move to kill it. Either way its a win win.

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