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3rd Place w/Elementalist at Assorted Animals Tournament Grounds!

May 18, 2026by Jeremy MurrayDecklistsElementalistsorcery

On May 16, 2026, I finished in third place in a field of 45 players at the inaugural Assorted Animals Tournament Grounds event in Montreal. I piloted my Elementalist deck called TurboRedneck 8.2.

fireairElementalist — Third Place

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Auras (4)

4 Hamlet's Ablaze firefire

Artifacts (6)

3 Torshammar Trinket
3 Toolbox

Minions (38)

3 Colicky Dragonettes firefire
3 Headless Haunt airair
1 Morgana le Fay firefirefire
2 Mazuj Ifrit firefire
3 Phase Assassin airair
3 Quarrelsome Kobolds fire
3 Redcap Powries firefire
4 Screamer airair
3 Slumbering Giantess earth
2 Sturmgeist airair
2 Avenging Angel airair
3 Gyre Hippogriffs airair
3 Saracen Raiders firefire
1 Rebecks firefire
1 Sir Pellinore firefireairair
1 Highland Clansmen air

Magics (12)

3 Cast into Exile airair
2 Grapple Shot air
2 Infiltrate fire
2 Betrayal firefirefire
3 Whirling Blades airair

Sites (30)

4 Arid Desert fire
4 Dark Tower air
4 Gothic Tower air
4 Lone Tower air
4 Red Desert fire
4 Remote Desert fire
2 Sinkhole
4 Vast Desert fire

Collection (10)

1 Zap air
1 Dispel air
2 Lightning Bolt air
1 Magic Missiles air
1 Boil firefire
1 Bury earth
1 Drown water
1 Incinerate fire
1 Highland Clansmen air

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Deck Concept

The combination of Elementalist with the Lone Tower, Dark Tower. and Gothic Tower provides an opportunity to play the most efficiently costed minions on turn two. Casting high-value stat-line minions on curve is a sound strategy. My Elementalist build pushes that game plan as early and aggressively as possible.

Mulligans

Ideally, for spells, mulligan for a hand of three minions that cost three mana. The deck contains 27 -cost minions. It’s fine to have one -cost minion if you have a desert and two different towers as opening sites.

For sites, two deserts and one tower are fine. If you open Slumbering Giantess, ensure they're castable on turn two with a desert to play on turn three to wake them up.

Disruption

Most of the spells in this build are dual-purpose in that they may be played offensively or defensively. Grapple Shot and Whirling Blades may be used as minion removal, extra Avatar damage, or Death's Door solutions.

Infiltrate and Betrayal often provide a favorable two-for-one trade or deal additional damage in a tempo race; dealing extra damage to my opponent and moving their minions out of blocking range is usually my primary choice. This build aims to close games fast.

Cast into Exile is my only clean removal spell in the Spellbook. It's inexpensive and versatile against most minions. In my local meta, players often like to use cards like Mix Aer, or Carionettes to accelerate The Doom of Dilmun. Cast into Exile is an inexpensive, effective answer that also handles other sticky minions like Hounds of Ondaros or Seirawan Hydra.

It’s important to include a versatile removal spell for those huge threats. I don't want Cast into Exile in my opening hand. Rather, it’s a backup plan in a moment of need.

Key Points

Hamlet's Ablaze may be kept in the opening hand if you have two other -cost aggressive minions like Slumbering Giantess, Redcap Powries, or Headless Haunt. A turn two Hamlet's Ablaze on an opposing forward site, then replaced rubble for a big -cost minion on turn three can be absolutely devastating.

Whirling Blades with Headless Haunt is often effective.

Sir Pellinore is often a three-for-one, killing the various Lords and drawing a card, or coming in for [five] damage against an opposing site.

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Featured image: Elementalist by Elvira Shakirova