Storm & Sun – Valley Beyond Set Review

Hi, I’m stormguard798. I’m probably best known as another TO alongside Sunsfury for the TNE tournament series, but I’m also a member of Team Eternal Journey, and I occasionally write funny things and post them on the internet. I’m super excited for some massive chonky Dinoaurs in particular, but mostly just to see how the set will shake up Expedition.

Heyo – this is Sunsfury. I TO reasonably frequently with Tuesday Night Eternal (though the “Tuesday Night” is sometimes called into question) I’m unaffiliated with any team, but sometimes I write on my blog, generally in retrospect of various tournaments – which can be found here over at https://sunsfurysforge.wordpress.com/. Going into this miniset, I was super keen to get my hands on some Elysian shenanigans, and hopefully something for Hooru to have fun with that isn’t Kira.

(Thank you to Stevercakes and EternalWarcry for uploading the images for Valley Beyond so quickly. :P)

Fire

Sunsfury: Some (probably many) won’t agree with me on this, but I quite like Fevered Dispute. 3-cost slow removal spells are not the greatest, especially with the non-Dinosaur clause, but the ability to also make your opponent’s chump blockers irrelevant for the rest of the game can be very handy. Combine this with chunky Time units, deadly Shadow ones, or buffed-up Justice ones, and you’ll be able to turn a 4-turn clock into a 2-turn one – provided you have enough buffable units.

SG: I am some. To me, this is (mostly) a worse Display of Ambition, so I’m immediately ruling this card out of FJS. Being double-influence on 3 also isn’t irrelevant, particularly in Expedition, though you don’t often want to play it on 3. While the modality is fine, being a slow spell is extremely punishing in a metagame where I consider Obstructive Flicker is reasonably strong. This is of course on top of being blown out by fast-speed removal.

I think the key issue to consider is: why would a deck want this? If you’re a deck playing a lot of well-statted units, you’d much rather have more of those units than a clunky removal spell. Even then, you probably have better ways of giving your units evasion in some capacity, such as Flying with Helena, Skyguide in Justice, or removal spells in Shadow. While I think it can serve a purpose, I personally feel there are many other cards that do Fevered Dispute’s job better. 

SG: I don’t mind extra turn spells in more casual formats, but I think if DWD doesn’t want to create overly un-interactive games, they probably shouldn’t be printing any of these. On the bright side, wow is this a really bad card. You die at the end of it AND your opponent gets to pop in a free unit. Imagine if they drop a Combrei Lawmage. I suppose the unit doesn’t much matter if you’re planning on going for a spell-based kill a la Flash Fire, though those decks haven’t been good for a while in the face of Flicker, and now, Finned Herbasaur. The flexibility of Inscribe on what is a very conditional card is nice to have, but I just find it hard to envisage a deck that wants this card – and that is any good.

Sunsfury: There’s one space I see this card existing, and that’s for Praxis Rebuild when it’s popping off. This is quite possibly too bad to even see play in Rebuild, but the inscribe might save it and that makes me slightly scared. Life should be fine, but this has some real kick behind it. Secret tip with killing people during extra turns: units won’t ready from an exhausted state (which blocking does inflict) if you take an additional turn, even Endurance units! (Endurance units ready at the start and end of their controller’s turn, not the start of each turn)

SG: My gut instinct says that the 2 damage is probably too narrow to be any good, even to mow down opposing fliers, though depending on how the meta shakes out, I’m happy to be wrong. Being used in conjunction with an attack, for instance, to poke a Helena so it can’t block you profitably is 1 option, but they could always elect to…not block. 2 strength is just an awful statline for both closing out the game and actually poking through blockers. I could see this being use to ramp out a Great Kiln Titan on Turn 6, for instance (those big Sentinels are always kind of fun) but that unfortunately feels like too much of a pipe dream. 

Sunsfury: Riva’s a sweet tempo play, and works incredibly well if you can buff her, but then my question is “what are you doing with the bonus power, and why does it work in a Riva deck?” Maybe you do put this in Rakano to go up to Big Svetya? But that only somewhat makes sense. Perhaps in Jennev (FTP)? I’m really unsure.

Justice

Sunsfury: I feel like I’m obligated to love this newest entry to the Paladin roster: empower, buffing multiple units, boosting up your topdecks as an added bonus, and it even inscribes! Combines very well with units like Iron Priestess, Crownwatch Paladin, and yes, Plunk. Even if it ends up not being quite fast enough to work, I know I’ll have fun slotting Scalesworn Patrol into anything and everything.

SG: I also love this card: it reminds me of a souped-up Awakened Student. My first inclination is probably jamming this in some kind of Justice-based MidGro deck with 2-cost Hojan, 2 cost Icaria, and so forth. I think the Inscribe really seals the deal for this card: the fact that the card works with itself is incredibly effective, so extra copies are always useful. My primary concern with this card is Iadria: the general presence of the card in both formats makes it very difficult to justify strategies that revolve dumping stats on your units, but we’ll see how it pans out. 

SG: First thing – it’s the cleanest way that Justice decks have to answer Iadria in Expedition, so if Feln decks continue to be a thing (I mean, Plunk + removal is always good), this card is a shoo-in. Besides Iadria, it also mows down a number of other units in Expedition, most notably, Plunk, even when its strength is no longer buffed. The ‘Valkyrie Justiciar’ mode on the card I think will be similarly hit or miss, but is a solid option to protect all these unit-based Justice decks from wipes. Probably too low-powered to see too much play in Throne – the units are just bigger there, and Sabertooth Prideleader exists – but I definitely expect to see it around.

Sunsfury: Finally, a good 3-cost Relic Weapon! In Expedition, this just kills everything you need it to – Helena, Plunk, Ambassador – you name it. As an added bonus, you get to protect your board against sweepers or any other kind of trickery your opponent is holding back in reserve – in the cases where you don’t need 4 attack. In Throne, it’ll struggle against Time Fatties, but the other side is even better given the existence of Combrei Relics, and potential combo decks. Favourite card in the set, but that’s probably my armoury bias showing.

SG: Well…I guess Overwhelm isn’t really a Justice battle skill, but still. I do think that between Lunar Claw, Stormhalt Plating, and I’m sure other relic weapons that exist, there should be sufficient armor to at least make this an interesting strategy. Though the buff doesn’t stay on the unit, you don’t even need to spend power for its effect, so you’re free to develop your board in the meantime. Endurance also means you’ll have a solid blocker – just in case. RIP ground-based aggro. You may not be as versatile as Prideleader, but people are going to read this and weep. :sweat_smile: 

Sunsfury: Magniventris desperately wants to be my favourite card in the set. Problem: Lunar Claw exists, so Magniventris has to be happy with second place. My goodness, what a second place though – clogs up the board as a beefy endurance blocker, stuns a unit for tempo, gives you some armour for padding/weapons and pumps himself a chunky amount if your armour is still up? Wow.

Time

Sunsfury: if you can reliably throw enough Large Units into the void to drop the cost of Valles Rex down to ~4ish, you’re looking to have a very fun time with this Big Dinosaur. There are two different Xenan decks that will be interested in fighting alongside the mighty Rex: Xenan Dredge, with the recently buffed Dawnwalker, and Xenan Katra Midrange, which was already looking to fill the void for Katra’s summon and potential Grasping at Shadows plays. Don’t play Valles Rex outside of void-based decks though; you won’t get enough 4 attack units in the void for the cost reduction to matter much.


SG: I’m actually on a different angle here – I think it could be a solid market card for midrange decks to fetch out of the market. Touvon is probably my preferred choice if your influence can support it, but there are also decks that lean heavier on the Shadow side – like the ones playing Katra. In that case, this seems like a fine alternative – surprise a flier mid-combat, or your control opponent at the end of their turn with tons of damage. By that point, you’ll likely just have a handful of 4+ attack units in your void, and 5-6 power for this effect isn’t bad at all. 

I will say though: I believe building around the cost reduction effect is a huge trap. Most of the units that put stuff into your void are fairly cheap, and consequently don’t have huge stats. By having a density of these effects in your deck, it also means that very few units you put in your void will actually have the effect of reducing the cost of Valles Rex. This being a Time unit also means you can’t bring it back with Vara, Fate Touched, which either means you’re directly bringing this back…or simply playing it fairly. Which you could have done without all the accompanying void support. The reason the Xenan Dredge deck works is Clocktower Sentinel, not Valles Rex. Love the flavour and art of the card – who doesn’t love surprise Dinos – but you don’t need it to make the deck work, and I don’t think the card will nearly be as popular once the hype has died down.

Sunsfury: A 4-cost “sweeper” in a faction that doesn’t have any, and it has inscribe? Chronostorm is the one-stop shop for aggro answers for Time decks, shutting down low to the ground decks incredibly hard. This card is good as long as you’re able to go over the top of whatever your opponent’s doing, whether that be through bigger units (which Time loves to employ already), or through alternate victory paths, like with Auralian (TPS) Ruin decks. Without inscribe, I’d only put this in dedicated inscribe decks; with inscribe I’m putting this in as many Time midrange-control decks as I possibly can.

SG: I pretty much concur entirely – Inscribe is a fantastic mechanic, and gives conditional cards far more playability for when they don’t quite line up very well. The question then remains: what kind of deck will this go into? My first inclination are the TJP control decks, but those aren’t very good right now in the face of…everything else in every format. I could see the TJ (Combrei) decks playing a handful of these, however, since it doesn’t affect your Justice Sigil count for Enter the Monastery. In open decklists and/or once this card picks up in popularity, I imagine it’ll be much easier to play around, only affecting attacking units, but it nevertheless remains a solid option for the decks that know they want it. 

SG: I love this card so much! Look at all those adorable little Hatchlings! Charge is by far the worst of the 3 Battle Skills, but at least Flying and Killer are both incredibly solid. It doesn’t get you immediate value, but as a 2-cost relic, it does give you plenty over time. Most importantly, being both a relic and making small creatures, you don’t necessarily need to build around Dinosaurs to make this card good. It’s a little slow, and you could end up getting super unlucky Dino-flip wise, but it’s such low-cost that I think you’ll see it plenty enough. 

Sunsfury: This card is absolutely insane. It takes a moment to get moving, but overall it’s 9/9 worth of stats, with generally solid keywords, and on top of that is a double-pump for any extra dinos you’re thinking of playing. This card will decide Dinos as an archetype until it gets nerfed, and this card is going to be the part of Dinos that gets nerfed, believe me.

SG: This card reads like Ice Bolt-esque to me. Most of the time, you’re using this as Devours 5-8 on your own units to draw 2 cards, though it doesn’t work as well with Revenge units, Corrupted units, etc. So be careful. And only if you really need to, i.e. when you encounter a Rolant, do you let your opponent draw 2 cards. I think it’ll be a solid role player for those Time-based sacrifice decks, and that’s all. 

Sunsfury: Time Devour? Time Devour! Like Stormguard, I’d put this in Time sacrifice decks – but who knows? Maybe this is a way to forget Shadow completely and make Jennev (FTP) Mother with Lured Away in place of Devours? Who knows?

Primal

SG: I’m not exactly sure where the synergy between Dinosaurs and spells is – maybe it’s for completely separate archetypes? ‘Sides, I imagine that most spells decks want to play at fast speed. Regardless, that 1 power discount adds up pretty quickly if this isn’t dealt with, and the option to get Faegis to protect a subsequent big threat is also nice. I definitely think this card has potential, especially being such low cost, but all the parts of the card seem very disparate to each other, so I’m not completely sure how I’d build it.

Sunsfury: There are two different places I see this fitting in – the classic Elysian Spells decks, and some kind of Elysian Dino one. Both double-dip on the reduction (spells has Wump & Mizo, dinos can play Twilight Hunt) a little bit, and cost reduction is a powerful effect. Ultimately, I think Ely Spells will really like this; making Accelerated Evolution, Strategise, etc cost an incredibly small amount means it’s easier to develop your hand and hold up any Equivocates or Protection. Definitely agree with SG that the different pieces feel a little disparate, especially the contract for face aegis – not to say that the aegis won’t be useful on occasion.

SG: No! My baby dino! Other than the tragic lore moments: we’re talking dumping in things with Malaise? Otherwise I’m unsure how you’re able to dump that many cards into your void at fast speed. Also I’m not completely confident that’s entirely worthwhile. You could line this up after your opponent’s board wipe, but if that many units are going to your void, I suspect you’d rather counter the wipe instead. If you’re not able to trigger the 8 damage clause, then 3 power for some card filtering and 2 damage is incredible underwhelming. Consequently, I suspect that the set-up cost of this card will be too high and too conditional for not too fantastic of a payoff. 

Sunsfury: To even consider playing this card, you need to be able to send cards to your void reliably, and also care about dealing 8 damage. This can go to face, so I guess the only place it has right now is Feln self-mill aggro? Even then, I’m sure you’ve got better things to be doing with the deck – unless you’re desperate for things to put in the market of that specific deck, you shouldn’t be playing Tragedy.

SG: Oh my. The go-wide relics tokens decks have traditionally struggled with massive relic weapons due to the small size of their units, so this is a really nice 1 or 2-of to have around to tutor up and nerf those – or simply clean up your opponents’ board in the mirror.  It is a cursed relic, so, unfortunately, there’s no way to abuse it with Deadly or otherwise, but the Inscribe is always there for when it’s not so good. 

Sunsfury: Now Stormguard’s off telling you something about how Rats is a deck that wants this, and sure – perhaps, but there’s a point being missed. CURSE. One day, Hooru/Purpose Curses will have enough different potent options to properly compete, and Thicket Trap is one of those tools. You’d best watch out!

Shadow

Sunsfury: Sinister Research is a funny little thing, because it’s actually a depleted power with upside hiding as a spell – which is generally useful, but is also something Shadow has a fair amount of. Between Etchings, Vara’s Favour, Exploit (kinda), and now Sinister Research, you now have real choice in what options you’re taking, so any Shadow-focused deck has no right to complain about not reaching 5 power without at least 8 of these in their deck.

SG: My gripe with this card is…Invoke really isn’t that strong outside of Limited. :S Even if you invoke a reasonably strong card, it might not fit with your deck’s overall strategy – perhaps other than generic good-stuff midrange. I could see maybe slotting this into the Stonescar (FS) strategies in Throne, but not really anywhere else. In Expedition on the other hand…I think the floor is high enough that you’re fine including a couple of copies in any more defensive Shadow deck. 

SG: Interesting. For most intents and purposes, a worse Deathwing, but one that is possibly more resilient to removal. My first inclination is to load up on this with Trickshot Ruffian, or perhaps give it some battle skills through passive unit-based draw like Dusk Raider, but that seems like a lot of hoops to jump through, especially since the Skeeter is double Shadow. I’m not seeing too many board wipes as of late, so the Skeeter has that going to for it, but even Vara’s Authority or Trials and Tribulations wipes this, which is pretty fragile. I also don’t believe there is any fast speed unit-based augmentation, so you also don’t have any way to protect it. Interesting design – I just don’t see it being any good. 

Sunsfury: Skeeter’s a funny little card – being able to dodge spell-based removal for the cost of not being able to play weapons is an interesting space for other kinds of buffs, like off of units. The issue is that skeeter relies on these buffs to make anything happen, and we don’t have the density of buff tools to make the flying+lifesteal on skeeter truly shine.

Sunsfury: In general, I think Harpoon is too expensive and frail to not be doing silly stuff with battleskills – quickdraw and unblockable are likely to be the key ones you really, really want to be adding onto a weapon. In terms of potential options, the new Deleph might be good for the deck, but I don’t think Harpoon is going to be super relevant at all.

SG: I concur. 2 Armor on Harpoon is very…questionable. Obviously, the best combination is Deadly/Quickdraw, but if you already have 1 of those units…what are you doing sacrificing it to this weapon? It probably fits fine into a Nightmare at the Gates deck but I’m not really in the market for expensive, non-modal relic weapons these days anyhow. 

Multifaction

Sunsfury: Something something Xenan getting a generally good card yet again grumble grumble

Huntmaster Vikrum is a solid 4-drop, acting as either a better Customs Officer or mostly-accurate impression of Cykalis, the Burning Sand depending on the state of the board. Vikrum’ll likely great in some kind of Expedition Xenan midrange, however there won’t be a Xenan deck created because of this card unless there’s something else giving you a reason to play specifically Vikrum. Sacrificing the stolen unit is a great way to not have to deal with it after Vikrum dies – and The Rat King is great at doing that, but I wouldn’t build a deck around the combo, much like how Madness + Combust has fallen out of favour.

SG: I’m a lot less high than Sunsfury is on the card. In Expedition, my biggest gripe with it is the double-influence with it in both factions, and in Throne, there is obvious stiff competition for the 4 power slot against Sandstorm Titan and Vara, Vengeance Seeker. I am also concerned that the unit is exhausted, so you can’t immediately block with it, and Vikrum themselves are very fragile to a lot of removal (barring Bullseye). I think if the Expedition meta slowly transitions to a place where Vikrum is likely to stick (read: lots of Hooru Heroes), I could see it being a strong contender, but otherwise? You are very sad to see this get removed. 

Sunsfury: Carnivorous Yearling is probably a good Rakano Midrange card. With two useful keywords that make buffing it really impactful when on the aggression and on the defensive, I would almost never suggest playing the Yearling as a 3-cost 2/1 draw a card – the 4/3 lifesteal overwhelm is generally much more valuable. Yearling also works well with deck-buffs from Svetya (both Orene and Lightbringer), which might mean there’s a sneaky deck ready to be made that utilises both halves of Yearling fairly well.

SG: Having seen the Yearling/Orene 1-2 punch in Throne, I can concur it’s very strong. Autotread is still legal in Expedition, alongside Vara’s Favor, so unless your units costs 1, I concur with SF here that you’re rarely ever grabbing the extra copy here. (And of course, in Throne we have snowballs.) In terms of playing it fairly, I think 4/3 Lifesteal Overwhelm is probably a little underwhelming for Throne? Not having charge is rather awkward for your 3 drop, even if you’re going for more of a midrange build, so I’d likely confine this guy to Expedition. 

Sunsfury: I like ramp and I like buffs, so I like this twice over! Triggers renown effects on Kira, etc, and empower effects like Scalesworn Patrol, and is fast so you can hold up protection on 3, and if it’s not necessary you can instead advance your gamestate through Timeless Bond. It is 3-cost ramp, though, which is not what you want unless you can make the stat buffs count.

SG: The intersection of decks that want Ramp and creature augmentation is very small, so my assessment of what decks this card will go into is pretty much the same as SF’s. Even then, I’m not sure what deck plays enough 1 drops to be able to curve out with this card on 3.  However, being a multifaction card means that it’s even more restrictive on the decks it can go into. I’m positive I’ll get blown out by this at some point, and it’ll be really good in the decks that want it – there just aren’t that many decks that do. 

SG: Wow this card is truly awful. It’s Daze with very minor upside. And it’s twice as expensive as Chill! Since your opponent still keeps their unit, you’re putting yourself at a card disadvantage, and you don’t even get the choice to direct the damage perhaps towards a site. I just can’t imagine any deck wanting to play this. 

Sunsfury: This card has a place. Unfortunately for Lethrai Gambit, I don’t think that Feln aggro really exists in a form that wants to market for Gambit. There’s a strange, strange world where you play this in Tesseract, but Tesseract almost certainly has much better things to be doing against aggro.

Sunsfury: This is a fun payoff for decks that want to play lots of units and/or spells – things like Powercell, Sindain, etc should be pretty good in combination. One use that’s pretty fun is with Praxis Trove – play a 1-cost unit like Carver, immediately get a 2-cost unit, in FTS compared to the FPS trove deck of the past. Then I found out about the fact that this has reignited Trove Combo to become the best deck in the game. (for the short span until it gets thrown out the window like it deserves)

SG: Yerp. I don’t think that you’re ever trying to play Abundance fairly – why would you? It’s a combo piece, through and through. With the Mistveil Drake/Strategize 1-2 punch that people are finally catching onto coupled with the consistency of the market access, I think that this deck can really trip people up if they’re not prepared for it. That being said, it can be attacked on both a spell and relics axis, so the disruption is certainly there. (Though by virtue of being a combo deck it might get swiftly nerfed. 😦 ) Also, I can’t wait for this card simply to be used as a Water of Life at some point. 

Sunsfury: This is one of those cards that could be decent, but will probably be just a fun card for silly decks. Getting the invoke is big, but I doubt you’re creating enough cards for the cost reduction. Very fun in Beacon of the Reach though, so those of us who like the 5f control pile will find themselves sped up a bit.

SG: Say hello to the best friend of both Knucklebones and Beacon of the Reach! I think it might still be playable in Expedition where you can just Invoke good card after card(though let’s see about the presence of Bullseye first), but it’s way too slow to try and pull off in Throne.

SG: Yes for all of my Hero and Singleton decks for Events and tournaments in the future; absolutely not otherwise. The ‘Dinosaur’ clause doesn’t make too much of a difference either way since the unit type doesn’t have additional relic support. Considering that Worldpyre has been aggressively pushed out of the meta thanks to the abundance of relic removal, I doubt a relic that costs 1 more and doesn’t have nearly the same kind of payoff is going to do particularly well.

Sunsfury: It’s a singleton card, so the deckbuilding requirements are way too strict for this to consider playing really anywhere unless you’re really determined. Even then, at 5-cost this is hard to get to, and doesn’t do much to contribute to the board.

