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Still, slap a couple good sigils on 'em, and see the Mycologists once or twice...
With the ants deck, ants strength comes from how many ants you can play together, so the best strategy is generally to focus on getting or creating as many ants as possible alongside ways to play them as quickly as possible (which with ants, means expecting to pay a sacrifice per ant, or 2+1 blood if you plan to lay down an ant queen and her worker). Ants unfortunately are not super great about damage buffing though, but buffing their health works normally. Since most ants are really expendable, i tend to focus buffing on my queens most either way. Alpha can be a fun sigil for an ants deck to, considering that cards generating other cards pass on the sigils so if you slap alpha on a queen, the worker she spawns will also have it and if your placement was planned accordingly, your entire board is now buffed. If you are lucky with totems, insect is the obvious choice on this deck and several bases can be incredibly helpful for it.
For the blood deck, it already starts you with the means to "go big or go home" so to speak, so if you lean into that you can indeed have a rather brutal deck. Take good care of that black goat, maybe even get it a friend, and it doesn't hurt to slap a useful sigil on it (bonus, if you do get 2, and slap 2 different useful sigils on them, like for example unkillable and many lives, then merge them at a mycologist, the resulting goat will have both those sigils). As long as you ensure you balance your deck so you will always have a way to play your high cost heavy hitters, you can have several hard hitters in this deck with ease. Maybe add a moleman so you have a good defense card to lay down later on when your deck is large enough that no amount of trimming ensures you can actually draw what you want when you want. That moleman can buy you a turn or two to draw more cards and hopefully get the one you need at the time. If you are lucky with totems, this can also be a great hooved totem deck.