The twist with this deck is the Toxic Reinforcements. Use it to either fake out the opponent, or in a similar vein to the Boommaster's bombs. Similar to how Swarm of Locusts doesn't work with Clear the Way, you need to keep an eye on your board space. It's generally either an early board pressure (go all in) or a late board reviver. Not much use mid game.
If your turns are: Quest, Clear + Toxic, springpaw+hero power, Desert spear + springpaw your board is moving pretty fast. You are dealing damage and progressing the quest at a fair pace.
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