Agree with our spicy hot takes? Any follow-up questions? You can hit up Sunsfury in the main DWD Discord, whereas you’ll find me lurking around the FE, TEJ and Misplay discords more often. Until next time. 😉

The Proving Ground – Double Trouble (Feln Mother of Skies and Skycrag Sling)

(Fair warning: I’m increasing the age-gate to 18+ here, instead of the usual PG-13 ish. I don’t make them, but there are a lot of explicit jokes involving Mother of Skies in decks that I’m linking. However, since the jokes aren’t at all related to the quality of the deck posted, I’m still going to talk about them. You have been given fair warning.) 

Hello everyone! It’s stormguard798, everyone’s favourite stealer of Blue Buff. It’s been a while – I hope you missed me. In this instalment of the Proving Ground, we will be revisiting not one, but TWO decks from the past. Double the value! Aren’t you excited? 

(I released the decklists just before, I believe, the time to submit decklists for the Invitation-Only LCQ to not adversely affect my teammates. 😛 I make no representations as to whether my teammates considered playing these. XDD) 

1st list: Feln (PS) Mother of Skies. 

https://eternalwarcry.com/decks/d/iJBn7O8MAr8/the-proving-ground-feln-mother-of-skies

The objective of the deck is very straightforward: flood the board with a bunch of strong multifaction units, use your sparse interaction to deal with any spells or units that may contest your board position, and slowly bonk your opponent to victory. Very straightforward. Hot off playing an FTP Mother of Skies (‘Mom‘) list at an ECQ in 2020, TNT’s meverz and I brought a Feln Mom list to combat the Even Reaperin and Yeti decks at the LCQ to unfortunately mediocre results. (We did collectively go 15-0 against Yetis though, so there’s that.) 

Now, with the advent of everybody’s infrequently arising yet incredibly aggravating Brewer (no, not me) and the new Yeti 2 drop with Huntress levels of ubiquity, we have more of a game plan against the more grindy decks. On top of that, it still maintains a pretty effective game plan against the aggressive decks – a bunch of X/4s and tokens will do that. 

*Note: between this and the Feln Mill deck, that is why we didn’t believe that Fire-based aggro would be particularly effective in the LCQ. For clarity’s sake, a Mill deck seeks to discard cards from your opponent’s deck into the void. i.e. This.  (Deck by Alison) 

After being repeatedly beaten up on ladder by various members of Team Rankstar wielding this deck, I thought it fit to try and build my own version. Tada! Now let’s talk about every card in the deck – and a lot of cards that are not.  

(Yes, I am also aware that both Slepher and Alison have posted their iterations of the archetype, which I have linked below for comparison’s sake. I also understand that Alison will be releasing a deck tech on this archetype shortly as well with apparently glowing reviews from my simpees. Alison is a very competent writer, so keep your eyeballs peeled for that.) 

Slepher’s List: 

https://eternalwarcry.com/decks/d/Pw6JygSRXps/master-s-18-exploited-milfeln-frogmg

Alison’s List: 

https://eternalwarcry.com/decks/d/jhl6ZuKMI9w/forbidden-milf-dominates-the-entire-ranked-ladder-top-10-masters-slaps-ass

Things that were pretty much shoo-ins –  

Plunk Wumpkin: It’s a unit-based Primal deck. Might not be the best shell for it, but it’s still just generally good. ‘Nuff said. 

(Also, today I learned Plunk’s Eternal ID is #420. I don’t know if that’s real or not, but nice.) 

Mom: Can you even have a Mom deck without Mom? :raised_eyebrows: 

Blight Pass Smuggler: Multifaction market access for a multifaction-unit based deck. Don’t think it’s knot theory. 

Iadria, Twisted Brewer: This card is what makes the deck viable. Previously, you’d run into issues in the late-game where the Time-based midrange units would simply far outclass yours. Now, if they try and attack, then all these big units will trade with your 1/Xs. Many of these decks rely on unit-based removal such as Twilight Hunt. (Barring Xenan with Banish, which they don’t even always run.) This lines up poorly against your interaction suite, which means it’ll be difficult for such an opponent to get the Iadria off the board. This turned what was previously a reasonably tricky matchup for the deck into a pretty good one. 

Champion of Cunning (ChaCu): With the arrival of both Feln Tome and Painting, you finally have a density of good duals to be able to play ChaCu main deck. And boy is this card an absolute house at closing out the game, particularly with all the Hatchlings that Mom can generate. 

Midnight Gale: Following the buff up to 4 health, and consequently, being able to dodge Torch, this is just a solid beater that is difficult for other decks to race. Who needs all those fancy Kira abilities? Admittedly, the influence could be a little tricky to get online on Turn 3, but since you’re already running plenty of duals, I haven’t had any issues. 

Individual Card Discussion: 

(Support cards

Jotun Hurler: This card is my in-game avatar – I will try to shove this card into every deck that I possibly can. Like with Plunk, this is probably not the best shell for it since your ability to manipulate each card isn’t as good as other archetypes, but I think it still does a fine enough job. 

[RIP Free Snowballs. I knew thee too well.]

-The Know When to Hold ‘Em/Krull, Xumuc Occultist package: Even after 2 nerfs, Krull is still delightfully playable. As a deck that is pretty power-hungry, particularly with Plunk, this is a great way to add more to the board without spending power. It’s also particularly good into the Mill strategies since they give you plenty of options on what to bring back from your void. My gripe with this plan is that I don’t feel like you have enough ways to manipulate the Krull – plundering it doesn’t help you since you still can’t play the Sigil. The deck also doesn’t run Strategize to maintain a high-enough unit count, or have other ways of discarding it for value such as Shadowcreeper. My first inclination is that 4 market access alone is insufficient to support this, but having not tried out the Krull/Know strategy, I will reserve judgment on that. 

Primal Etchings: I think it’s a perfectly fine market choice given that you’re already heavy Primal to consistently drop T2 Moms. I am not playing the card for 2 reasons: 

A. I have 2 cards that cannot be fetched by it; (more on that later.) 

B. I’m playing a lower Primal Sigil count so that I can afford to run Cobalt Waystone

(Naturally, having more market access also means it’s more viable to play Krull, and I have elected to omit both from my deck.) 

Even though I do have a lower virtual power count than other iterations (25 + 7 Plunder cards), I haven’t encountered any power issues thus far. This is a deck that doesn’t want more than 6-7 power cards in any given game and can function reasonably well on only 3. My power base also has fewer duals (18 v 21), which in turn means less depleted on Turn 2/3. Not only does that help me play Moms on T2 more easily, but also means cleaner Exploits. This does make me a little weaker in the mirrors since my ChaCus will come online with both abilities later, but I’ve found it’s been worth it. 

I like the Face Aegis (Faegis) from Waystone for a simple reason: protecting my ChaCus. Since all your power at minimum gives you Primal influence, by the time you drop ChaCu, it’ll already have Aegis. Consequently, your opponent’s best course of attack is to take it from your hand or deck. Having Faegis up the turn before you drop ChaCu helps mitigate the possibility of disruption. The soundness of this strategy is predicated on 2 factors: 

a. How many people are running Aegis disruptors i.e. Vara, Vengeance Seeker

b. How many people are running hand-attack of some kind. i.e. Rain of Frogs

From what I’ve seen, with the change to Even-Handed Golem, the number of Even Shadow Midrange decks has appropriately declined, and the popularity of Vara with it. However, Exploit is still regularly played, and I’ve seen some of the non-Shadow Primal decks adopting other types of hand disruption as the popularity of this Feln Mom deck rises. Of course, you’ll need to make the meta call for yourself. 

(Interaction)

-Exploit: The quintessential Shadow midrange card. The argument against running this card is that you don’t have good ways of generating card advantage in the deck other than Plunk. However, I feel the deck is strong enough against the aggro decks that we can build up enough of a board to stabilise before using Exploit to take their last card. This means you’re generally not punished as much by drawing Exploit in these matchups.

As I’ve already mentioned, Exploit is a great way to snipe ChaCus from your opponent in the mirror. Other than that, it’s also great against both Kanya Combo and Eccentric Officer combo on ladder. If you’re able to snipe their Eccentric Officer or Imperial Loyalist, both decks pretty much completely fold on the spot. 

Annihilate/Defile/Permafrost: For starters, I ruled out playing Permafrost immediately. Time Midrange really isn’t a thing in the current format, and most other units either got their summon value, can easily break Permafrost/have Endurance, or have static effects that make Permafrost less effective. I think it’s a fine inclusion in more tempo-oriented decks like Skycrag Aggro, but considering we sometimes adopt a more defensive posture, Permafrost just doesn’t make sense. 

I initially uploaded the list with 4 of Annihilate, but after parsing through exactly what threat I’m looking to answer, I realised I was totally wrong, and I should be running more Defiles. When I paused to consider the common threats that Annihilate answers that Defile doesn’t, there might be: the previously mentioned Vara, Vengeance Seeker, a Velise, Bear Rider perhaps, and if you subscribe to the Mail school of Kira, Sediti the Killing Steel

On the other hand, Defile nicks opposing Midnight Gales and Smugglers, Strange BrokerChampion of ChaosCrafty Occultist… With Iadria out, you might not necessarily even need spot removal to deal with these units, but considering Throne tends towards cheaper units, Defile just covers a little more ground, which is why I ended up going with a 3/2 split. 

Ice Bolt: I’m pretty sure I’m going to get smited by TheBoxer for suggesting this, but I have been considering Ice Bolt for exactly 1 reason: ChaCu. The card is incredibly difficult to deal with, and since I do expect the mirror to be fairly popular, this might be exactly what we need to break it. (Picking off Iadria in a pinch, as well as targeting your own units for some power ramp, gives the card additional utility.) Am I confident that is correct? Absolutely not. It’s why I’ve elected not to do so. But it’s certainly a pretty potent meta call if you’re seeing a lot of the mirror on ladder.

Sinister Rumors: This is the card I had in the deck before swapping in Flicker. It’s a very versatile card but isn’t as effective without consistent card draw in case you use its 3rd mode. Also, your units don’t get buffed in the void barring ChaCu nonsense. And if you’re doing that…how are you not winning already? A strong and versatile card, but one that doesn’t quite fit into this deck. 

Obstructive Flicker: It negates Savage Incursion, which is the massive payoff for the Mill decks. It also negates board wipes, which, as a unit-based deck, can be pretty devastating. That, coupled with the passive for Iadria, means that I think it’s worthwhile to play the 4 of Flicker main. 

Maveloft Huntress: Not as ubiquitous as it once was, Huntress is still great unit-based removal. Ups our unit count for Grenahen and helps smooth out our power if need be. 

(Units)

Grenahen: While at first glance you might think this is a shoo-in, I actually think that in this meta, you’re in a bad spot if Grenahen doesn’t hit a card. The deck doesn’t have a good way to utilise the body, unlike Sacrifice based decks. Fire Aggro isn’t great right now, so the 1/3 lifesteal body doesn’t add much to the board. As a rule of thumb, I’m looking for at least 38 hits for my Grenahen and Fort Smashers, so I wouldn’t be comfortable in running Hen in either Alison or Slepher’s list. 

(The inclusion of Obstructive Flickers also help to increase the ‘hit’ count for Grenahen.) 

The Uncountable: Just another 2-cost multifaction unit – the way your power pans out, you often have depleted power on T3, so this is a nice bridging unit if that happens. It’s also a reasonable way to get additional value out of your Hatchlings in the late game when you draw excess power you don’t need, and close out the game in short order in games where you don’t find your ChaCus. 

Velise, Bear Rider: I think this is an inclusion that makes a little more sense with more Hurlers and Krull, but I’m still not terribly enthused. You’re not aggressive enough of a deck that you’re able to curve out frequently, though it’s still possible. Since you rarely want Iadria to tangle in combat, your good attackers are limited to just Plunk, Gale and ChaCu. And when you’re not in a position to attack with it, or when you simply don’t have a board, then a Striped Araktodon really isn’t very exciting. (I’m looking at you, Wasteland Broker. You’re terrible market access.) In the same vein, it’s why I’m not a huge fan of Velise in the Kira decks, or previously played in TEJ’s version of Even Feln. >.> 

Market Discussion: (Yes, I think the market certainly deserves its own section.) 

Formbend/Evolving Olzial/Burglarize/Reappropriator: Let’s be blunt – the relic interaction in Feln is pretty atrocious. You’re still leaving them with something at the end of it. I didn’t mind Formbend in the Feln Moon decks because the Elemental gets easily swept up with everyone else, but here, you still have to spend yet another removal spell. TheBoxer explained in a previous Weather Report why Reappropriator isn’t great. I think Burglarize is an awful card since the relic you steal doesn’t necessarily synergize with the rest of your deck, so it can’t even be considered card advantage. Evolving Olzial is probably the most defensible option since Permafrost isn’t particularly popular right now, but I’m still not a fan of the card given the strength of all the other 5 costs units seeing play in Throne. 

My take is this: when you play a Feln deck, you’re either in a position where you can just ignore the relic decks because they aren’t particularly good or you have other ways to get around them (i.e. negation spells for the sweepers out of Combrei Relics), or simply don’t play Feln. XD I think relic-based decks are uncommon enough that it isn’t worthwhile to run them at present. 

Mirror Image/Learned Imitator: These cards are basically 2 sides of the same coin. Mirror Image is for once you already have ChaCu on board, whereas Learned Imitator is for finding the first ChaCu and getting the ball rolling. I’m not a huge fan of Mirror Image because you really should already be winning once you dropped a fully online ChaCu. I haven’t been super impressed by Learned Imitator since you’d rather drop the ChaCu later anyway when you have other things to buff, and on its own, it does take a while to get going with no other units. That being said, it’s nice to have ChaCu Number 5, and probably the card with the highest chance of making it way back into my market. 

Royal Decree/Turn to Seed: Oh man, this is how you know I absolutely hate playing the mirror. XD Specifically, the deck’s complete struggle to deal with opposing ChaCus. You usually have enough units lying around that you can send them in for an attack, even if it isn’t necessarily a very good trade, to activate the Onslaught clause on Royal Decree. Decree is for the ChaCus that are still in hand, whereas Turn To Seed is for once they’ve already hit the board. In terms of single-target hand disruption for combo, Royal Decree isn’t as good since you’re already playing 4 Exploits, but it’s still been pretty strong for me. Of course, if the meta shifts away from hard-to-deal-with, relatively expensive threats like ChaCu, then I could also see dropping 1 or both cards. 

Hailstorm/Vara’s Authority/some other sweeper: To put it quite simply – I’ve never felt the need for one. The deck is so effective at clogging up the board that the decks you usually play sweepers for simply can’t get through you. Also, see above for my thoughts on Fire Aggro right now. 

Helio, the Skywinder: Since every power card in your deck produces Primal influence, you’re drawing a minimum of 3 cards when you drop this, if not more. Apart from Plunk, you can run into a card-flow problem in the late-game, so this card is a great way to refill your hand before promptly dumping it out again. 

Pale Rider’s Timepiece: A little bit of life, a little bit of removal, and an alternative way to close out the game. A very classic Shadow market card, in my opinion. Usually I end up pulling these when I haven’t drawn my ChaCus or Moms, and I have a little bit of difficulty dominating the skies. However, I have yet to use the Spellcraft side of this card – the deck rarely gets up to 12 power. Additionally, with Skycrag Mid skyrocketing in popularity, there are more ways to punish playing the clunky, expensive weapon, so I might swap this out for Imitator. 

Silverblade Menace: Great against Kira, Jarrall decks and those Skycrag Mid decks – spells stack up incredibly fast in those voids. Also a reasonable choice against the Mill decks. (And that 1 person destroying everyone with AAC) Enough decks are running a density of cheap spells that I can’t imagine not playing a market Menace. 

Edict of Makkar (no one plays the Linrei one): If you’re concerned about Time Midrange or Kira decks, I could see playing it in the market. 1 power is incredibly efficient. But with most of the decks I’ve seen on ladder falling into the FPS wedge of the influence star, it just hasn’t been a consideration for me. 

-Some kind of draw spell? i.e. Honor of Claws: As I mentioned above with Helio, this deck does look for a big draw effect at times because you can easily run out of cards with this list after getting wiped a few times. There are 2 reasons why I prefer Helio: 

a. Being a unit means that it can’t be negated by Flicker or the like; 

b. It just draws you more cards by the time you can play it. As I mentioned with the card flow problem, you’re looking for something that just gives you tons of cards in the late-game, rather than something to bridge you over late-game. And yes, Brilliant Idea is just far too risky (on top of you often not ending up with that much maximum power.) 

-Additional negation spells? i.e. Backlash: With 4 maindeck Flicker, I already felt like I have enough, but if Combrei Relics/Control continues to be popular for some unknown reason, I could see having a few more options to deal with sweepers/Builder’s Decree. 

Playing the deck: things to take note of.

-You have more fast speed interaction than other variations of the deck, particularly Flicker, which you can’t use proactively unlike the removal spells. This means you should be extremely judicious in managing your power effectively, particularly with the debt from Plunk, and not put yourself in a position where you are liable to be blown out. This is particularly an important consideration against Sacrifice-based decks since you have no way (at least in my version) of removing an on-board Shrine to Karvet

-Playing Turn 2 Moms is almost always the correct option. Their options to blow you out – sort of – are Open Contract or Call the Hit, the latter being much more popular. If they trade 2-cost removal for it, such as Annihilate/Defile, that’s still fine. You’re still on a completely equal footing in resources. When you consider the sort of decks that the Hatchlings actually have a significant impact against, for instance, Fire Aggro or Sacrifice decks, they don’t have clean ways to get rid of Mom, often requiring a 2-for-1 (or you playing pretty poorly.) 

-Sequencing power is always very important. It’s particularly important with this deck because not only are you able to curve out really well, but you also have 2 turn-based power cards in Tome and Painting that will completely blow up in your face when you mis-sequence. And of course, depending on the match-up, you should also consider the importance of the Faegis you might get from Cobalt Waystone. That is balanced against the potential cost of going off-curve for a turn. 

2nd list: Larai Skycrag (FP) Sling

https://eternalwarcry.com/decks/d/2KIWTk1Rnd8/the-proving-ground-larai-sling

If you’ve been floating around the main Eternal Discord as of late, you’ll know that Mail has been espousing how awesome Larai Sling is. Granted, the early versions looked a little suspicious, but I quite like this amended version. It’s a little bit soft into the potential Bullseyes out of the Skycrag Mid decks (which, following the nerfs, really shouldn’t be a problem anymore, but I’m not certain), but the removal out of that deck doesn’t line up with your units, so I could see things not going horribly. The deck consists of 2 main components: Sling of the Chi, and units that draw you cards off Sling. 

I believe this iteration of the Sling deck was first formulated by TRS, who included the package of Crafty Occultist combined with various Fate cards to gain virtual card advantage. This enables the deck to play much more of a Control game, akin to the Skycrag Garden decks, but with better finishers. Since you’re priced into playing unit-based market access now following the Transpose nerf, you don’t want to be including the Grand Suppressor package (which I didn’t think was particularly good anyway), but that also means you can play the delightful little Crafty lad. Also helps you dig for your Slings, which is nice. [Though not anymore. :(]

The reason I’ve been enjoying the deck as of late is because of the lack of relic interaction. For some time where everyone was playing Bullseyes and Banishes, Sling was liable to be blown out. But as the number of relic decks faded, so did the need for relic interaction. In particular, the Feln based decks are atrocious at answering relics. That allows the relic-based decks to sneak up and shine in the current meta. 

Individual Card Discussion: 

(Relic Package

Larai the Appraiser: This card is the reason that you’re playing Sling at all. Now that Sling is 4 cost, you’re typically looking for a 6-health unit on 3 to curve perfectly into your Sling the following turn and replace itself. On top of that, if you have other Sling-able units, then you could twist Larai to find Slings if you don’t already have 1 – or simply want more. The relic suppression static ability isn’t particularly useful but has come up a couple of clutch times against Combrei Relics. (Look at that sad 3/9 Ageworn Vestige now! :P) We fiddled around playing a Jawbone Greatsword in the 4 cost slot as well, but…you always wanted more Slings, so I never ended up fetching it. 

Staff of Stories: The problem with including a relic package on top of the Sling package is that you don’t have a lot of wiggle-room to include too many relics, though it’d be nice to have options. We were considering not including any 5 cost relics, cause, let’s be blunt, they generally suck, but we eventually settled on Staff being the least offensive. That being said, you rarely want to actually cast it – of all the games played with this deck, I have deemed that it was correct to play the Staff exactly once. It mostly exists so you can draw a card with your first Larai activation, and subsequently manipulate it with your card selection mechanisms. 

The Throne Room – This card, on the other hand, is quite good. The majority of your units are Heroes, and will get buffed from any unit connecting. Additionally, Daraka, Queensguard, is an absolutely fantastic unit to get into play if you have Sling out – Overwhelm, baby! (I’ve never gotten all the way up to Eilyn myself, but if you have…kudos. That’s impressive.) Finally, if you’re feeling really cheeky, Savagery on Rost is a great way to revert the nerf – with some additional upside. 😉 

(I believe the initial build played Quicksilver Gateway in the 3 cost slot. Considering how many cards Sling draws, I think it’s pretty obvious as to why that’s a poor choice.)

(Card advantage package)
Crafty Occultist/Strategize/Jotun Hurler: It’s completely moot now, but what you used to be able to do is gain virtual card advantage by shoving away either the spell or unit – or on occasion, both of them. As PSulli very astutely pointed out, it’s very, very good, and pretty much doesn’t give the control decks any kind of leg to stand on. (And why Hurler is included in so many Primal decks.) Even without any fate cards, we are still playing the 4 of Strategize so that we can go digging for either our Sling or Slingable units, whatever suits the occasion. 

Plunk Wumpkin: I was a fool for not including this card in the 1st draft. After valiantly trying to pick it off with spot removal, I quickly realised that the best counter to Plunk is Plunk itself. It also helps you dig for your 1-2 punch, and is just a generally really good card. 2 thumbs up. 

(Interaction suite)

Torch v Bullseye: You’ve got the slow speed removal which does a little bit more damage, but could also go face if you need it to close out a game. On the other hand, Bullseye is a lot more versatile, being able to pop relics and go after Amphitheater or Garden of Omens (not that either is extremely popular right now) Considering that decks like Stonescar haven’t been terribly popular recently as well as the Milos nerf, I felt that the majority of relevant threats could be cleaned up with only 2 damage, and prioritised playing the Bullseye first. However, I ended up still playing the Torches anyway, so…

Permafrost v Ice Bolt: The key reason why I chose to land on Permafrost over Ice Bolt in this deck is that you can always remove units with pesky statics later on with Sling. The Permafrosts are just there to buy you a little time to get your Slings up and make sure you’re still at a relatively comfortable life total when you do. 

Maveloft Huntress: The card is still really good, but after realising this was only in the deck to deal with Plunk (we already have a ton of spot removal), and not even amazingly consistently since it could be easily interrupted by Bullseye, I decided to cut this card in favor of the Yeti itself. Now that we can’t plunder away the Fate cards for power, there just isn’t a compelling reason to include it. (Same goes for Dazzle, for that matter.) 

(And of course, your Sling Units)

Rost, the Walking Glacier – Quintessential Sling unit, primarily because if you try and kill it, it just keeps coming back. With Sling blocking any kind of transform effects such as Turn to Seed or Polymorph, it is, to put it quite simply, incredibly difficult to get rid of. Don’t forget it comes back to Sling again once it’s killed. 🙂 

Tamarys, the Earthshaker – Your back-up 3 cost Sling unit, this also has the upside of clearing up all of the X/1s typically present out of the Fire Aggro decks. Also a flier, which is nice to halt any aerial aggression. 

Xo of the Endless Hoard – The card is getting a pretty substantial change, but I think it still plays just fine in this deck as a Sling-able unit that gets you even more cards. I’m a little hesitant since you really can’t afford to Inscribe this – it sets back our Waystones and Rosts by quite a fair bit – but I think it’s worth trying out, at least to begin with. 

Lord Thudrock: This is a really neat innovation from Mail. The deck is naturally power-hungry, and it is imperative that you reach 5+ power if you’re planning on winning, so you play this card as power quite often. On the other hand, if you’re desperate to remove something big and have a Sling out, you can always convert your Larais or Tamaryses into a giant Snowman for a turn. Keep in mind that the Snowman doesn’t have flying if you need Tamarys to block. A conditional effect, but one that can be very powerful. 

Market: 

Jennev Merchant – Probably the most controversial card somehow? From my experience, the only advantage of playing a mixed market is being able to play Bore/Ruin. However, Jennev Merchant is so important for being able to block Plunk. Smuggler just dies to way too much and doesn’t stabilise you at all if need be. With maindeck Bullseyes, and the market Garden, I just didn’t think I needed the extra relic removal. [Plus, Combrei is getting a nerf so…I’m sure it’ll be fine.]

Obstructive Flicker – Really, this card is just anti-Equalise, or on occasion, Shen-Ra Speaks. We’re not super threatened by wipes because of Rost’s natural resilience to them, and the Transform removal spells don’t work against us. If the Sacrifice based decks with a horde of X/1s become popular again, this is also a strong card against them. 

Elemental Fury/Hailstorm – One super unique feature of this Sling deck is that there are no maindeck sweepers, period. Just keep hammering home the fact that the aggro decks are in a really bad position. Sweepers are also pretty atrocious against both Kira and Elysian. While Fury is a little bit too slow to include maindeck for the matchups we want it for, it’s a great curve from Jennev Merchant, and we don’t have to worry about Flicker ruining our plans. It’s great for clearing out Drakes out of Mill, or the various X/4s out of the Feln Mom decks. 

Garden of Omens/Kaleb’s Choice – So you have 2 options if you’re looking for Primal-based attachment removal. I might be a little conceited, but I do appreciate the flexibility that Garden provides – plus, it hits opposing Slings, which Choice does not. However, if Combrei Relics somehow continues to be popular moving forward, being able to deal with both Equalize and Stormhalt Plating is very strong. 

Turn to Seed/Rain of Frogs – Really, the great ChaCulizer. Rain of Frogs existed in previous iterations of the deck back when the deck still ran a Transpose market. If you’re particularly worried about combo you could maybe include it, but their matchup is so poor against all the other decks that they haven’t been too big of an issue for me. Thus, I’d rather my deck disruption market piece be capable of immediately impacting the board. You also don’t have nearly enough units, especially with Occultist gone, to be able to trigger the Onslaught on Royal Decree reliably, so TTS seems like a solid choice.

Geminon, the Double Helix/Spitflame Draconus – The problem with Geminon is that triple Fire can be very tricky since we’re also running 4 of Waystone. (How the Skycrag Mid managed to pull off that powerbase while still having sufficient Sigils for Jekk is…beyond my tiny brain.) Additionally, the Flying on Draconus is also very important so that you don’t die to any surprise Levitate or Crescendo shenanigans. I’ve yet to ping down any Endurance units, but since they can’t be Permafrosted, I’m sure it’ll come in handy someday. 

Savage Incursion – Oh I love this card so, so much. If you’re able to get 20 cards in your opponent’s void and drop this…I don’t see how you’re not winning that game. Unfortunately, without a dedicated plan to mill then, you rarely reach the threshold of 20 cards just naturally. As much as I love to live in Magical Christmas land, I could never get my drakes, so this card simply wasn’t worth it in the market. 

Playing the deck: things to take note of

-There are some matchups where it’s often not worthwhile to land a Sling. For instance, against Skycrag Midrange, expensive relics are very easily counter-played against. Fortunately, you do still have a reasonable ‘fair’ gameplan against them and can opt to drop your Slings once you’ve exhausted them of resources – big units can still be problematic for the deck. On the other hand, in matchups such as Hooru Kira, your goal is dig for a Sling, and land it ASAP. Most iterations aren’t running Vision of Austerity these days, so if you can play 1, it’s very likely to stick. 

General guidelines of who you should/shouldn’t focus Slings on: 

Drop it like it’s hot: Combrei Relics/Control; Stonescar Heavy-Shadow; Hooru Kira; Argenport Mid

Nada – Elysian; Fire-based Aggro; Skycrag Mid. 

*Xenan Mid is kind of tricky – while it’s very good against their deck, they also have plenty of removal for it. Ideally, you’d be scouting for Banishes with Crafty Occultists first. Use your razor-sharp discretion.

-Of course, the above information only applies once you’ve sufficiently sussed out the opposing matchup. But what about some general guidance on keeping hands? First things first: I’d mull any hand that has less than 3 power. Since you’re trying to get to 5, 2 power on either play/draw just isn’t going to cut it. [Particularly with no more Treasure Troves to help you dig.] If I don’t have a Sling in hand, then I’m also looking for either a Strategize or a Larai in hand to help me find it. It’s ok to mull to 6, particularly if you have a Sling, because you will completely pop off in the long-game and easily recover that card advantage. 

-In the maindeck, only your Rosts and Xos trigger the first clause of Sling. Thus, holding some units back and baiting your opponent into dropping some Slingable units (be it 4-cost Kenna or Vara) is a great way to maximum value, even if occasionally at the expense of a card. 

-You’ll be familiar with this if you play a lot of Skycrag, but please keep count of the cards in your hand, taking in mind that your hand count is determined after your Sling draw. Lob some snowballs at your opponent for minimal value if discarding them is the other option, and don’t draw off Plunk if you can’t even deploy the cards in your hand. [Fate cards are now no longer a concern in the hand-count addition.] Also: accidentally running out of cards in your deck is a real possibility, particularly in the Mill matchups. 

Concluding remarks: 

I think we can safely say that the Feln Mom deck is Tier 1, right up there with Mill, Skycrag Midrange, and probably Kira/Jarrall? I’m not going to horrifyingly embarrass myself by discussing my gameplay of the deck – go check out the LCQ vods (probably) if you want to know how to pilot it. 

[Edit note: Welp. So much for that. Run into me on ladder instead? XD) 

As for Larai Sling, the nerf to 4 cost is pretty rough, making you much more susceptible to being blown out, but in the right metagame, as we’ve all seen in the past, it has the potential to dole out some serious damage. I can confidently say that both decks are viable, and worth giving a shot. 🙂 I’m unsure as to how the new Valley Beyond campaign will affect both these decks as well as Throne as a whole, but barring a balance patch, I’m pretty confident both these archetypes will continue to see some play. [Though I am admittedly very excited to start lobbing some Dinos left and right.]

[Post Nerf-Thoughts] 

First thing: RIP Hurler. My second thought: Wow that’s rude. What poor timing. XD To be fair, I think I’ve maybe actually played a Hurler about 2 times in my life, and I don’t plan on increasing that number any time soon. A 5-cost 4/4 with a pair of balls is still probably fine in Limited, but underwhelming for Constructed. 

Xo on the other hand…I think is still very, very good, just in a different way. Having Inscribe is delightful (though you don’t want Fire Sigils in the Sling deck), and now you can curve Sling into Rost into Xo! How quaint! 

I don’t think that the Feln Mom deck was affected by Hurler too much. The Snowball was mostly for popping Face Aegis, not controlling the board in the early turns. Consequently, I’ve dropped the 3 Hurlers for the 4th copy of Defile and 2 Serpent Hives. It is my understanding that the Xenan Dredge deck has become really popular following the release of Valles Rex, though admittedly I haven’t seen a lot of it myself. Defile is just a nice way to also be rid of those problematic recursive units. The Serpent Hives help poke through Face Aegis without spending a card, and I’m sure does other things as well. 

On the other hand, Sling is receiving a major overhaul, to the point where I’m not confident it’s still any good? 

Out – 4 Hurlers, 4 Occultists

In – 1 Xo, 4Torch, 2 Mistveil Drake

After looking through the options for additional card filtering, I concluded that everything else sucks and should be dispensed with. Seriously: Herald’s Song is such bad card filtering. One thing that I’ve been a fan of for a while is Mistveil Drake, giving you the sweet, sweet Aegis to protect your Sling while possibly being a Sling unit in the future. Unfortunately, Drake doesn’t pick up the stat buff until after it’s summoned, but it’ll still draw you cards at the end of turn just the same. Maybe it’s good, maybe it’s not, who knows? Now that you’ve got a weaker fair gameplan, you could also consider running a couple Eilyn’s Favors to better protect your Sling. The Torches are here to stave off any early aggression now that we don’t have Occultists to block with. 

Thank you very much to EternalWarcry not only for hosting all the decks, but also all the individual cards in case you don’t know what they are. Think I’m an absolute fool for not including Card X? A question on a particular line to take? (Oh boy.) You can find me on Twitter @stormguard798, or lurking in the Friends of Eternal, The Misplay or Eternal Journey Discords. Until next time. 🙂 

(Misplay folk, I’m also throwing it back to you guys to release the Sling deck that you guys came up with for the LCQ. Money, mouth, or Mail wins this deckbuilding competition by automatic victory. :P) 

Friends of Eternal:

https://discord.com/invite/MYh7hUs

The Misplay:

https://discord.com/invite/7Qk6HXq

Eternal Journey:

https://discord.com/invite/arKqagv

(If you don’t have Twitter already, spare yourself. XD) 

Piloting Diaries #1 – TNE Summer Challenge #12

As someone unbelievably fed up with present Expedition and the midrange slog that it has devolved into, I’ve decided to leave all the testing to my teammates (sorry not sorry :P) and instead focus on a little self improvement.

A while ago, [TIL] camomilk and [FE] Sunyveil started the piloting club in the Friends of Eternal server. You would post a gameplay video of yours and allow others to critique it. For starters, OBS hates me. Plus, for anyone who has ever spectated me, you know that my gameplay is truly embarrassing. I instead thought it’d be better to look at how good players play through the TNE VODs. Though this is mostly for my personal consumption, I figured I’d share it, and have the internet fight me on many things. That never goes wrong…right?

Here is the link to the playlist to the event: (Courtesy of Telemokos)

(I elected not to review every single round because…I didn’t want to. Duh. I picked some matchups that I thought could be interesting/I hadn’t seen before and took a look.)

Round 4: AsheAcer v AlexFiero

I’ve decided to kick things off with 2 decks and 2 players I know pretty well, just to make things easier for me. I think the matchup could go either way: this version of Argenport doesn’t have Defiance nor Annihilate, which could make removing Stonescar’s early threats a little bit trickier. On the other hand, Stonescar will be priced into running into a Harsh Rule before the Varas and Rolants get set-up, so a well-timed sweeper could really make all the difference.

Game 1:

0:45 – I don’t think you run out ChaCha here on AA’s part, and instead go with Cen Wastes Smuggler, probably for Choice. If they play Rolant on 4, great, you kill it. If they KTE or single-target removal, you’re still in pretty good shape. If you knew you could hit undepleted power next turn, and thus go Smuggler into Edict while buffing ChaCha, I think it’d be a different store since you’re guaranteed to clear their blocker. If you’re unsure if you can buff the ChaCha, however, then the Smuggler with Decay is actually likely to be a better attacker.

1:38 – Given the power troubles, I don’t think there’s much AA could have done here besides a ‘make them have it’ situation with the board wipe.

1:51 – I think I would have shot 2 Reapers. Right now, you’re in a pretty bad spot; probably the best way for you to win is chain Highwaymen and push through as such. You can’t take advantage of the Trove as much right now because you’re power strapped and AP just has a much stronger late-game than you. I sort of see the reasoning behind going Jekk, Jekk, pray for Torch, but considering that your odds of drawing a big charging unit are better than your odds of picking up a Torch, I think I’d try to clear the blockers.

I also think pitching Edict is rather strange. If they drop a Sediti now, how on earth do you plan on answering that? I would have pitched 2nd Jekk.

2:21 – Yeah, the market options for AF here are pretty tragic to deal with SS. I do think there’s an argument for taking Orene here though, since you’re clearly planning on playing Massive Greatsword next turn anyhow, though it might be a little risky if you die to burn.

2:36 – Wow. Okay, I guess I just eat my words. I do think Greatsword in a moment is going to render that moot, however.

3:00 – I think it’s a mistake to go for the bigger Jekk here, because you’re dead to double Torch. It’s not as if the 4/5 Jekk has a better way of getting through the deadly Reapers, and all your spot removal treats them for all intentions the same.

4:24 – Although a little unintuitive at 1st glance, I think this makes sense. Knowing the list, only Annihilate is an option to get rid of the Mandevilla, and even if there’s a Buhton waiting in hand, at best it kills the Reaper and trades with Mandevilla, gaining the life. Given the potential for a Smuggler into Menace kill from this position, considering all the Troves AF has cashed in, I believe they have correctly identified bolstering their lifetotal is more important than taking Highwayman off the board.

4:39 – Ha.

5:17 – Yep. Between the TWO Heirlooms and the Research Lab with no way to remove this Mandevilla in sight, that’s a very fair scoop. AP doesn’t play enough spells to be knocked out by Menace from that range.

Game 2:

8:09 – ABSOLUTELY NOT. AA cannot keep that hand, even on the play I think. The risk of not ever finding a threat is way too high. Even if you do, you’re up against AP. Odds of them finding a removal spell for said threat, at least the initial one, are very high. Ashe is being a buffoon. (Still love you though Ashe. <3)

8:49 – I think there’s an argument to be for taking the Sinister Rumors here; after all, with the Rumors, they can just buyback whatever you made them discard. At least here you’re taking away that option. Besides, you have a removal spell in hand, so you’re at least capable of answering 1 threat.

9:02 – Ditto here. Alchemist is in the unique position of being small enough to be plucked off by Highwayman if you draw it, and you have 4 of them. It’s annoying, but I still think you take Rumors.

9:29 – I sort of understand why you’d want to clear the Enforcer with Annihilate so that your charge units can come barrelling through, but given the likes of Sediti and Mandevilla which you will really struggle to deal with without Annihilate, coupled with the fact you have the Torch in hand, I think on balance of probabilities, you’re more likely to draw into a unit where you should have just saved the Torch for Enforcer instead. (Including Jekk, since you have a Sigil in hand, and can pick up the double damage clause.)

10:17 – I agree with Harsh Rule here. I think if I were AF in this seat, and I saw AA fire an Annihilate on an Enforcer, I would read them as having another Annihilate in hand, which means my Sediti is unlikely to serve as an effective blocker.

(Subsequently, you’re forced to just ‘make them have it’ since the alternatives are atrocious, which I think is fine.)

11:29 – I think I understand AA’s reasoning for wanting to save the Open Contract for Rolant, since at this point, it’s quite possible for AF to go Rolant + removal spell, which would make life very difficult for AA. I think the problem with that is they’ll still get the Reaper out of it since Open Contract is slow, so that might not be worth playing around.

11:32 – I think AF should have spent Rumors either to take out Skullbreaker or buyback Vara – either way, I don’t think it’s worth representing Defile for the Skullbreaker. I think taking out Skullbreaker here is correct, though I think both above lines are defensible – waiting to get extra mileage out of your KTEs seems a little greedy, however.

12:40 – Buying back the Vara now makes more sense, since you know AA has nothing in hand to disrupt, and 1 hit with this souped-up Vara should pretty much be GG on Stonescar’s part.

Round 5: duocat v OldRich

Ok, so now we get to 2 decks I’m pretty unfamiliar with, although given how long they’ve been popular for, I really should. Honestly, it feels like it will boil down to how many Bubble Shields OldRich can find. That card is completely devastating in this matchup.

Game 1:

0:27 – A pretty slow hand out of both sides, although slightly better from DC’s side given the 2 Crests. OldRich really needs to rip an earlier play in the next 2 turns to start applying pressure.

1:24 – I’m very surprised Duocat played the Amber Lock there and holding up Defiance as opposed to the Ancestral Oasis. I don’t think it’s unreasonable to want to avoid walking into an Etchings into Vision from OldRich’s side, but given the types of threats the Kira deck can have, an Icaria that has already expended her ultimate wouldn’t be what I’m looking to take out with my Defiance. Besides, even if OldRich had the Etchings, there’s a decent chance he’d want to save it for the likes of Gemstone or Ageworn Vestige. On the other hand, since you missed your power drop here, you really need the extra power from Oasis next turn so that you can keep developing.

1:57 – Huh. Playing the Velise there is very interesting to me, given you had no way of triggering her ability next turn. I get not wanting to expose your Kira to say, an SRS, but the odds of that are so minimal. Given that you can see that they’re strapped on power, I definitely see a case for playing Kira, Etchings and going for either Palace or Vision here. (more likely Palace.)

2:59 – I like that play from OldRich a lot, being very cognisant that Duocat is strapped for power – which the Combrei Relics deck is very dependent on – and cutting that out from under him. My contention here is that I’d put away Valkyrie Enforcer instead of the Sigil. You have a Kira on board, you have a Kira in hand – you’re going to be drawing a lot of cards, so you want to make sure A. You have the power to use it, and B. You can get to 8J and start really doing some damage.

4:00 – Again, I feel like OldRich is overvaluing the Valkyrie Enforcers here, pitching the Huntress instead of a 2nd Enforcer. Enforcer is really only effective against the Dianas in the matchup – in other instances, they go too wide or too big. Playing the 2nd Kira is fine, but I think keeping the Huntress to plunder away the other Enforcer could be a reasonable line. Particularly with a Velise already on board, you’re going to start doing some damage very quickly if you can get the Kira buffs up and running.

5:34 – This is going to sound bananas, but hear me out. Play Kira instead of Steyer’s Eyes, and Valkyrie Enforcer. I absolutely concede that you won’t be able to hold up protection, and if Duocat Equalizes you, you’re in a pretty bad spot. I don’t think you can afford to play around that. If Duocat suspected you had Bubble Shield, you would have clearly played it the previous turn, so unless that was your draw for the turn, you clearly don’t. I get wanting to protect your Kira, but given Duocat’s removal for it is Defiance/Ageworn Vestige, I think lining up a lot of damage next turn between Steyer’s Eyes and marketing for Trickshot Ruffian seems very viable. On top of that, you’re plopping the buff on a unit with Revenge, which might prove problematic for a deck like Combrei Relics to deal with. The risk of them having another SRS is certainly there, but unlikely enough that you don’t have to justify playing so safely.

(Look, I think it’s easy to say in hindsight, oh look they had Equalize, boohoo, clearly you shouldn’t have run out a Kira, but given that you had enough power and the Steyer’s Eyes as a way to trigger Kira and get some pretty big damage in, I think it’s stranger to not acknowledge that.)

6:36 – I think I would play Diana here over the 2nd Perilous Research – you’ve already played 1 copy, so if you hit an Amber Lock or Pillar of Progress, you’d be able to play that. Barring another Valkyrie Enforcer, you’ll also be able to block. Given that you currently control 1 relic and don’t have any more in hand, I’d be skeptical on the weight placed on the value of these Alarming Findings, particularly given you already have 1 in hand. Playing the 2nd Research just puts you even further behind.

The counterargument here is that it makes your subsequent Equalizes potentially worse, and Kira as a deck is notorious for packing not enough removal maindeck, so even Silenced your Diana will likely stick around. You can also take an extra card out of their hand with Equalize if you hit power, which, now that they’re running on fumes, is also nice.

6:54 – Wholeheartedly agree with the line here, and not running out your other Kiras, since you can drop Palace, and follow that up with an Aegis protected Kira.

7:28 – I think OldRich punted here by not running out Palace, presumably playing Wisdom, before dropping Kira and Painting (or another depleted power should they draw 1.) Duocat has already played 2 Equalizes, so the odds that they go after your hand are minimal. Having Aegis on Kira to block SRS or Defiance is more important than the single card for Withstand. I think the consideration would be different if OldRich had a unit to buff with the Kira attack next turn since Sack the City could really close things out against duocat.

Game 2:

10:55 – I am uncertain as to whether this hand is too slow against Kira, particularly with no ramp elements. I do think that between the Crest and Diana, duocat should have fewer power issues than last-game, but I would consider firing off a Builder’s Decree on Turn 2 without amplifying just to slow them down a notch. Seems like a fine keep from OldRich’s side.

11:38 – I understand the rationale for ditching Justice Etchings here, but given you have a Kira in hand, I think there’s also a reasonable argument for keeping it, and pitching Velise instead. Both Vision and Palace can be quite powerful in this matchup, and while Velise is good, it’s also very contingent on Duocat not having a SRS on Turn 5.

12:29 – Even if duocat thinks that OldRich pitched market access because he has more in hand, I do still think it’s correct to play the Builder’s Decree here and amplify once. Even if they have a Bubble Shield in response, you still get the 5/5. Them going Etchings into B2J/Pristine Light isn’t the worst thing since they won’t have it down the line. Plus, with the Seat, you can still play Speaking Circle the next turn, and if they can’t remove the Sentinel, then you have a bonus blocker.

12:50 – I think that’s a very questionable attack from OldRich – to avoid losing your Kira, you’re forced into playing Intrusion, which means duocat knows you have no protection for any of your units. If they had a SRS, it would be absolutely devastating.

On top of that, as sacrilegious as it sounds, I think I pitch my THIRD Kira here. Getting to that 6J is pretty crucial, and after this attack, you’re left with the single Levitate, so you’re going to need to get pretty lucky to chain enough spells for all 3 Kiras.

13:25 – Oof, that is a pretty terrible agenda from Speaking Circle. I would be pretty tempted to fire off the Enter the Monastery here, instead of the Silence on the Kira. Here’s why: your Speaking Circle is toast anyway, given your agenda. No 2 ways about it. You also have a 2nd one in hand, so it’s not the most awful thing if your 1st one goes down. You also know they probably don’t have Bubble Shield in hand, otherwise OldRich would be more hesitant to go shields down. Consequently, I think you want to set yourself up to clear the board with Equalise the next turn, and accrue resources this turn.

14:39 – This feels like a misclick? Shen-Ra Speaks is the only way Duocat has to silence Icaria, and Hooru Kira doesn’t run ways to recur units from the void anyway. The 4/3 Endurance flier just seems better than the 2/2 flier in all regards.

15:11 – I would potentially hold the Kira in hand so that it can naturally trigger Aegis, particularly since you don’t have Intrusion in hand. Next turn, you might have enough power to drop both Palace and Kira in the same turn, which will be quite strong. That being said, I also understand OldRich’s line: if you can pick up 8J next turn, those are going to be some massive units coming Duocat’s way.

15:51 – I’m unsure if dropping Palace here and going for Withstand right off the bat here is correct. I think your primary goal here is to find your 8th Justice influence because it turns both of your Kiras online. To that effect, I think it would be correct to Levitate first to see more cards. If you can’t find power there, then you can Plunder a Justice card with Huntress to find power. If you do, then you can drop the Palace and swing in with massive Kiras.

I think OldRich got  lucky finding the Hooru Painting here. If he hadn’t, then he wouldn’t have had good attacks, giving Duocat some much needed breathing room. (Granted, finding at least 1 power is pretty likely, but you never know.)\

Finals: r3as0n v gozuuu

I think that r3as0n is favoured in this matchup for 1 simple reason: gozuuu has no maindeck Annihilates, which is your most efficient answer to the huge monsters that Xenan plans on churning out. The 2 of maindeck Pristine Light can be quite tricky for r3as0n to play around, but most games their units are just going to outclass gozuuu’s 1 for 1.

Game 1:

0:41 – The fabled sort of T1 Sinister Rumors on its 3rd mode. In open decklists, I think the move is far more defensible, given that Might is really the only way that Xenan has of gaining card advantage. I would never do such a thing against a non-combo deck, but I see the appeal.

0:58 – This is how you know gozuuu is a Tier 1 player – I surmise a lot of people wouldn’t want to trade 1 for 1 here with a sweeper. Your deck is much better at dealing with cheap things than expensive ones, so you want to delay r3as0n from dropping their big threats as much as possible.

1:08 – I think I would be tempted to play Merchant here, finding Xenan Temple or Burden. If they play a threat you need to deal with, then you can just play your market card on a later turn. There is also no removal that deals with Merchant, but no Tocas, in gozuuu’s deck. This way, you open yourself to the possibility of dropping a difficult to deal with threat next turn.

2:01 – While I think that it’s unlikely that gozuuu will be able to clear both units, I would put away the Etchings instead of the Crest to guarantee that I can play Burden next turn.

2:33 – Again, I think r3as0n is playing maybe a little bit too greedily. I would put away the Merchant with the Time Etchings. Knowing that gozuuu has no way of dealing with the Burden, it means that you can always rely on Burden to convert your extra power into cards. This means I would always be inclined to keep hitting my power drops here.

Game 2:

5:35 – I am shocked that gozuuu kept this hand because you have a lot of reactive elements. As we saw the last game, once r3as0n is able to drop Burden, you’re in a really bad spot. You also have no way of dealing with bigger threats in hand. I think the hand is fine to keep say, against someone random on ladder, but given the known threat I think you have to mulligan for something better.

6:47 – This Exploit decision is kind of tricky. I think it definitely falls between the Merchant and the Stranger. Stranger is more powerful and you don’t have a way to deal with it right now, but it’s also a lot of turns away, and you might draw into something by then. I think taking the Merchant would be correct here, because of the Time Etchings. Even if you silence with Enforcer, it’s still a Time unit you can use in conjunction with Etchings to pull Gnash. By taking Merchant, you’re also making it harder for them to play the Etchings and Stranger.

(Not that we’d have known, but WOW that panned out poorly when r3as0n rips another Grodov’s Stranger off the top.)

7:11 – Impressive read that gozuuu has Valkyrie Enforcer. I’m not going to lie, I would have absolutely run my Merchant into the Valk. >.<

8:01 – Well, that’s game. gozuuu has not been able to apply any pressure this game, and their draw has turned out horribly against the bigger units.

That’s it for this Diary Entry. Do you disagree with my rather dubious lines? Probably. If so, @ me in General chat so that we can all learn together. When you’re ready to articulate my questionable play, find me lurking in The Misplay, Friends of Eternal or Team Eternal Journey Discords. Until next time. 😉

Friends of Eternal:

https://discord.com/invite/MYh7hUs

The Misplay:

https://discord.com/invite/7Qk6HXq

Eternal Journey:

https://discord.com/invite/arKqagv

Storm and AlexFiero’s Weather Report – Eternal Open: Hour of Glass (Throne)

Disclaimer: This piece of content is rated M, for mature audiences, and is DSFWP. (Dubiously safe for work, probably.) Do not proceed if you’re uncomfortable with such content. 

Hi all, it’s AlexFiero here, and welcome to the latest Weather Report. (sorry Storm, I’m stealing your intro. :P) You might know me for being the second most handsome member of Team Eternal Journey (“TEJ”), after Jedi of course. Others may know me from my runs in the Tuesday Night Eternal tournaments, or a few good performances in the early Eternal Opens (“Open”) of the year. Others of you may have no idea who I am, so just know that I’m Stormguard’s teammate and play far too many bad control decks. [SG: ‘Bad’ control decks might be a little critical. Shall we say…of dubious origin? :PPP]

First of all, you’re the 3rd most handsome member of TEJ – at best. Everyone simps for Johnholio. Secondly, you could never steal my thunder – I am literally the Storm. In any case, we’re back! After the biggest set of balance changes that I’ve encountered in Eternal, the format has been well and truly shaken up. I’m sure I speak for all of us when I say that we were all eagerly anticipating what would shake out of this Open. After a week of relentless testing, TEJ had, well, an answer. 

STORMGUARD’S DECK:

Decklist: 

https://eternalwarcry.com/decks/d/g9WY143JX08/storms-unhealthy-obsession-with-furries-and-balls

As 1 of the few Tier 1 decks from the previous patch that didn’t get touched, Elysian Jarrall (“Ely”)  seemed like an obvious starting point. Prior to the patch, I had spent about a month practicing it on ladder, learning the lines, the ins and outs of the deck in case I ever wanted to play it for a tournament. When the patch came around, I tried out a deluge of different options before deciding that nothing felt quite as good in my hands as Ely, so that’s what I went with. Granted, from the rest of my team alone, I should have suspected Stonescar would be pretty popular. (We’ll get to that in a hot 2nd) Though that’s a rough matchup for Ely, especially without market Permafrost, I didn’t want to overpredict anything, and felt Ely would be good in a still volatile metagame. 

AF: I would have considered Elysian a good choice going into the ECQ. With no cards impacted by the patch, it seemed like the ideal starting point to attack the format and is likely what I would have taken if I had more practice with the deck. A strong tempo gameplan backed up by cheap but powerful threats in Master Conjurer, Jarral and Wump is very effective into a slow, value-focused metagame. Unfortunately, that is not what we ended up with at the ECQ, so I think I made the right choice not bringing Elysian (even if I didn’t do any better with what I did end up taking).

The list itself is incredibly stock, so I’ll just be briefly going over where the list may differ: 

  • 4 Obstructive Flicker – Going into this, I expected to see a fair number of Argenport Midrange and Even Xenan decks. These decks will be packing Eremot’s Designs and Know Thy Enemy, which are pretty good against my Party Pairs. Besides these cheaper, more conditional sweepers, Flicker is also very effective against any unconditional sweepers out of Combrei Relics or Garden Control. Being 1 cost, it’s very cheap and easy to hold up, so I felt the deck certainly warranted the full playset. 
  • The Derry Cathain/Twilight Hunt package – I unfortunately don’t remember who I blatantly stole the idea from on ladder, but it was interesting as a cheap spell for a little more interaction in the deck. Wump is also a Dinosaur, so it, like Derry, benefits from the Hunt buff. However, apart from Wump, the deck doesn’t have a lot of well-statted units. While trying the card out, it just kept underperforming for me. Derry also provides a wee bit of disruption, but I don’t want to pay power for my units to be good. Gross. How gauche is that? 
  • Kehanya, Skilled Caster – A recent addition from the latest campaign, I think Kehanya could be quite powerful in the ‘right’ metagame of Skycrag Aggro and Hooru Kira. Silence your Houndmasters or Kiras, bop your Tower, and so forth. That being said, it really doesn’t do too much in any other matchup – it pops Face Aegis (“Faegis”) at most. Hence I was comfortable leaving it on the sidelines this tournament. 
  • Accelerated Evolution (“AE”) – Look, Storm likes flying bears. He just does. In any case, this is probably 1 of my favourite finishers, and I do like having access to it somewhere in the deck. It is unfortunately mediocre in the early-game, and with 8 market access, it might not quite do enough to warrant a market slot. The card nevertheless closes the game out in short order in many spots. Flying Party Pairs! 
  • Only 2 Learned Imitators/main deck Mirror Image – I expect a LOT of people to contest me on this point. I think Imitator is a fine card, particularly in Keelo decks with Triumphant Stranger. I think using the card in a fairer way is rather mediocre. It’s really a card that you want when you’re already ahead in the late-game. For instance, when there are already 4 Snowballs, or if you already have 6P influence. Consequently, it feels like a win-more card. If I’m looking for a win-more card, then I think Mirror Image makes more sense – yes, you need to have something on board to copy, but if you’re unable to protect your on-board threat through your assortment of cheap spells, then you’re already in a terrible spot. 4 Learned Imitators was a bit too much. Drawing multiple copies in the early game is tragically awkward, but 2 felt like a good middle ground. 
  • No Sling, yes Olzial – Olzial was a staple of the Elysian market back when Sling or Shrine was a concern, just to very quickly knock out the troublesome relic before cleaning up the Soldier with a Snowball or Flicker. Nowadays, aforementioned relics are less of a concern, but it still stands alone pretty well as an individual threat. Not to say that knocking out a relic or site with this doesn’t happen anymore – bye, Speaking Circle – but Olzial being a 5/3 Regen Flier is still quite a pain to deal with.

I ended up going 13-15 with the deck in the Open, which is pretty tragic considering I had 2 byes. Despite that, having played it on ladder since the Open, the deck still continues to perform very well for me despite the aberrant Open performance across quite a few players that I respect a lot. (Including myself, of course. I respect me a great deal.) I have since swapped out the market AE for Permafrost, shoved a single copy of AE in the maindeck, and dropped a Mandatory Retirement. Granted, some hands will just fold to disruption, but what else is Exploit for but to punish greedy keeps and keep us honest? 😛 

My personal theory is this – as decks keep trying to get more and more midrangey to go over the top of Base-Shadow Stonescar with the likes of Xenan Mid or Combrei Relics, it opens up an opportunity for tempo-oriented decks to snag a win from underneath them. As we saw in the Summer Invitational, JNL’s Skycraggro deck was able to accomplish just that. 

Despite that, I don’t think that Skycraggro is necessarily unbeatable or overpowered – indeed, there are many ways to clear out a legion of X/1s in Throne. I believe JNL simply made a very potent meta call for that particular tournament. But with these balances and checks that every deck has for each other coupled with the recent debatably necessary nerfs, I think that Throne looks to be in a very good place moving forward. 

ALEXFIERO’S DECK:

https://eternalwarcry.com/decks/d/S_c5wmwshlk/4-faction-control

When the balance patch happened, all my dreams of memeing my opponents with Turbofog went out the window. [SG: And we thank the DWD Overlords for preserving AlexFiero’s – and people in Day 1’s – sanity.] However, when I took a closer look at the patch notes, I realised that Garden of Omens had not received a nerf, but rather a change – and it so happened to make Kira and Elysian, two matchups that had traditionally been difficult for control decks, significantly better. No longer would you have to live in fear of Bubble Shields, or Dazzles, or Obstructive Flickers ruining your plans. And so, while the rest of my team decided to work on Stonescar Aggro, I set about trying to find the best Garden deck I could (along with help from SG himself). 

The first version we went to was a traditional Honor list, but we found that with Transpose being nuked from orbit, we didn’t have a reliable way to get Face Aegis when we needed it – particularly with so many decks running Silverblade Menace. Of course, we could have run Just Desserts as an answer to the dreaded control-killer, but we weren’t convinced at the time that it was enough. Looking back, it would have been just as clean at answering Menace as what I ended up on, but we moved on to looking at other control lists first.

Goaychanhong (GCH) built an Instinct list with Cirso’s Choice as a way to get Aegis at fast speed and that was what we tested next, but it lacked ways to close the game. Without Stormhalt Knife like the Honor variant, it was much harder to turn the corner, even if surviving was easier with cards like Saber-Tooth Prideleader.

I took one look at the deck (okay, that’s a lie, I took about 5 minutes thinking about it) and asked, as a joke, “what if we put Xulta Arcanum in there?”. Cut to about 15 minutes later when I’ve built this monstrous four faction pile with both Garden of Omens and Xulta Arcanum. This change did fix the previous issue of closing the game in time, however it led to a new and more thorny problem – how on earth were we supposed to build the powerbase? Obviously you have to play 4 Petition, but then what about the influence requirements? We needed double Primal on 3 for Hailstorm, Justice on 1 for Defiance, along with double Fire on 5 for Garden of Omens or double Justice for Harsh Rule. And that’s just three of the factions – we also needed Time on 3 for Cirso’s Choice. I spent a long time on this powerbase and I like to think I got it as close to perfect as I could. 26 power was necessary to just make sure that we had the influence we needed – and being a control deck that wanted to hit power every turn meant that we were happy to play the extra. The one mistake I think I made when building it was not considering the fact that we could never have 3 undepleted power on turn 3 – if I had thought about that I would likely have cut one Primal source for something else.

I know this is a lot of talk about how I arrived at my deck choice, but I think it’s worth analysing given how off the wall the list I settled on was. There were a lot of layers to the process, without even going into the choice to play/leave out Jotun Hurlers and Saber-Tooth Prideleaders in the final build. While the deck itself looks ridiculous, when I first took it to ladder, I had a frankly absurd winrate with it – I think I went 9-2 in my first 11 games, with seven wins being against Sylscar, the bogeyman of the format. Unfortunately it didn’t work out that well in the ECQ, but I’ll get to that later.

SG: Couple of reasons why I didn’t end up playing the deck. 1. The lines were very difficult for me. It’s a deck all about accruing incredibly small advantages, advancing ahead inch by inch. As a player with an unsurprising lack of foresight, I find it very difficult to anticipate moves far into the future. It’s why I’ve never won a game of chess. 2. I have to play 26 games with this deck, and I’d like to get my games done within a reasonable time-frame. I’m clearly not a masochist like AF is. 

[AF: Come on, Storm, I’m clearly a sadist – they’re trapped in there with me, not the other way round.]

Card Choices:

Obviously this is a deck too full of card choices to go in depth on all of them, so I’ll pick those I feel are the most important. 

  • 3 Cirso’s Choice, 0 Just Desserts: When I first built this deck, I started on a 2-2 split of these answers to Silverblade Menace. In testing, however, Just Desserts seriously underperformed, especially with the 8 early interactive spells we were playing. With that being the case, I started going up Cirso’s Choice and never really looked back. Both modes are relevant against aggressive decks (6 life is a lot more than it sounds like) and Faegis is widely relevant especially without any other way of getting it. Honesty, I could see going up to the full set of Choice in the future.
  • 2 Turn To Seed, 2 Equivocate: At some point I realised that although Sling had been nerfed, I really had no clean answer to Rost. Given that Garden of Omens can cleanly answer Sling through Faegis now, I felt that transforming the big snowy monster was the best course of action. This ended up not really being relevant, but I think the two copies of Turn to Seed proved their worth. I’m less sold on Equivocate.
  • Only 3 Arcanum: Arcanum is a powerful card and you want to see it basically every game. However, it’s very possible to get Arcanum flooded with the full playset in the deck, so I cut back to 3 copies. I think that’s correct.
  • Only 3 Wisdom of the Elders: Most of the time I wouldn’t leave home without the full playset of Wisdom of the Elders. However in this deck it is significantly less appealing, for a couple of reasons – firstly, double Primal early can still be difficult; and secondly, with a powerbase full of Cylices, it is very easy to gain card advantage in the late game anyway. Since I’m playing the extra power, I like 3 Wisdom.
  • Full sets of Torch and Defiance: This deck is greedy enough to go over almost anything. I won games where my opponent played two Speaking Circles before I hit my 5th power. However, it is susceptible to aggro, so the full 8 pieces of cheap interaction is necessary – especially since it’s impossible to play a sweeper on turn 3.
  • 0 copies of Dazzle: Dazzle is a good card, definitely. But with access to Display of Instinct, it starts to look a little flat. Not being able to negate Etchings or Dark Returns feels pretty bad, and you just can’t negate a turn 2 Exploit in the list. In the end I decided that Display provided flexibility in the ways I valued more.

Now let’s get on to the ECQ. I had a fantastic record with the deck leading up to it, so where did it all go wrong?

There are certain benefits to being in a team. You can take a deck off ladder and be fairly confident that those you work with will be able to put it through the wringer; and if it comes out the other side you’re doing pretty well. However, this comes with one major downside if you’re truly trying to keep the list secret: you miss innovations in other decks on ladder.

I took the list off ladder after the first day of testing, and in doing so missed a very important development in the SylScar deck that took the tournament by storm [SG: You mean in overwhelming fashion. Otherwise it gets too confusing. Also, I take full responsibility for this bit.] – market Krull over previous ‘Dark Return’ effects. Krull is much harder for this deck to interact with, while being able to be used multiple times. This took the matchup from heavily favourable (I lost to it once in testing) to unfavoured in the tournament (I beat it once in the ECQ). This is a lesson in why it is important to not get complacent in testing – it would have been very easy for me to either select a different deck or spend more time preparing to beat this new threat, however I prepared as though the meta was going to be the same in the ECQ as it was almost a week earlier.

Learn from my mistakes and don’t prepare against a static metagame.

SG: Yerp, as AF mentioned, Krull being a unit as opposed to reanimation through a spell makes it very difficult for this to interact with since Display isn’t an option, and you don’t have void hate in this deck. Since we’re not pressuring their life total in any meaningful way, a competent player will easily see the line of simply ‘Krull-juggling’ to knock us out while we’re helplessly floundering. 

OTHER DECKS: 

Stonescar Aggro: 

https://eternalwarcry.com/decks/d/S7JoMj4yqpU/goaychanhongs-decklist-top-32

AF: Aggressive Stonescar is a list that many of our teammates ended up on, and it served them well over the course of the tournament. It was probably my second choice going in. The buff to Vicious Highwayman really breathed new life into the deck, although in the end it may have been overshadowed by other Stonescar lists. Everyone tells me that Blackhall Warleader is the best two-drop in the deck, but I think I would have maxed out on Fenris Nightshade first, as it gives us a way to generate additional cards in slower, slightly grindier games.

Having said that, I did tend to play the deck a little slower than most people on my team (probably the control player in me talking). I found that going a little bigger (with extra four-drops) already gave me an advantage in the mirror, and because of that I wanted two-drops which were better suited to winning me the control matchups. In a more aggressive leaning version of the list, like what the rest of my team brought, I can see Warleader being a more consistent two-drop.

SG: Choo choo! I mean, we have 3 people on the team notorious (pun intended) for playing SS Aggro; I’d be very surprised if no one ended up packing it. We ended up packing the full playset of Highwaymen main deck and only 3 Jekk, which I’m not convinced is necessarily correct. Highwayman is obviously great against aggro, and can pick off Kira/Syl. However, in other matchups, Highwayman needs to do more than just break Faegis to be worthwhile. Although Jekk varied very greatly in terms of impact, it’s still an incredibly powerful card, and we probably should have played the full playset. 

On the 2-drop issue: I was 1 of the people who told AF that Blackhall Warleader was the best 2-drop for 1 simple reason – it has 3 health. Get 1 attack in, and it’s out of Hailstorm range. That’s it. It means it can be effective both on the play and on the draw, particularly against Skycraggro. For the remaining cards, our team was torn between Fenris, Skullbreaker and Midchief Salus. Fenris helps draw cards, and while the damage can add up quickly, we are usually the aggressor in most matchups, and have some life to spare. Back in the old days when noobs like me could win TNE Challenges, you’ll see Fenris put in a lot of work for me there. Skullbreaker was good in that it was a mini-Champion of Chaos that can slog through bigger units, but without many Warcry units/weapons, it was difficult to buff. Salus’ Quickdraw was nice to push damage – though we had no tricks – and provided a late-game power sink. We ultimately ended up on Fenris and Skullbreaker as our supporting 2 drops, though that might have been wrong. 

One thing I do want to bring up is our team’s choice of Shakedown as a card, which we felt would be very, very good. It takes Equalise/ramp spells out of Combrei, ChaChas in the mirror, and Kira/Wump/other haymaker units out of the Kira decks and Elysian. Also Golems, but we weren’t too worried about that matchup. Yes, it misses all the 4 cost relics, but people definitely weren’t playing around Shakedown at all, and got appropriately wrecked by it a lot. Don’t sleep on this card.

If the Shadow-based Stonescar decks continue to be popular, Fire-based Stonescar may struggle a little. After all, the deck that goes just a little bigger is usually favoured in the matchup. But if the format ever undergoes massive changes again…slamming people’s faces really hard is never too bad of an idea. 

Post-Open decklist: 

https://eternalwarcry.com/decks/d/yZjr7tqij8c/stonescar-post-open

*Note: I came up with this BEFORE Cen Wastes Smuggler got hit with a balance change. Feel free to fiddle around with the various market options to see what works best. 

Moom: 

https://eternalwarcry.com/decks/d/-Ba6JnhdzUo/moom

AF: Stormguard almost convinced me to play this in the Tuesday Night Eternal tournament the morning of the ECQ, but ultimately I felt that the deck was too anaemic when it couldn’t find Waxing Moon – the units you play are relatively bad at actually killing your opponent (excepting Midnight Gale, of course), and you don’t generate enough value to challenge more midrange-y decks if you can’t get the deadly turns. It is an interesting deck concept, however, and probably worth exploring more.

Something that might stand out in the deck is the singleton Tempting Offer in the powerbase of the deck. This was my concept (though I may have been influenced by teammate LeoThePleurodon’s use of it in a Xenan Strangers deck we looked at) and I’m very proud of it. The basic theory is that the first copy is effectively free if you add the Seat over another Sigil, and it gives you a way to mess with your opponent’s Even Handed Golems without spending a card slot on it. It doesn’t always happen, but every now and then it will come up and it almost never hurts you otherwise. It’s not much, but you should try to squeak out every tiny edge that you possibly can when building a deck.

SG: The deck originated from TBC’s Mail, who wanted to make a fun, silly deck. Usually, it’s up to me to ruin said deck by naming it ‘X Midrange’ in TNE tournaments – allegedly. And the palindromic ‘Moom’ seemed like a good idea for a deck name at the time. The deck initially included Jarrall, but that felt like perhaps a few too many conflicting ideas jammed into 1 list. So we cut that down. Unlike the Sling deck which similarly relies on a key relic, the units that the Moom deck plays are unfortunately a little…lackluster. The rise of Xenan at that time packing Send An Agent, Prideleader and Banish also proved to be a giant pain in the butt. So we scrapped that idea during Open testing and pivoted to something different. 

Jump-cut to after the Open, where a number of Even Feln Moon decks did…OK, but nothing particularly spectacular. The obvious problem is the fact that it’s an Even deck, and the payoff for being an Even deck just…isn’t there right now. You might high-roll with Golems on occasion and chain them into a deluge of cards, but the times when your curve completely destroys you, I suspect, are going to come up more often. Plus, between Tempting Offer, Open Contract, Royal Decree, etc., the Golem is honestly not that hard to disrupt. Some people like their 1/1s for 2. I don’t. 

So after taking a short, simple look at the terrible pile of cards, I replaced the underperforming units with more card draw and removal, and what would you know? The deck doesn’t feel terrible. There’s still a couple of kinks to be worked out – what do you want as your 4 drop: Vara or Rindra? Do you want some number of Dazzles, or is Flicker enough? But following the LOA Sling-esque strategy of essentially being Primal Control leaning on Moon as a source of card draw and removal, the deck is quite potent. With many other decks dialing back on relic removal and slowly devolving into greedy midrange piles, it’s the perfect opportunity for Moon decks to sneak in and decimate them. Much like Sling, since the Relic draws you cards, the payoff for being an Even deck really isn’t there. At all. (As an aside, you’re in Primal. You really shouldn’t be lacking card draw.) Although I was a little concerned about the aggro matchup without Mother of Skies, as it turns out, being able to play cards on curve is good. Helps you fall behind a little less. Who’d have thought? 

Post-Open decklist:

https://eternalwarcry.com/decks/d/SSjkFv-Rxis/feln-moon-but-with-a-functional-curve

*Note: Stonescar Heavy-Shadow going down in popularity is rather awkward since that was probably 1 of our better match-ups. No matter. I’m sure we’ll still pummel all the greedy midrange decks, especially those that are skimping on relic removal. Our aggro matchup is pretty good too – even without Moon, we’re still pretty effective at clearing out X/1s. 

PATCH NOTES (THE QUICK THOUGHTS): 

SG: 

-I love the Moldermuck and Ambitious Mandevilla nerf. Shadow Midrange has had its time in the sun for quite a while in Expedition. I do expect that less Shadow heavy Midrange will still play a pivotal role in the format, from Sandstorm Titan to Quinn, but hopefully we get something different. 

UPDATE: I’m immediately back to hating Expedition in the span of about 10 hours. We’ve gone from greedy midrange with Davia and Might, to greedy midrange with Azindel and Might, to greedy midrange with Heart of the Vault and Howling Peak. I feel a lot of the homogeneity in the format could be solved with Vanquish. While some enjoy ‘Battlecruiser’ Eternal, I do not, and I’ll leave Expedition in the strong, supple hands of AlexFiero to figure out. 

-I love the Ankle Cutter buff. Now it doesn’t die to Snowball, which is a key consideration for any Fire 2 drop without Charge. 

-The Coveted Gemstone nerf feels like it hits Expedition far harder than it does Throne since there are less market access options in Expedition. That being said, Combrei Relics can still capably win without either card, so I presume the deck will just keep chugging on. 

-The Tasbu and Cen Wastes Smuggler nerf probably spell the end of Stonescar Heavy-Shadow unfortunately, at least as a Tier 1 archetype The deck wasn’t oppressive meta-game wise from my experience, but DWD definitely knows better.

AF:

 In general, I like these balance changes. The new cards added to Expedition to prepare for the Open seem both impactful and not relevant to existing archetypes. The nerfs to Mandevilla and Moldermuck reflect the power level of Xenan, and the buffs are all worthwhile. However, the nerfs targeted towards Combrei Relics and Sylscar seem… unnecessary to me. None of them appear particularly impactful (except possibly Smuggler) and neither deck was oppressive in the metagame. I suppose Tasbu dies in combat a bit more now? And it’s slightly harder for Combrelics to fill the board with bugs? But I could be wrong. It’s also possible that the relatively minor changes allow other decks to interact more meaningfully without significantly weakening either deck, and that’s what I’m personally hoping for.

AlexFiero has a Twitch channel which he never uses because he forgot a password. On the other hand, you can find me over at Twitter @stormguard798 or lurking in The Misplay, Friends of Eternal or the Team Eternal Journey Discords. I would love to hear all your comments about how my Eternal Warcry deck names are far better than AlexFiero’s. Until next time. 😉 

Friends of Eternal:

https://discord.com/invite/MYh7hUs

The Misplay:

https://discord.com/invite/7Qk6HXq

Eternal Journey:

https://discord.com/invite/arKqagv

Craft or Dust – Hour of Glass

          Hello again internet, it’s stormguard798, and with the Hour of Glass campaign dropping, you know what THAT means. It’s time for another Craft or Dust set review, where we take a look at all of the new cards that just dropped. Now, with a couple days’ worth of brewing under my belt, I have some very strong opinions with regards to all the cards. Not that I needed to play with all of them to form an opinion. I’ve also changed the format of the set review a little to organize the information more helpfully. Now let’s man-handle these cards.

League Explorer –

Expedition: When I first saw this card, it just seemed like another innocuous little Fire 2 drop. Boy was I wrong. In the Skycrag Tandem decks, it’s a charge unit capable of triggering tandem effects from out of nowhere – and the heaps of damage that come with it. That deck also has an incredibly low curve, which means it’s pretty easy to dump out your hand to trigger the Depth Charges – I have thrown many an Explorer to their death just to pick up another Charge to bonk my opponent’s avatar. In other decks, it’s of course an Explorer, which means it synergizes well with what some of the Sentinels decks have got going on; making relics on-demand to synergize with the likes of Vulk or Rocketblaster is just another way to give that deck a pinch of extra reach. The interaction between this and Promenade Patrol is also terrifying. I expect League Explorer to form a huge part of the Expedition metagame, and all decks should be prepared to fight it.
Throne: You’d think that Throne would have a significantly higher power ceiling and more powerful units alongside it, but when you look at the quality of 2 drops available for Fire Aggro decks…League Explorer is definitely at the top of that list, especially combined with Houndmaster and Amaruq as in Expedition. The variants of Fire-based aggro aren’t as populous in Throne as compared to Expedition, but I still expect to see this card pack quite a punch there.

Awakened Arsonist –

Expedition: I have enjoyed playing this card in exactly 1 deck: Stonescar Moon. Stealth units are plentiful enough in the format that you can afford to play some mind-games with your opponent, and the Deadly from Moon not only disincentivizes blocks, allowing you to poke through for cards, but also gives you additional options with its entomb ability. We’ve seen inklings of Moon decks pop up from time to time in Expedition, and I think this could be another pretty powerful tool in that deck.

Throne: On the other hand, I can’t see this making waves in Throne. There are significantly fewer Stealth units, particularly those that don’t have an ultimate at the beginning of the turn, so it’ll be obvious as to what the unit is. The removal is incredibly plentiful, which is why suiting things up with Flying or massive Weapons is much more of a liability. On top of that, those decks tend to lean fairly aggressive, and while getting additional cards is nice, the statline on the Arsonist is pretty atrocious for a 3 drop, considering the rest of your Fire 3-drop options. (Hot. Mug. Of. Milos.) There could be some bizarre interaction that I’m missing, but it just seems like way too much work for not enough pay-off.

Test of Mettle –

Throne & Expedition: I’m just going to combine the 2 formats here and simply outright say that I don’t think this card is playable. You can get away with 4 cost do-nothing relics in some Control decks because you can keep the board pretty clear so you can take a turn off. The pay-off for this relic is that it deals 10 damage to your opponent: an aggressive effect. While the payoff is pretty powerful, it can be easily blocked by Face Aegis, and even if it isn’t, there’s still a decent chance that it just does…nothing. Your opponent can simply play cards, which is something that they will absolutely do, which means you could very easily waste a whole turn doing nothing. The pay-off isn’t there for all the things that could go wrong with this card, which unfortunately means I don’t think there’s a world where I can include it.

Repel Darkness –

Expedition: Let’s break this down mode by mode. I’m not a fan of non-factionless ways of finding power since it only helps you find double, not single, influence, but it’s an OK option to have. The invulnerable mode is neat to have, but without any kind of stat boost the effect is rather niche. The void-hate effect is also really helpful considering A Life for a Life and Davia are both still in the format, but I’m not sure how necessary that will be considering the mere existence of Steyer’s Eyes. (more on that in a bit.) It is nice to have the option, however, in Time non-Justice decks. Overall, while all 3 modes have the potential to be pretty powerful in the right spots, they’re all so narrow that I can’t imagine playing this in the maindeck. You could take it out of the market if you’re expecting a void-based strategy from your opponent, but even then, it’s such a narrow application that I don’t expect it in huge swathes.

Throne: On the other hand, I expect this to be pretty powerful in exactly 1 niche application – Yeti Combo. For those unfamiliar with the combo, it’s in 3 pieces: Belligerent Yeti, Stained Honor and a way to stop your Yeti from dying. With all 3 combo pieces on board, you infinitely twist your Yeti to ping your opponent to death, 1 damage at a time. Like with Autotread Combo, make sure your Smart Autopass is off. The deck used to incorporate Curtain Call into the list, but with its cost increase to 3, the build was no longer all-Even and fell apart. Now, without a fair game plan and many other proactive decks competing with it, I’m unsure if the strategy is even remotely viable, but it’ll be amusing to see how it pans out.

Lucent Guide –

Expedition: It is a stealth unit, and there is a semi-viable Stealth deck in Expedition. Double Time is a little rough, but the deck might play Frontline Healer as well, so who knows. Deven with the synergy, I still don’t know if the card is playable; Waystone Elemental is a similarly statted unit that saw close to 0 constructed play. While having the option for an activated ability is nice as a power sink, it costs 7 and doesn’t really impact the board – Lumen Defense sees zero play for a reason. It might be fine as some Stealth deck top-end, though I imagine the rest of the 5-cost options (Entratius, Azindel, etc.) will probably outshine it.

Throne: If it’s likely to be underwhelming in Expedition, it’s certainly not going to be playable in Throne. A 5 cost card that does nothing upon entering the battlefield, and that is easily taken out? Easy pass.

Waystone Core –

Expedition: I have tried this card in Elysian, in Xenan, in Combrei, and in some dubious looking 3F builds. Unfortunately, I haven’t been able to piece together a build that works consistently well. To be clear, I think that it’s a powerful effect that works particularly well with the likes of amplify cards or Sketches. Unfortunately, it’s still a 5 cost do-nothing relic, even if it is at fast speed, and even with some pretty potent spot removal in the format, the lack of strong board wipes without stretching your powerbase quite a fair bit (either 3F or Triple Shadow) or sufficient things to do while holding up the fast relic was problematic. The payoff for sticking the relic is there, but considering the amount of time it takes to actually have an impact compared to everything else you could be doing at 5-cost, it just doesn’t seem particularly worthwhile.

Throne: On the other hand, Throne certainly has some more controlling tools from Defiance to Saber-Tooth Prideleader to help manage the board early on top of being options to play at fast speed, but even then, I’m not sure if a 5-cost do-nothing relic is effective against the tempo Elysian/Kira decks who will prey on that in a heartbeat. Still: with cards like Perilous Research and Equalize to take advantage of the card draw and ramp in the form of a relic, there might be something there.

Steyer’s Eyes –

Expedition: The versatility on this card is absolutely incredible; just know that you’ve got 2 modes on this card that you will end up using frequently and that when you do use the 3rd mode, it’s going to be hilarious backbreaking for your opponents. Unlike some of the modal cards we’ve seen, you’re happy with all the modes, and you’ll use each mode often enough for it to qualify as one. It flies, which means it’s great for being both aggressive and defensive, and discards as well, enabling Discard synergies with cards like Iron Priestess. Though not often appearing, the ability to generate a relic on command means it synergises well with Clear The Way and Vulk. It’s wild. Expect to see way too much of this card in every Justice deck imaginable in Expedition.

Throne: Unlike in Expedition, Throne does have some unitless control decks, so I wouldn’t expect Steyer’s Eyes to slot in with the same level of ubiquity as it does in Expedition, but it’s still a ridiculously powerful card. I certainly expect to see it in aggro/tempo decks in swathes, and probably a good chunk of midrange decks as well.

Auren Condemnation –

Expedition: There certainly exists some form of Justice Control deck, particularly with the likes of Final Confrontation, so I could see Condemnation slotting into some of those decks. However, it does have some reasonable competition with Smite and Just Desserts for the fast-speed removal spot. If we extend that to other removal options, it also competes with the likes of Manacles. My biggest concern that the card is entirely reactive, and I’m not sure if there’s a slow enough deck in Expedition to warrant such a card; the armor boost is great for survivability against aggro even if you don’t have any armor synergy, thus justifying the extra cost. Right now, I’m unsure if there’s a deck that can support Condemnation, but if there is, then this card will be a solid roleplayer there.

Throne: With Throne, you have a much larger array of removal options with Defiance, Vanquish, some other cards I’m surely forgetting, and so forth, so I do think you’d want some armor-based synergy to include it. The problem with that is that Armory typically requires more proactive removal to clear the way for their massive relic weapons to attack, which means it probably doesn’t want a purely defensive spell like this one. Having said that, I’ve never played Armory before, so I’ll leave it to the experts to let me know what I’m doing wrong. 🙂

Jada, Peacekeeper –

Expedition: It’s got 5 health, so even if its strength does get debuffed, most units won’t be able to push through this unit without a trick of some kind. And if they don’t have anything that gets in the way, then you’re attacking for 4 with a 3-cost unit. That sounds pretty worthwhile to me. I think a lot of people are getting hung up on the fact that your opponent gets the choice to either ramp you or let it through, and that it’s bad to offer them that choice. That is true. However, we’ve got some pretty strong power sinks in the format – Builder’s Decree or Daru Lee, anyone? – and you certainly have the tools in decks like Soldiers to deny them the choice altogether. Remember, if your opponent’s units have been hit by the Greek God of Stunning, then they can’t block. 😛 It’s unlikely to fit into the 3 faction decks due to its double Justice influence requirement and the general inability of those decks to run a lot of Justice Sigils, but it’s been popping up in all the 2F decks to great effect.

Throne: In Throne, where you’ve got a wide-enough card pool where you can’t classify most decks in the format into some variant of midrange, I do think you can only include it in a deck that has a more proactive way to use the power or the Justice influence, for instance, a KTE deck or some variant or Kira. It’ll be a lot less ubiquitous in Throne, but you’ll still see the card pop up reasonably often, even if the Soldier unit type is less relevant.

Dazzling Revelation –

Expedition: I’m not a fan of this card in current Expedition for 1 glaring reason – Lay Siege. Due to the popularity of Permafrost and Manacles, most decks have started ways to counter ones units from being stunned, from Lay Siege to Xumuc Whisper. This also means that players will likely be using these cards proactively as well to completely nullify Dazzling Revelation. While I think the card does have some potential considering how aggressive leaning most of the decks are, the meta is really hostile towards Revelation at present, so we might need to wait a couple of months for it to be good.

Throne: Well, I suppose that’s another potential tool for Turbofog – it doesn’t get around Endurance, which means it whiffs on a bunch of Kira units and Sandstorm Titan, but it does stop Yetis and Skycrag Aggro pretty dead in their tracks in the early game – or at least until you find your board wipe. This probably shoos in over Telekinetic Shackles, but I’ll leave it to AlexFiero to figure that one out. I could perhaps also see a few copies of it in more general Primal Control decks to buy you a little bit of time, but since the card is card-disadvantage, you need to have plenty of card advantage or board wipes to recoup.

Iron Ursa –

Expedition: Skycrag Aggro was an extremely strong archetype before this new campaign dropped, and Iron Ursa could fit there, disrupting any board wipes and packing Overwhelm. Crucially, unlike cards like Daring Gryffyn or Daring Pioneer, Iron Ursa doesn’t need to sacrifice itself to negate the spell. It does have some form of evasion, but with its reckless ability, you have to time the card exactly right, which might be tricky to pull off. Even if the unit is intrigued, when it doesn’t reveal itself at the beginning of your turn, it’ll be fairly obvious as to what it is, and your opponent can line up blocks accordingly. I think the opportunity to blow out a board wipe will certainly be there, but whilst you remember the 1 time it panned out perfectly, the many times where playing it was awful might end up being lost on you.

Throne: While Throne might have more cheap spells with which to proc the ultimate from Iron Ursa – from the bevvy of Kira spells to Snowballs, making it easier to disable if you can see it coming – the board wipes and haymaker spells are stronger. Countering a Hailstorm or an Honor of Claws could be pretty devastating. On top of that, Throne is arguable a faster format, giving your opponent less opportunity to play around the card. That being said, there aren’t many playable Stealth units in Throne, so this is going to stick out like a sore thumb in aggressive leaning Primal decks, but I’m excited to see how it plays out.

Ulixa, Unspoken Terror –

Expedition: I love Davia, but oftentimes the mirror devolves into whoever drops Davia first, and being a 6/6 Aegis, it’s rather tricky to remove once it’s on the board. Fortunately, many players haven’t quite adopted employing Eilyn’s Favor to protect their beautiful faces, and with Transpose not in Expedition, nullifying their Davia before it even hits the board is very nice. Nice Cyber Hyena you’ve got there, and knocking out Fall to Ruin from their hand so it doesn’t sweep up your board is a bonus. The ping effect isn’t terribly efficient without Waxing Moon out on the board but does give you a pinch of extra reach to close out the game – or stop you from losing to a Stonehammer once you think you’ve stabilised. I’m very proud to say I have managed to slowly ping a DRuin opponent to death from 40+ health before. 🙂

Throne: If it’s a Primal Midrange unit that doesn’t trigger Sling, then it’s probably not going to see much play. Ulixa’s one Throne application is probably Feln Moon, where we can use it like a Blitrok to just mow down our opponent’s board with Moon out. Whether it beats out actual Blitrok remains to be soon: with Throne being a much leaner format, I doubt people will be playing many 6+ cost cards main deck, so the summon effect isn’t particularly useful.

Sinister Rumors –

Expedition: First of all, this card realistically has 2 modes. In case you haven’t heard it enough already: you shouldn’t be playing the spell discard mode unless you’re confident it’ll do something, for instance, reduce the density of a combo piece, or minimize their outs by taking a board wipe. Otherwise, it’s just card disadvantage. Contrary to the belief of people in the DWD Discord whom I definitely will not name for any reason, it’s not that good. (We’ve also had to sadly disown 1 of our teammates for their continued stance on this card. Rest in pepperoni.) Sinister Rumors is really not that powerful of a card; it’s a worse Suffocate or a worse Dark Return. To me, the Dark Return mode is the mode that you’ll most likely be using given the current state of Expedition – most cheap units have already gotten plenty of value by the time they’re exhausted, and those that don’t you are unlikely to hit. i.e. Houndmaster. I think it’s a versatile card that will see play in some Shadow Midrange decks, but it’s a role-player rather than a format definer.

Throne: First of all, I don’t think Shadow Midrange is particularly good in Throne, which is part of why I can’t see this card being played at all. Combo isn’t really a concern there either, so it’s not as if the discard mode will getting much mileage. The other reason is that you have far better removal/recursive options that while don’t have the same flexibility, are much more efficient. From Last Chance to Annihilate, you’ve got plenty of better options where I think you can probably shave this.

Mimicry Vine –

Expedition: A lot of Stealth cards have pretty powerful ultimates that trigger at the start of your time, so Mimicry Vine seemed like a great option to double-down on those powerful effects, whilst still being mediocre if it does get revealed. When I have this in play as my Azindel gets to ultimate…now that is quite the intense rush. Unfortunately, as to be expected with the majority of Stealth units, a lot of interactions with it are currently bugged, from not triggering on certain Summons to letting your opponent copy their ultimate instead. It can also be argued that it is a bit of a win-more card and you need a fair bit of help to support it, but the potential to do some ridiculous things is certainly there. Once all the kinks of this card’s interactions are fixed, I’m sure we’ll see plenty more of it.

Throne: **repeat spiel about how Shadow Midrange isn’t really an archetype in Throne, at least non-Even iterations.** You do have access to much more polarising summon and ultimate effects, however, in Throne – imagine doubling up on an Helio summon – but being a 3/3 that does nothing until then is quite the liability.

Inevitable Corruption –

Expedition and Throne: I think the card is atrocious. It’s an extremely expensive slow spell that doesn’t affect the board in any way, and most of the time, by the time it drops, you’re not going to hit much. It is a pretty conditional spell, so I think you’d pack it out of the market at most. You could go Exploit T4 into this on T5 to have a better grasp of their hand and therefore which mode to pick, but that seems like a rather unlikely set-up. In Expedition, you maybe traded 1 for 1 with their Davia instead of pressuring and killing them – assuming no Obstructive Flicker is there to interrupt your plans. In Throne, any decks that this might have a meaningful effect against are chock full with Face Aegis and cheap negation spells. At least Toll of Warfare also hits cards from their market and deck. There are just so many things that could go wrong playing this card that I believe the best bet is to just not play it at all.

Varbuk, Hand of Anarchy –

Expedition: Dovid. Azindel. That’s already plenty enough reason to be running Varbuk in most decks. Even if you don’t have a target to kill, a 4/3 Charge Valor is a lot of damage slamming out of complete nowhere, with Valor making it rather tricky to contest in combat. My biggest problem with the card is double Fire and Justice influence – that influence requirement is tricky to pull off consistently in decks other than Rakano. Even in Rakano, the curve of the deck is so low that some games I don’t even reach 4 power to play the Hand. When I get blown out by the Hand, it destroys me pretty badly, but it does feel you do need to get some mileage out of the summon for it to be consistently worthwhile

Throne: I’m very glad that we get more tools to deal with Sling; I always feel like that deck is way too populous on ladder. However, once again, I do feel that we need to get mileage out of that summon ability for the card to be good; Charge is certainly nice coupled with some extremely fast decks, but with Torch being fairly ubiquitous in the format, I do feel the card is probably better relegated to the market.

Hexdriver –

Expedition: So you need 2 things to make this work – plenty of spells, and a pretty clear board from your opponent. Just because it’s Expedition doesn’t mean that this relic weapon isn’t going to die to a single Swing. That typically means that you need to be able to keep the board clear with your spells, which is just not happening in any capacity. There’s a reason why everyone is flocking to Permafrost and Manacles as removal in this format. As such, I just don’t see Hexdriver being much more than a Reinforced Baton in most spots, which is definitely not constructed playable.

Throne: On the other hand, we do have a greater assortment of removal spells in Throne that are capable of killing things, but considering how removal in general doesn’t necessarily line up great with the Kira and Elysian decks, I do still think that you’re going to have a lot of trouble keeping the board clear for Hexdriver. Relying too heavily on spells against these decks is never a winning proposition. The payoff for doing so also isn’t really there – if it’s not there for the likes of Kalis, it probably isn’t great for us either. :/

Kehanya, Skilled Caster –

Expedition: Endurance is nice to get around the slew of stunning effects, and 4 health is pretty solid for dodging most removal. Really, the mode that you’re trying to get the most mileage out of is the silence mode, and with cards like Houndmaster and League Explorer, there is an assortment of various characters to hit. There is also the possibility of hitting an Amphitheatre in those Praxis Aggro shells. However, there remains the problem of what shell this fits into. There isn’t really a strong enough Elysian midrange shell right now – and believe me, I have tried. Having access to Mandatory Retirement is nice, but there aren’t any good top-end haymakers in Elysian, which means it’s hard to find a reason to not be in Feln instead. If you end up dipping into 3F, then you just end up having better anti-aggro options at 3. The potential for the card to be a multipurpose anti-aggro hoser is certainly there; I just have no idea which deck this fits into.

Throne: Here, you also have the option to hit Thudrock’s Masterwork as well, and you once again have the option to just be a general nuisance towards aggro decks. In addition, you also have a couple additional options to hose down haymaker 2 drops without summon effects, such as the Ascending Cycle or W&M. However, you have plenty more powerful 3 drops that, while may not hose Aggro as hard, are overall much more versatile and powerful. Master Conjurer, Tocas, and so forth. I think it could be a fine tool if you’re planning on targeting a specific meta, but I probably wouldn’t sleeve it up to play on ladder.  

Azindel, Mastermind –

Expedition: I’m still torn if this card is good or not. On the 1 hand, if you’re able to hit some powerful haymakers off of it, perhaps a Davia or a D’Angolo Might, the game is pretty much over on the spot; even if you don’t high-roll, a 8/8 Lifesteal will swing a race in your favour in a jiffy. However, the Azindel is pretty obvious – and pretty easy to counter. Particularly in Expedition, considering the popularity of Permafrost and Manacles as removal, your 5 drops really need to have a relevant Summon effect – or Endurance. While I have seen the card adopted in quite a few Xenan shells, I’ve not been a massive fan of that build since the deck is really rather underwhelming if your Azindel Ultimate gets interrupted. High ceiling but low floor, but given how high the ceiling goes, it still might be worth including.

Throne: On the one hand being multifaction with 4 health is a solid boon in Throne, and Permafrost is less populous. On the other hand, it’s still a 5 cost unit without a summon effect in Throne, and compared to other fantastic options like Worldbearer Behemoth or Moonstone Vanguard, I don’t think the potential to high-roll incredibly well beats out the better stats and more consistent snowballing that the other cards have to offer.

Final Confrontation –

Expedition: We’ve seen a more unit-oriented build of Control in Expedition, so I think Final Confrontation has a place in JPx Control. Your top-end haymaker in Davia is strong enough to contest most boards especially if your opponent only has 1 unit left, so if you’re able to drop this on 5 and buy it back on 7, you should be in pretty good shape. Granted, depending on what the unit they keep is, it could be pretty problematic, particularly if it has Endurance like a massive Vulk, Autoforge or a Valiant Guardian, but for the most part, you should have enough assorted spot removal that such situations should arise fairly often. Granted, I do think you should still be running a couple of non-Davia units to take advantage of you playing this on Turn 5 – Jada, Peacekeeper or a chonky Sentinel off of Builder’s Decree come to mind.
Throne: Unfortunately, the removal is cheaper, the creatures are better, and there’s more Endurance/recursive units in Throne. Oh, I need to sacrifice these Rosts? Sure thing, they’re coming right back. Against the more aggressive decks, I think that letting them keep a buffed up unit is probably too dangerous – granted, that unit is probably an 8/2 Amaruq as in Expedition, but I expect your life total will be significantly lower by Turn 5. I haven’t seen a Hooru ‘plop all your attachments onto me’ strategy in Throne in quite a while, but this could be reasonable in the market of a deck with the likes of Aniyah, Arctic Sheriff or Kosul Battlemage.

Waystone Alignment –

Expedition and Throne: There are a lot of problems with this card. 1. It triggers at the beginning of your turn, which means your opponent has an entire turn cycle with which to deal with it. Send an Agent is still pretty ubiquitous. 2. It’s a symmetrical effect, and since it hits units, relics and sites, it’s probably still going to affect you pretty badly. 3. That is an expensive amplify cost, and it only hits U/R/S of a single cost, not all of it and under. This means it’s rarely going to get rid of many things. You might get a cute 1-time amazing blowout, but most of the time, you’re not going to be able to align the cost of the Waystones well enough with what your opponent is doing – and what you’re doing. I can’t imagine wanting to run this card.

(Sort of) BONUS:

So instead of plopping down my set review immediately, I spent the 1st 3 days of set release down the rabbit hole endless playing various hastily put together decks. It got so bad that I went into team meetings murmuring ‘Undercover Operative…’ over and over again, so all my friends hosted an intervention and threw me in the swimming pool. In any case, here are a few of the least awful decks that I came up with in the dark times that should hopefully be a solid reflection of what you might end up seeing in the upcoming Expedition Open. (And hopefully make things easier for the upcoming Misplay Meta. Possibly. I haven’t check the public decklists on EWC in aeons.) They’re still in pretty rough shape – I’m not just going to hand all the answers to you – but I think they’re reasonable starting points if you have no idea what you’re doing. Enjoy!

Skycrag Tandem Aggro:

https://eternalwarcry.com/decks/d/A9kQAjYvyCg/day-0-skycrag-tandem-aggro

The archetype that I used for my Masters climb this month is still incredibly potent and powerful, and the addition of a charge unit with plenty of upside leans into the tandem attacking a little more. The fact that the deck can also empty out its hand incredibly quickly helps too. I’ve swapped out the all-in Berserk package for a more consistent, slightly bigger Tandem package instead, though it’s certainly possible that the former is correct.

Rakano Aggro:

https://eternalwarcry.com/decks/d/WK3TyZNPuIY/day-0-rakano-relic-aggro

League Explorer and Steyer’s Eyes are perhaps objectively the 2 strongest cards in the set, so jamming the 2 of them into a deck together just seems like a good idea. Both cards generate relics, so we have also have some light relic synergy and payoffs with Phoenix Stone and Rocketblaster.

Hooru Soldiers:

https://eternalwarcry.com/decks/d/ZifjwSF0UcQ/day-0-hooru-soldiers

Look, I like my fruit the way they are; incredibly low hanging. Jada is an incredibly powerful card and a Soldier, so this is where it slots in. You’ve got the Argo at 5 and the Amplify of Daru to take advantage of the ramp, as well as the Hooru Heirloom in a pinch. As it turns out, Dovid is still an incredibly powerful card to build around. Of note: I do think Tradition Soldiers is still incredibly viable, but double Justice influence on a 3 drop is a little difficult on the powerbase, so that deck mostly looks the same.

Stonescar Moon:

https://eternalwarcry.com/decks/d/siNMHGqtgGM/day-0-stonescar-moon

Applechips’ Menace Moon deck was a hit for a few moments after they made the Finals of a TNE with the deck, and though it didn’t quite pan out in the face of all the Davia decks, perhaps the addition of League Explorer and Awakened Arsonist might be the shove over the edge to make it fantastic. There are also Menace versions, running the likes of the Whispering Wind/Krull package, Grenahen and Prowling Amaruq, trading some early-game consistency for a massive punch of sustain and late-game power.

Xenan Midrange:

https://eternalwarcry.com/decks/d/UbvCkPovcOU/day-0-xenan-midrange

You’ve got your pick of power dorks in Expedition, some Xenan Midrange deck can’t be too far away. I must say, flipping a Might off of a Turn 3 Azindel once it ultimates is truly a wonderful feeling. Other than your ramp to 5 plan, you’ve also got a handful of cheap interaction and some early-game disruption so that you don’t fall too far behind while getting set up. My biggest problem with the deck is the lack of counterplay in the mirror: with your only realistic answer being Express Route either in the main or market, it does feel like it boils down to who’s on the play just a bit too much.

Feln Midrange:

https://eternalwarcry.com/decks/d/-OxsIVtBVAs/day-0-feln-midrange

All the powerful Feln Cards with none of the Davia: Feln Control with Davia is still very powerful, but with the massive uptick of aggro with Steyer’s Eyes and League Explorer, waiting until 7 power might be a touch too slow. You’ve still got plenty of cheap interaction with Frost, Defile and Rumours from the Control deck, but are switching out the card draw for well-statted units instead. My biggest concern for the deck is definitely counterplay against Manacles – it could be worthwhile looking at Devour main deck to counter that.

Creation Clear the Way:

https://eternalwarcry.com/decks/d/-1hnheuOz_I/day-0-creation-clear-the-way

So this might be more of a stretch than some of the other decks, but League Explorer and Steyer’s Eyes both make relics, so why not use them in a deck that cares all about making relics? We might not always be able to drop a Goldplate Goliath on Turn 3, but a pair of 3/6 Endurance units is still really problematic for fire-based aggro decks to deal with in general. I’ve included a more fair gameplan of Vulk and Sanitiser in case we can’t drop an expensive Sentinel early, but it might be correct to bring the Pisto main instead and be more all-in for the ‘combo’.

(I may or may not update the EWC descriptions later, but right now, EWC is being a little testy for me and keeps 404’ing. Remind me if I don’t?)

Do you entirely agree with my opinions? Or do you think that I’m spouting complete nonsense? Chances are that we’re all largely incorrect – what’s a new campaign for besides wildly incorrect hot takes? I probably won’t be very responsive since I’ll be busy testing decks for the Open, but following that, hit me up on Twitter @stormguard798, or find me lurking in the FE, TEJ or Misplay Discords. Thank you very much to the team over at the Eternal Wiki for getting all the cards up very quickly. Until next time. 😉

Friends of Eternal:

https://discord.com/invite/MYh7hUs

The Misplay:

https://discord.com/invite/7Qk6HXq

Eternal Journey:

https://discord.com/invite/arKqagv

The Proving Ground – Destruction Theatre Combo

Hi everyone, it’s stormguard798, and we’re back with another instalment of The Proving Ground. Now, those familiar with the results of the most recent Throne Open, you might be aware of a super sweet Instinct Amphitheatre deck, largely pioneered by the members of The Barbarian Camp (TBC). For those unfamiliar with the combo, it has 3 components:

Autotread: You can discard 1 card and spend 1 power to deal 1 damage to your opponent.

Malaga Amphitheatre: Whenever one of your units deals damage to your opponent, you replenish power based on your site’s health, which will be at least 1 power.

-Someway to draw cards whenever your Autotread deals damage, be it a weapon like Warhorn or Spellshaper, or a relic like Tormented Crown.

Once you get all 3 combo pieces on the board, whatever resources you spent to ping your opponent with the Autotread would be immediately replenished, so in theory, you could repeat this loop an infinite number of times. (Or in the case of Crown/Spellshaper, as many cards as you have in your deck.) While going for a combo kill was possible, instead of going all-in much like other combo decks of the past, TBC’s build leveraged the strength of Autotread and Amphitheatre as powerful, aggressively slanted cards, putting together an Instinct aggro list that could combo off in your face if you let things drag out for too long. Colloquially, the deck is known as ‘Crossbows’ since the Scorpion Traps look like crossbows. Having never managed to infiltrate with Amaran Stinger in my life, I am unable to confirm this fact.

At this point, you’re probably wondering, why exactly are you telling us this ridiculously long-winded story solely comprised of information I could figure out simply by looking on Eternal Warcry? Good question. Well, a few weeks ago, Austin Aru’reTheIncomprehensible (henceforth referred to as AATI) proposed a Destruction variant of the list in the FE server, substituting the card-draw element of the Instinct deck with Reconnaissance. Although it was a slow-spell whose effect only lasted for 1 turn on top of requiring you to decimate the spell, it was 1 cost cheaper, and it’s not going to matter if you have 1 less power the next turn when you’ve won. On top of that, you also have access to 8 paintings that overlap in Fire, which is fantastic since, as with a lot of other aggressive-leaning decks, we’ll be base-fire. That’ll hopefully make the influence more consistent.

Now, while I think the concept has some merit to it, I think that making simple substitutions for all the lost Primal cards isn’t the way to go. By doing that, you’re losing out a lot on what Shadow can offer you as a faction. IMHO, the best way to go about this is see if the strategy is actually viable is to start from scratch. If you’ve caught the last 2 episodes of the FECast/Weather Report, you might remember 2 concepts that we’ve talked about: the uWu deckbuilding approach, and the Testing Diary. Now, while it’s was nice to talk about those concepts, I think it’d be helpful to put the theory into practice – which is exactly what we’re going to do today.

Now, what I end up writing here is more detailed and explanatory than what I might put in the team private channels – my teammates are all extremely competent players and have worked with me long enough that I don’t necessarily need to articulate my thoughts as explicitly as I do here. That being said, for a wider audience, elaborating on my thoughts will hopefully lead to a more comprehensive understanding – and the inevitable reasoned contesting.

Individual Card Discussion:

So to start with, I’m building this deck with 2 considerations in mind:
-I want it to be a fairly aggressively deck, with the primary gameplan of just murdering my opponent, and a secondary gameplan of the combo finish.

-I wanted to include Autotread, Amphitheatre and Reconnaissance in the deck in some capacity, being the combo pieces, but I’m unsure if I want them in the maindeck or in the market.

Autotread is just a really strong card in general – it’s fantastic in the aggro mirrors and it helps push damage through Regen units. That means I was comfortable including it in the maindeck as a 4 of.

Now here is where it gets a little bit trickier. I had previously disliked Amphitheatre in the main of the Instinct version: with Pause and Equivocate, the deck felt a little more defensive, so TJL felt it better to include Theatre/Spellshaper in the market since they are cards that are much better at pushing an advantage rather than coming back from behind. Having said that, given that we wanted to be as aggressive as possible, and if you can stay ahead, Amphitheatre has the potential of being a really powerful card – I think there is a way of building the deck to better support that strategy, so for now, I’m including the Amphitheatre main.

That being said, I don’t think I can necessarily say that of Reconnaissance. The ceiling on Amphitheatre is reasonably high; I’d argue that isn’t the case for Reconnaissance. It’s a slow-speed spell that leaves you vulnerable to being blown out, and the decimate ability isn’t particularly helpful outside of combo turns since the cards you draw are unlikely to synergize with your strategy, at least in Constructed. Spellshaper has a higher floor, being a weapon that draws you cards with optional interaction attached that worked well with the Aegis Amaruq. Since I believe that the applications for Recon are minimal for non-combo situations, I decided to include it in the market and not the main deck.

Next up, I thought of the various components to make this deck work. I’m looking for:

-Cheap units that help facilitate getting on the board early.

-Cheap interaction to clear out problematic elements, but that would also allow me to keep committing to the board.

-Having a few ways to play the long-game so that I could still eke the last points of damage through even if I stumbled a little early.

-Having a gameplan if I’m on the draw, or having ways to accrue an advantage if I’m at parity.

Units:

D’Angolo Houndmaster – The card is very good. With both Autotread and Amphitheatre in our deck, we can empty out our hand quite quickly, which means we can often get Hounds for very cheap – or possibly even free. In the late-game, it can spit out additional attackers that can make it difficult for the opponent to contest if they only have spot removal: even if they spend it on the Houndmaster, you still probably got an undercosted 4/4 out of the deal. If you play the card early, with the combination of Quickdraw and Valor, it’ll be hard for your opponent to contest the card through combat, particularly if I ended up running fast-speed interaction. If I’m at parity with someone, most of the time, people will have to spend an actual card to deal with the Hellhound, so you’re able to get at least a 2-for-1; if not, then Houndmaster will run away with the game in a jiffy, generating a low-cost 4/4 every turn. Unfortunately, the card is really poor on the draw as it requires attacking to function at all, but I do think the overall power level of the card makes up for the times I have to play it when I’m behind – having played some test games, I certainly stand by that statement.

Auralian Supplier – Another example of a card that is extremely poor when you’re behind, but is pretty powerful if you’re at parity or ahead. It refills your hand with (hopefully) gas once you start struggling to push damage against a more defensive deck; it just provides additional cards in aggro mirrors, which are often about ekeing out incremental advantage. Even if you only draw 1 card off the Supplier, a 3 cost 2/2 that replaces itself isn’t too shabby. Most of the time, even if you are behind, you won’t be behind in both aspects of the draw clause. (if you are, and somehow your opponent has more cards AND more units than you…why haven’t you conceded yet? XD) If I’m ahead and get to pick up both cards, I have accrued a massive advantage over my opponent – most of my cards will be fairly low cost and easy to play from my hand, and chaining Suppliers into each other is a pretty effective way to run away with the game. There have been times where I’ve drawn this and it’s been atrocious, but most of the time, the card is at least a 2-for-1, and I’m perfectly happy with that.

Borderlands Lookout – This is a card that struck me as an incredibly strange omission from a lot of aggressive time-based lists. Unless you’re running into Worlds competitor imestr8 and their incredibly innovative Factionless deck a lot on ladder (Cast Iron Furnace still haunts my dreams), Borderlands Lookout usually ends up being a 2/3 for 1. Even as a vanilla unit, that’s a pretty strong expected floor. 3 health also means that it’s also reasonable as a defensive unit on the draw against other aggressive decks – sometimes they’ll spend a Torch on it and move on, but it means they don’t have that removal spell for your more threatening units. Yes, it’s a 1 drop and has a relatively low impact later in the game – that’s because it’s a 1 drop. It’s a 1 drop that performs well both aggressively and defensively, which fulfil my criteria perfectly. It got buffed for a reason.

Grenadin Drone – I think the Grenadin Drone is the best Fire 1 drop in a vacuum, Amaruq or not. Here’s my reasoning: on offense, if you drop this early, you can get in with both units for 2 damage, just as any other 2 attack 1 drop would. On defense, you can block 2 X/1s, as opposed to just 1; you can also eat a snowball and still be left with something. Yes, your Drones cannot attack through opposing X/1s. I fail to see how this is a problem in the current metagame, barring Wump&Mizo. (To be fair, not being able to attack through a W&M is the least of your problems against that card if you don’t have removal.) To me, the various assorted 2/1s are generally terrible if you’re ever on the draw in the mirror. Whilst Kazuo/Pyroknight have some late-game applicability, if you ever reach a point where you’re activating them…you’re probably not in great shape anyway. I am more than open to opposing arguments, however.

Nahid’s Faithful – This is probably 1 of 2 cards that I will get the most raised eyebrows about. The deck doesn’t have any sacrifice synergies, nor payoffs for it being a Cultist. However, let me put it this way: this is a 1 cost 2/2 Lifesteal, which you can sacrifice your stunned or already expended unit to accrue value with. Sounds pretty cheap to me! Yes, it isn’t a 1 drop in that you’ll ever want to play it on T1, but it’s still a lot of stats for cheap, and you might play this with another 1 cost unit on T2 anyhow. In addition, it’s also quite strong in the aggro mirror, even on the draw: Lifesteal can help swing a game in your favour in the aggro mirror, and if it makes sense for you to sacrifice a unit to it, a 4/4 Lifesteal is a giant pain to deal with. Kira decks are mostly playing Dovid as a multifaction 4/4 for 2 power – with a downside – because of how little removal can affect it. The same reasoning applies in this case, albeit with perhaps a pinch more work. Though not a major contributing factor, the interaction between Nahid’s Faithful and Grenadin Drone is very nice. I once went T1 Drone into T2 double Faithful; my opponent scooped on the spot.

Blackhall Warleader – I don’t remember who initially added Blackhall Warleader to Stonescar, but whomever did: thanks. Although it doesn’t snowball quite as hard as Amaruq can, 3 toughness means it can’t be eaten by Salvo, which is helpful in the aggro mirror. A Bold Adventurer on defense isn’t terribly exciting, but serviceable, and ideally that’s not a situation we’re often in. We have 34 units, which means our unit count is fairly comparable to that of Stonescar lists whom also run Blackhall Warleader. Though the buffs to your units aren’t as impactful as with ChaCha or Jekk, it’s still some nice extra value to have for when the Warleader is removed. It’s unfortunate that the unit is a massive removal magnet and doesn’t provide any summon value, but given how hard it can run away with the game, I believe its inclusion is warranted.

Skullbreaker – This unit feels like it fails on multiple different axes – when you’re playing defensively, it’s an Argenport Soldier, which is pretty awful across most matchups. Being multifaction is minor upside considering how much Annihilate/Send an Agent have fallen off the face of the meta. It also has no relevant summon effect. The rest of our current units also don’t have a great way of augmenting the unit in any way, which is unfortunate, since the battle skills scale really well with bonus stats. That being said, it does do 1 thing very well, which is eke those last few points of damage over the line when things are starting to get stalled out – it forces your opponent to put multiple units in front of it to avoid damage, which, in a faction combination with not much evasion, is something we’re lacking a little. In the 1st few test games, it’s never been particularly fantastic, but maybe we just need the right situation for it to shine. Definitely a card I’m keeping my eye on.

Powercell – Since you only have 1 other Sentinel in the deck, most often than not, it’s a 2/2 Decay that gives you a card, which is…fine. Decay is a solid battle skill both offensively and defensively, and having an additional card to manipulate is certainly helpful. My reasoning for not including the card is simple: it doesn’t facilitate our primary gameplan. In TBC’s Instinct version, you have all 3 combo pieces main, and whilst you still have a reasonable aggressive gameplan, you can lean harder into the combo gameplan since you have the card draw piece both main and market. That means there are times where you can spit out all 3 combo pieces in 1 turn with Power Burst providing the additional power to do so.

That’s not something that really happens with this configuration of the build. Since you’re dipping into your market, your opponent is likely to know something is up, and therefore will appropriately play around it. In the Expedition version of the deck, you run Strategize, so you have more ways of manipulating the extra card. But here? Your options are pitching it to Autotread or using it as market fodder. Since our curve is even lower than that of the original list, you’re rarely using the Power Burst, for, well, an extra burst of power. As a result, I don’t think Powercell is a good inclusion for our primary strategy, and hence I did not include it.

Shadowlands Guide – I was looking for a card to just tie the deck together, and Shadowlands Guide seemed to fit the build really well. Although this isn’t Menace Trove, we’ve still got 2 very strong 1 drops to bring back in Faithful and Autotread. I’m not including the full 4 of because the card is a little awkward in the early game and in multiples, but it seems like a solid roleplayer, buying back that Autotread you’ve invested so many cards into. It helps rebuild your board pretty effectively after a wipe, and while 3/1 isn’t an amazing set of stats in the face of Snowballs, it still pressures well often enough.

Non-units:

Open Contract – If you’re a deck that can capitalise on the tempo advantage gained by Open Contract like Stonescar Aggro, then the card is very, very good. Yes, removal can be dead in certain matchups, what a shocker. But this removal spell is unbelievably efficient, and should you be using this effectively, your opponents won’t be able to gain much advantage, if any, from the cost reduction. Being as cheap as it is, you are often also to commit to the board whilst playing this removal spell in the same turn. Being slow speed is unfortunate, but it’s already pretty fantastic. One of Shadow’s specialties is having far too much removal, and Open Contract certainly falls into that category. Even if you’re behind and can’t necessarily take full advantage of the tempo, trading a 1 drop removal spell for a 3 or 4 cost unit seems pretty power-efficient to me.

Torch – It’s Torch. Even at slow speed, it’s fantastic, cheap removal and burn. It’s a good card both from behind and while ahead, and the option to go to your opponent’s face when you’re getting stalled out. When used as removal, you’re often trading up in power. It’s an aggressive Fire-based deck, which means as a rule of thumb, you need a pretty good reason not to run Torch.

Pause for Reflection – The card is a solid tempo spell. You can either shove a blocker out of the way, save your unit from targeted removal or a board wipe, or just delay a problematic relic for a turn. If Shrine decks become popular on ladder again, then this might come in handy for disrupting them. Since we don’t have access to Amaruq in this build, which Pause synergizes particularly well with, I’ve elected not to include it in this particular build – the tempo advantage is nice, but returning the unit to hand pales in comparison to killing it most of the time. It also isn’t fantastic if we’re behind – saving a key unit is strong, but compared to the likes of Elysian Spells, we have fewer incredibly high impactful cheap units. I could see leaning the other way depending on the meta/how I find the build, however.

Send An Agent/Defile – Fast speed is nice. However, it’s still a 2 cost reactive spell, which means you’re rarely in a position to pass holding this up since it means you won’t be able to develop your board if they pass without playing anything threatening. The biggest advantage of all these 1 cost spells is that you can play them and another unit in the same turn; the odds of you doing so with these 2 cost spells are much slimmer. Sear might be a consideration since you might be able to burn your opponent’s face in some spots, but it functions terribly as removal. I didn’t like Equivocate in the Instinct list for similar reasons. They are still powerful enough to possibly warrant market inclusion, but overall I just feel that they are incongruous to our primary game plan and overall quite conditional.

The Market:

Since I’m playing Reconnaissance in the market, my options for market access are one of the Shadow Merchants or Blazing Salvo. Out of the Shadow Merchants, I believe Cen Wastes Smuggler as a 3/2 Decay is the most aggressively slanted, and therefore the best option. On the one hand, Blazing Salvo being fast speed gives opponents less opportunity to respond to the combo and can also be conditional removal. On the other hand, Cen Wastes Smuggler is probably the stronger card and gives us a much more varied market. I elected to go with a Blazing Salvo market just to keep the deck as lean as possible, even if I’m unlikely to get much mileage out of the spell itself. I could definitely see going for a Cen Wastes market being correct, however, particularly if Amphitheatre market ends up being correct.

For the market in general, I’m obviously disregarding the requirement of the card necessarily having to be good while ahead, solid behind, and so forth. It’s a market card; it’s supposed to be powerful in the right situation but very conditional.

(We’re playing Recon in the market, so we shan’t be going over that again.)

Dissociate – People never see this card coming for some reason. It is kind of a terrible pseudo-negation spell since they still get the card back, but 3 additional power is quite a steep cost, and that probably buys you enough time to hopefully kill your opponent. It also had some additional utility in returning relics like a Shrine or Sling, which, being such crucial pieces, can completely dismantle their game if executed well. In open decklists, it’ll probably be less powerful since it’s straightforward to play around, but I’ve pulled off some amazing blowouts in the few test games so far.

Sear – I considered Sear maindeck as well for some extra reach, but given I decided to go for a Salvo market, Sear market made a little more sense. It can go face and it can go at sites if they become problematic. I did consider other means such as pump spells, for instance Scythe Slash/Rampage in case Face Aegis becomes a problem with the likes of Sling decks, but we’ll see how the meta evolves going forward to make a decision.

Send An Agent – We mentioned it above, and between this and Defile, I think this is the stronger late-game removal spell since it isn’t restricted by cost, with the upside of hitting relics like Grodov’s Burden (Honestly, I don’t remember any monofaction relics that people play nowadays). It’s a fairly reactive spell, but still does its job incredibly efficiently.

Edict of Shavka – I am a little hesitant to include a 3rd removal spell since I overall have an incredibly reactive market, but right now in Throne, I consider Hooru Kira and Elysian Spells to be some of the strongest decks in the metagame right now, which means Edict of Shavka is a very effective removal spell against those archetypes; being unable to be negated or blocked by Aegis is a delightful cherry on top. Being blocked by Silverblade Intrusion is rather unfortunate, but it’s still a great removal spell from what I’m expecting.

Exploit – This is a consideration to take out combo pieces from opponents’ hands or possibly a board wipe. But with combo having been aggressively wiped out, and Exploit being a pinch too expensive and slow speed as well, there just never felt like a good time to pull the card. Having to Salvo 1 of our units in the matchups we’re targeting with this card doesn’t feel great either.

(As an aside: if I were to try a Cen Wastes Smuggler market, my 1st instinct would be to go: Edict of Makkar/Sabotage/Reconnaissance/Send an Agent/Bandit Queen. Having double Fire for Bandit Queen is reasonably likely given that’s where our Paintings overlap and that we’re still base Fire, whereas double Shadow for cards like Silverblade Menace are much less likely.)

Things to try out:

The 1 drop debacle – Do we want Borderlands Lookout?

I’ve elaborated plenty on why I think Grenadin Drone works really well; however, there have been other considerations for the 2nd slot over Borderlands Lookout. Alluring Qirin is a good way to hamper opposing spell-based decks, for instance Kira and Elysian, particularly if we swap on over to a Cen Wastes market so that the symmetrical spell-dampening effects doesn’t affect us as much. Another consideration to hamper Kira and Elysian is Entrancer: silencing those cheap, haymaker units before they even hit the board. For both of these cards, however, their stats are a lot weaker than that of Borderlands lookout – even with evasion, they’re likely going to equate to less damage throughout the game, so it may not be worthwhile to target those specific archetypes.

One other consideration is whether it’s possible to reliably cast these varied 1 drops on T1. Of course, that isn’t possible with Nahid’s Faithful, but concentrating all our 1 drops into 1 faction might lead to a smoother power base.

Potential influence issues – do we want this many Shadow cards/do we want to play double Fire cards?

One thing of note is that we have significantly more Shadow cards by percentage in this Destruction Build compared to the Instinct build – while I do think our influence is better overall due to the presence of 8 Paintings, getting 3 factions of power can still be tricky for an aggro deck. It might therefore make more sense to trim back the number of Shadow cards we have and opt to play a Praxis-heavy deck splashing for the combo instead. Another thing to consider is whether it’s feasible to pull off double Fire influence in the main deck: off the top of my head, the only cheap unit we might consider that would require double Fire influence would be Midchief Salus, which is…fine, but probably not significantly better than any of our 2 drops to warrant straining our power base like that. Again, thanks to 8 Paintings overlapping in Fire, double Fire is much more realistic than the likes of double Time in the Instinct version for the likes of Teacher of Humility. As a result, paying close attention to what influence you manage to get each game and how the powerbase functions as a whole will give you a better understanding of the options you might have when tuning the deck.

Is the combo even worth it?

Whilst it is technically possible to pull off the combo in only Praxis, Warhorn isn’t a playable card in Constructed at 4. Granted, Recon isn’t a particularly playable card in Constructed either, but being half the cost and in the market, it’s easier to pull off. The concern is, of course, if it’s even worthwhile. There is a much higher cost for going 3 factions as opposed to 2 factions for aggressive decks than more midrange/controlling ones, and while the combo kill is nice, it might not be worth sacrificing the consistency you need as an aggressive deck. Praxis and Stonescar Aggro are both incredibly solid decks, and considering it’s rare that you’re able to pull off the combo kill since you only have the 1 recon, take into consideration any struggles you might have with your power base against any games you sneak a win with the combo.

Decklist:

https://eternalwarcry.com/decks/d/9USoyj3KTxU/the-proving-ground-destruction-theatre-combo

Final thoughts:

          Putting together the deck is only about half the battle when it comes to brewing; all these ideas might make sense in theory, but they might pan out very different in theory. That’s why even after we post ‘Testing Diary’ entries and people have tried out the deck, it’s very important to consistently feedback to each other about what felt good, what didn’t, and what you can do to change it. If you’re looking for a strong, innovative deck to bring to a tournament, don’t ever expect it to get handed to you on a silver platter. 😛 The decklist above is a work in progress, and it at least gave my teammates an interesting starting point with which to develop; I wonder if it’ll be the case for any of you? :thinkingface: With the Hour of Glass campaign dropping shortly, I’d also be interested to see if there are any cards with which to help the deck shine.

          I also hope that this gave everyone a better idea with regards to the 2 concepts we had discussed in the Weather Reports, and give you a stronger foundation with which to implement it yourself, should you wish. As per usual, if you would like to contest or poke holes in my arguments, you can find me over on Twitter @stormguard798, or lurking in the FE, TEJ or The Misplay Discords. Until next time. 😉

P.S. I realise I keep telling you to find me at the aforementioned Discords, but you might not know where to get the invites – fear not! Here they are! Everyone is incredibly chill, and may you have a good time there too!

Friends of Eternal:

https://discord.com/invite/MYh7hUs

The Misplay:

https://discord.com/invite/7Qk6HXq

Eternal Journey:

https://discord.com/invite/arKqagv

Stormguard’s Weather Report: The Misplay Ladder – June

Hi everyone, it’s stormguard798, and we’re back with another edition of the Weather Report. Now, it’s been a hot moment since I’ve participated in the Misplay Ladder, (has it only been 3 months?) having been caught up in prep for Eternal Opens, but with a lull in organized play until the end of July, it seemed like the perfect time to try and extract some prize merch from the Misplay. I am a sucker for…stuff.

Now, onto the special format for this month’s Misplay Ladder: everyone was tasked with putting together an Expedition decklist that cost 15k Shiftstone or less. If you hadn’t made Masters the previous season and needed to work your way back up to Gold 3, no problem, play whatever deck you wanted to reach Gold 3. But from then on, you had to play your budget deck and would try to make it to Masters. You could swap decks around as many times as you’d like, but had to stay within the 15k Shiftstone limit. There were 2 separate prizes to be won: getting to Masters in the fastest time and getting to Masters with the fewest games. Now, I didn’t end up winning either prize, but I still had a great time participating, and I hope the various flavour of aggro decks that I, and the rest of the participants, came up with will prove helpful to newer players, or just anyone hamstrung by shiftstone. 🙂

(Also, yes, it is possible to build combo and control decks on a budget, but powerful finishers and complicated combo cards tend to be at least rares, if not legendary, which means it wasn’t nearly as viable as aggro in competing with non-budget options.)

Hooru Soldiers:

Decklist:

https://eternalwarcry.com/decks/d/lBVKroKBy_g/the-misplay-ladder-june-hooru-soldiers

(To be clear: I did not consult the Misplay Budget Decks article before putting this list together; deedub and WW are both fantastic deck builders, but I wanted to see what I could do before seeking external help. And honestly? I kind of like what I came up with, at least Soldiers wise.)

Alrighty, so when tasked with building a budget deck, I went for the incredibly low-hanging fruit. It was pretty much touching the ground Genetor Dovid I is a promo, which means shiftstone-wise, they don’t even cost as much as a rare, and the card is so powerful that it sees play in many Hooru Kira list – in Throne – simply as a 4/4 for 2. So, of course, I set to build a Hooru Soldiers list and coast to victory on top of Dovid’s broad shoulders.

For the budget build, to fill in the missing rares and legendaries, I decided to put together a small-amplify package with Shock Troops, Maveloft Elite, Hardiness and Martial Efficiency. Whilst these cards have quite a low floor, given my general game plan of trying to clobber my opponent to death ASAP, I believed it appropriate to go for more aggressively slanted units alongside combat tricks rather than have a stronger late-game with more powerful but slower Soldiers. From what I’ve surmised from everyone else who participated in the Misplay Ladder, people had – by far and away – the most success with aggro decks. Trying to mow down your opponent before they can play their expensive, good cards seems pretty good to me. Similarly, I opted for a few copies of Seasoned Drillmaster for curve purposes, but also to facilitate the ‘get them dead ASAP’ plan, with the temporary stat boost helpful in pushing through damage.

As I mentioned in my set review previously, Velise is an absolute house of a card, especially for a deck looking to curve out 2-3-4 like mine. Hooru Soldiers in particular tends to have overstated units with all its 4/4s, so adding on evasion to them is extremely potent. (Side note: getting your units to have at least 4 health was very important, particularly back when most Feln decks were still running Cover From the Storm.) One card that significantly improved following the June 8/9 patch was Manacles – now that Elding was mostly out of the picture in Expedition, there weren’t too many answers to unstun your units at least in the main deck, and if you could stick the Greek God of Stunning, that’s a pretty massive tempo swing. There is, of course, plenty of counterplay nowadays, mostly out of the market – from Lay Siege to Xumuc Whisper to Kaleb’s Choice – but sometimes with budget decks, you’re just hoping to cheese your opponent a little and get a pinch lucky. 😛

For my last rare slot, I opted for the full playset of Argo’s Technique over the singleton Argo Ironthorn. I definitely understand the rationale behind wanting to include the Argo since it’s included in the pre-constructed deck, but Technique is such a good card, my goodness. I maybe could have put that Shiftstone elsewhere and perhaps run something like Obstructive Flicker for some maindeck negation spells, but the versatility of Technique is amazing – and is incredibly cheap to boot. This card proved particularly necessary following the rise of Feln in the Expedition meta and weaving our way through their wide array of removal spells and sweepers.

I ended up going 21-11 with the deck through Gold into Diamond – I often mulliganed quite aggressively for Dovid, and unless they have an answer pretty much immediately, the card did a lot of work in carrying me to victory. There were also many times I opted to go T1 Shock Troops into T2 Amplified Hardiness just to get that 4/4 attacking early. The biggest problem I ran into was the Soldier mirrors– getting hit by a Manacles was devastating, and I couldn’t include any effective counterplay against it on a budget. It’s still definitely a solid choice on a budget – just be prepared to get blown out very often.  

Fully blinged out Hooru Soldiers:

https://eternalwarcry.com/decks/d/m1xYKKrc0Lw/soldier-on-my-friend

So if you’re intent on sticking just to Hooru for the upgrade, my teammates AlexandrosGray and AsheAcer piloted Hooru Soldiers to T8 finishes at TNE Summer Challenge #2. You get Daru Lee, which gives you a little more late-game scaling; Tarra, a fantastic card who buffs your units, makes counterplay awkward, and complements Velise very well; the Argo Ironthorns, of course, for breaking those board stalls; and Lay Siege for the mirror. Try stunning me now. You also have a market, should you wish, although some builds opt for the simple Invasive Species/factionless market instead. The option to just steamroll through your opponent is still definitely there, but it’s certainly less all in than the budget build and is more capable of coming back from behind or breaking through board stalls.

Tradition Soldiers:

https://eternalwarcry.com/decks/d/kkg8vTxOZ3o/adulting-soldiers-no-memes

However, if you’re looking to play the full suite of sweet Soldiers, above is [TIL] johnkkez’s list from the most recent Expedition TNE challenge, which I believe is a deck that they have been tuning since the Spring Season. For a budget build, I did not go Tradition for 2 reasons: 1. The power base can be quite taxing on the shiftstone for a budget build, and 2. All the good pay-offs for being in Time as well are rares or legendaries. But with budget no longer a consideration, Tradition Soldiers is the version you’ll see more often on ladder – and could actually be cheaper than the Hooru version due to the omission of Daru Lees in some iterations. You do sacrifice a little consistency being a 3F Aggro deck, but there’s definitely a worthwhile power level payoff.

Hifos is a ridiculously powerful card, and is incredibly flexible to boot. Teryius is also very powerful, particularly given the rise of Feln Control – having been on the receiving end of Teryius, that Aegis is quite annoying and the unit is difficult to contest on-board thanks to Valor. These, to me, are the biggest reasons to be Tradition over Hooru as these are both ridiculous threats. Having an on-‘tribe’ Grafter is nice, and admittedly, charging Argos are terrifying, but isn’t a good enough reason alone to be in Tradition. Overall I think the deck is a fantastic mix of aggression and disruption, and if you plan to be playing any Expedition in the near future, whatever you end up packing, you should certainly have a gameplan to combat Tradition Soldiers.

Skycrag Aggro:

Decklist:

https://eternalwarcry.com/decks/d/DiPMRiB1mas/the-misplay-ladder-june-skycrag-aggro

Around the middle of June, a spicy new promo got released in the form of Gemblazer Cannon, a fantastic card to play in conjunction with any Berserk unit. In addition, we just finished up a Throne Open which highlighted the strength of D’Angolo Houndmaster and Prowling Amaruq, so I wondered if we could slap together a Skycrag Aggro list much like what we put together for Throne. (Shameless plug for my latest tournament report: check that out!) As it turns out, those good cards are still very good, regardless of format, so I ended up switching to Skycrag for the rest of my run.

The build above is 99% WW’s build, which he posted in the Misplay Discord; I imagine he’ll be writing about it shortly, so I’m mostly going to talk about my initial build. I started with Barricade Basher, but 1 game in, I realized that the card is awful. In a meta dominated by Permafrost and Defile, you 2-for-1 yourself incredibly often. I also initially included 4 of Velise in the deck, anticipating that, as the aggressive deck, you’d often be able to trigger Velise. However, our units need a lot more help than most of the Soldiers units do stats-wise, which means the Overwhelm on units ended up being underwhelming. On top of that, Velise was a 4 drop with a double Primal influence requirement, which means it was often very hard to cast her since this build is even lower to the ground than Soldiers. Sometimes you need to slay the sacred cows, other times you need to slay the sacred bears, and as much as I love Velise as a card, this was not the right place for it.

After playing WW’s version of the deck with Rage Grafter, I really appreciated the ability to ‘steal’ some wins from more generically powerful decks with the combination of Berserk, evasion and Gemblazer Cannon as opposed to the market-less version I was initially playing. Having a market I think is debatable even on a budget – you still need whatever market access you play to support your primary gameplan, which is why Shorthopper markets are currently so popular. On a budget, you can afford to play 1-of powerful rares in the market, but with market access being as expensive as it is and most budget decks leaning aggressive, it’s still quite the pricey to pay. That being said, Berserk fits perfectly with what we’re trying to do, and I’m super glad WW was able to see it for my benefit. :PP

I was unsure about Ticking Grenadin in the list initially, but after playing the deck, with the way games play out, the ‘Torch’ that the Grenadin provides to the face usually translates to more damage dealt throughout the game than Raging Jackal considering how quickly the games go. Side note: Autotreading your own Ticking Grenadin is a **very** nice trick. Throughout my run, I only played out a Cyber Hound once – it’s mostly there as an extra piece of cardboard to manipulate with the market/Autotread, but it does its purpose well enough since we have plenty of cheap Grenadins in the deck. Blitz Stone is the card that I was most surprisingly impressed by – by far; it’s a strong Limited card, but being able to trigger ‘tandem attacking’ (A WW trademarked term) out of nowhere with Blitz Stone/Gleaming Grenadin is a lot of damage out of nowhere.

The original list had 1 Invasive Species main to cost exactly 15,000 Shiftstone, but I opted to go for a suite of commons and uncommons instead since I felt that would provide a little more consistent value, going for 2 Runes, maindeck Gloves, and Kaleb’s Choice in the market. Even without Dovid to find them, the tempo of removing a key blocker with Chill can still come in fairly handy in the right spot when we’re flooding out a little. Manacles and board wipes are naturally very potent against our deck, which is why I felt having access to Kaleb’s Choice in the market was crucial. My massive unit isn’t stunned anymore. :} I have been incredibly impressed by Gloves as a card in this deck: this build can empty out its hand rather quickly, so the fate is more often than not a delayed draw trigger. While it is less immediately impactful than a card like Scythe Slash, as a weapon, it provides a more consistent source of damage. As was the philosophy with the TJL Skycrag Aggro deck, weapons allow you to go tall for ‘tandem attacking’ rather than go wide, and the same concept applies here.

I went 35-16 with the Skycrag Aggro deck through Diamond into Masters – I did not expect this deck to perform this well at all, but I guess whacking people really hard very quickly and catching them off guard when they play greedily or stumble works is incredibly effective. Side note: For some reason, aggro gets a really bad rap for being ‘easy to play’, and I’ve definitely gotten some salty messages from opponents after clocking them for 20+ damage in the air with a Berserk Shorthopper. Though it feels as if some games you just lose to aggro opponents completely running you over, more often than not, you get close but are stalled out before being able to finish them off, and there’s a lot of nuance and strategy to be able to eke out those last few points of damage. I consider aggro decks some of the hardest decks to play well in general because of how many decision points you have starting from Turn 1.

Fully blinged-out Skycrag Aggro:

https://eternalwarcry.com/decks/d/LdTxD2WgddE/vroom-vroom-classic-but-in-expedition

For the budgetless version, as per WW’s suggestion, we have the 3 Invasive Species alongside the 1 in the market for a little more resilience to when they get wiped. (If your opponent spends a Permafrost on this, you’re probably doing just fine.) We’re replacing the Blitz Stones with Flash Fries from campaigns – it’s the best available 2 cost removal spell, although admittedly, Charge is pretty nice. With a lower Grenadin count now and just not being a fantastic card in general, we’re ditching the Cyber Hounds for 1 of my pet cards – Sanity Scorcher. I just think the Double Damage scales really well with the weapons and/or Berserk, and that Mindfire is a massive tempo swing if you can fire that off, particularly if the meta continues to remain as midrange soup. (You did this, spiffirific. You did this. XD) As we’ve seen from Amphitheatre, Mindfire is a really strong card to play when you’re ahead. The Scorcher also scales nicely into the late-game for when you get a little flooded.

At this point, you’re probably screaming at me because I’m missing one of the sacred pillars of the format: The Crafty Lad. I’ve tried the Occultist in a handful of games, but the influence requirement proved to be rather tricky to pull off in an Expedition Aggro deck, and was only helpful if you managed to give it flying, which was tricky to pull off in this deck. It does give you a little sustain against some of the midrange decks, but frankly, if you’ve gotten to that point in the game, things are not looking good for you. 😛 All in all, the upgrades for this deck aren’t particularly expensive at all; if you substituted the Flash Fries for Vicious Overgrowths or just kept the Blitz Stone, it’s just a handful of rares with no campaign cards, and as we’ve demonstrated, still slaps like an absolute truck.

If you’re looking for a Skycrag Aggro deck that looks a little different, aReNGee managed to make Top 8 with a Skycrag Aggro Tandem list, looking to go a little further up the curve with much more removal, Hidden Crusader and Velise. It certainly performed fine for them in the tournament, but I think going for a slower approach isn’t as effective into the Menace Midrange Soup decks or the Tradition Soldiers decks I’ve been seeing a lot of (I’m sure we’ll see the stats when The Misplay makes their latest meta report.) since the unit removal isn’t nearly as effective against them. There also appears to be some kind of Soldier subtheme, but not any pay-offs for having Soldier synergy, unlike in the Honor variants. As such, I prefer the more all-in, low-to-the-ground variant to get under these midrange decks, at least for now.

Final thoughts:

As the age-old adage goes, you can make it to Masters with literally any deck, and whilst this isn’t just any deck, I think the results of this competition demonstrated that there are certainly many interesting archetypes that one could put together on a budget – and do reasonably well with. As someone who’s been playing the game since Omens of the Past (Set 2), budget considerations haven’t been a concern for me for a while. It was a really interesting exercise to once again put myself in the shoes of a newer player, and as is yet another adage, restriction breeds creativity, and I’m pleasantly surprised by what everyone came up with.

Plus, with every single game mattering, I was forced to actually play well for a change on ladder instead of simultaneously eating snacks and watching streams while doing so. The abject horror. As it turns out, I can play well on occasion if I try – who’d have thought? Congrats to deedub for taking home fastest time, and to WW for taking home fewest games. Thank you to the Misplay for running a great competition, and I’m super excited to see what they come up with next. The win is still very far out of my reach, but I will do my best to make them ship my prize across the globe and get into arguments with the postal service in that process. Someday, Storm. Someday. 😛

If you would like to hear more of my semi-reasoned opinions elsewhere, you can find me over on Twitter @stormguard798, or lurking in the TEJ, The Misplay or FE Discords. And now that I’ve shown my face and voice all over the internet, I will also happily accept compliments on how awesome I am just in general. Until next time. 😉

Opinion: The necessity and effectiveness of an HIV Registry in current Singaporean Society.

In January 2019, the Singapore Ministry of Health made a public announcement that the personal data of 14,200 HIV-positive (Human Immunodeficiency Virus) people living in Singapore had been illicitly obtained and leaked back in 2016. Information had been released to the public more than 2 years after the leak so as not to cause public panic. Now, whilst MoH has since announced that they have put in place multiple-factor authentication amidst a system of checks and balances to prevent such an incident from happening again, the damage has been done. AIDS (Acquired Immunodeficiency Syndrome) is a condition heavily stigmatised by society, and the irreparable feeling of everything coming undone won’t be simply placated away.

          So exactly how much of an issue is HIV/AIDS in Singapore these days? Is the HIV registry necessary as a means of controlling the spread of HIV? And have the existing measures been effective at curbing the spread of HIV? Let’s take a look.

How the HIV Registry Works:

          After a patient tests positive for HIV at any testing clinic in Singapore, the clinic has 72 hours to upload the patient’s particulars into the system. There are a couple of places that provide walk-in, anonymous testing, but should the patient start treatment, all of their personal information will be recorded. According to the Ministry of Health announcements, registry information includes: their contact number, home address, how they came to contract HIV/how HIV was detected and any related medical conditions and information about the patient.

In theory, the registry can be used to monitor the spread of HIV throughout Singapore – for instance, if there have been a particularly high number of cases within an age group, then the ministry also knows where to direct their education efforts. The registry also allows healthcare workers or any first responders who may have been exposed to the blood or other bodily fluids of an HIV-positive person to take appropriate action. As such, having a unified way to keep track of everyone who is HIV positive does make sense in preventing the disease from negatively impacting society in a more widespread fashion.

          However, I do not believe that it is necessary to include information such as a patient’s home address or telephone number on the HIV registry. To my understanding, such information is already stored in the database of the various polyclinics that form the basis of Singapore’s public healthcare system. Should the information need to be retrieved for whatever reason, it should be a simple matter of searching up the patient’s Identification Number. Since anti-retroviral therapy would likely affect any other medical treatment sought by the patient in question, it seems such cross-referencing would likely take place anyway, making it fairly redundant to include such information in 2 separate databases.

In my opinion, tacking on additional information that would provide a malignant entity with the means to physically accost and/or blackmail someone seems like something that would wildly backfire – and it did, in a rather horrifying fashion. While I can understand the argument for the home addresses providing information on where epidemics of the disease might be located, in reality, given how small Singapore is a country and how easy it is to meet up with people all around the nation, home address isn’t an effective indicator. If the Ministry of Health wishes to take legal action against individuals not engaging in treatment for HIV, then the police as the usual option for doing so seems more apropos. Yes, I concede that there is an argument that a malignant entity could simply just cross-reference the information as one would through the proper channels and obtain damaging personal information that way; however, I would like to raise the point that it’s probably much harder to do so for 14,200 individuals than just 1. Concentrating all this information in 1 location isn’t the most elegant solution in my opinion.

Part 4 of the Infectious Diseases Act:

          Provisions to curb the spread of HIV were added in the 2nd version of the Infectious Diseases Act in 1992. It requires anyone who has contracted HIV to undergo treatment and to inform any potential sexual partners about their HIV positive status. People with HIV also cannot engage in any activities which may otherwise spread the disease, such as donating blood. Since AIDS is at present incurable, it makes a lot of sense to compel anyone who is HIV positive to share such information with their sexual partners so that they are informed of the risk of potentially contracting HIV through their intercourse.

          Unfortunately, I do think there are issues with the current legal framework revolving around informed consent when engaging in intercourse with HIV-positive people. For instance, it is unclear as to how much onus is placed on the individual to know whether or not they have HIV. Though most infections are spread through sexual intercourse, those working at high-risk exposure jobs such as in healthcare are more liable to be exposed to contaminated materials – how judicious should they be in getting frequently tested before engaging in intercourse with their partner?

In addition, the language in the Act indicates that if people are engaging in behavior that would result in them having a significant risk of contracting HIV, they should also inform their partner. But what constitutes high-risk behavior, and can we expect everyone to know if what they’re doing falls under the banner of high risk? For instance, some may still hold the belief that oral sex doesn’t count as intercourse and therefore there is no risk of transmitting STDs even though the opposite is true. Whilst MoH does encourage people who engage in high-risk sexual behavior to engage in regular testing, not everyone may be aware of such an option, particularly when first engaging in sexual activity.

Finally, considering that engaging in casual sex or engaging in infidelity is frowned upon by Singaporean society, people are also unlikely to be truthful about engaging in high-risk sexual behavior. This means they’re unlikely to admit such behavior to their sexual partner. To keep this behavior secret, they’re also not going to engage in routine testing. There is also no clear-cut benchmark as to what constitutes high-risk behavior. If you have intercourse with 2 people, is that high risk? Can you take what your partner is saying about their sexual experience at face value? Though there are some more blatant cases of deliberate transmission, most situations will lie in a morally grey area, and without more precise guidelines, I don’t think the existing legal infrastructure is capable of dealing with the transmission of HIV.

          There is also little evidence to suggest the provisions set forth by the Infectious Diseases Act have been effective in curbing the spread of HIV. According to the historical data provided by MoH, the rate of HIV amongst Singaporeans per capita has generally increased since the implementation of the amendment. From the data collected, we can clearly see that the current legal provisions have not been effective in curbing HIV. Despite MoH’s efforts to target high-risk individuals and communities and educate them about their options for STD testing, HIV infection rates have not reduced – at all, so it might be time to take a different angle of approach.

Sex education in Singapore:

          One incredibly obvious hallmark of AIDS is that it’s the most common sexually transmitted disease that cannot currently be cured, at least with the treatment options presently available. Hence, sexual education to educate the populace about how to engage in safe sex to minimise the possibility of disease transmission seems like a good start.

          Now, according to the Ministry of Education (MoE) website, sexuality education in Singapore schools aims to ‘help students developed a moral compass…by having positive mainstream values and attitudes about sexuality that are premised on the family as the basic unit of society.’ Later on, it mentions that 1 of the principles of the programme is to ‘encourage heterosexual couples to have healthy relationships…and to build stable nuclear family units.’ It also explicitly mentions how sexuality education in all schools specifically promotes abstinence before marriage.  

The first statement implies that any values, attitudes or beliefs that aren’t founded in having children and getting married are somehow immoral, which is a ridiculous statement in and of itself. For a nation whose pledge literally states to be accepting of others regardless of ‘race, language or religion’, dismissing all beliefs but 1 is rather narrow-minded, to say the least. Though I know of many who would love to have children and whom I also believe would make fantastic parents, there are equally many who do not wish to have children when considering their social and employment prospects and others who aren’t in a position to be effective parents.

Being an effective parent to a child is an incredible commitment, and one I believe not everyone is prepared for, nor they should undertake. As a child of a single parent, that is certainly a concept that I am intimately familiar with. I understand the desire to promote childbirth to alleviate Singapore’s aging population crisis, but the harsh reality is, even for heterosexual couples, taking care of a child isn’t in the cards for everyone. There is no single way that a family should look. Having multiple partners and not being in a committed relationship is a reality that works better for some people, and that is something that we as a society should certainly accept.

Now, moving on to the abstinence-only education aspect of the program. Whilst there have been studies primarily made by religious groups to demonstrate the efficacy of abstinence-only education, there has also been overwhelming evidence to suggest that most adolescents and youth in their 20s will end up having sex one way or another. Yes, if you never have sex with literally anyone, you will never contract an STD – considering most people do not identify as asexual, that is a forgone naïve thought. Even if you are in a heterosexual married couple, extramarital affairs aren’t uncommon, so whomever you are, you should be readily equipped with the knowledge to prevent STIs.

Whilst the MoE program does teach people facts about contraception and preventing STIs, it does not explicitly say that it teaches students how to effectively use contraception, be it condoms or birth control. It also doesn’t explain to people where to obtain contraception should it be needed. On top of that, such an approach doesn’t equip students with the ability to seek help should they have a pregnancy or contract an STD – showing extremely graphic images of disease-ridden genitalia just serve to shame people even further into keeping quiet, and just let the unexpected situation spiral out of control.

One other thing to consider: sexuality education is often presented in a ridiculous and almost comical manner in schools. For one, the analogy of a ‘Relationship Rollercoaster’ with different peaks at ‘Light Petting’ and ‘Heavy Petting’ just seems farcical at best. And although Singapore has switched to a more secular sexuality education curriculum in recent years, it previously often employed external vendors comprised of religious groups such as Focus on the Family to conduct sexuality education. This often included truly bizarre perpetuations of gender stereotypes and gender-segregated sexuality education discussions.  By employing such a method of teaching, it’s no wonder that students are unable to take such discussions seriously – and therefore not absorb any useful knowledge that the session is trying to impart. Though we have seen strides towards a more well-rounded sexuality education – the lower rates of HIV infection in more recent years might be a reflection of that – we are still quite far away from a truly effective program.

Now, how has the sexuality education programme in Singapore translate to affecting HIV transmission rates? If people are not taught how to use and obtain contraception effectively, then when they engage in sexual intercourse, they will be reluctant to do so. This means that anyone who does end up engaging in sexual activity won’t have the knowledge to effectively protect themselves, and thus risk contracting a slew of STDs – including HIV. Subsequently, because of the immense shame that such a method of sexuality education imposes on people who do contract a disease, they will be incredibly reluctant to seek help or treatment. This is supported by the fact that the majority of cases of HIV infection are discovered in their late stage, possibly stemming from the mixture of embarrassment and self-denial one acquires after contracting HIV.

This is an effect compounded for anyone that is homosexual – after all, engaging in only post-marital sex isn’t an option for those who cannot get married. Since it is illegal for men to engage in homosexual sex in Singapore, the scope of education in the program is restricted to vaginal intercourse – which in itself prevents effective preventative measures for all kinds of sexual intercourse. Since those who are engaging in homosexual sex will be incredibly reluctant to seek knowledge on how to engage in safe sex for fear of being handed over to the authorities, they are even more likely to engage in reckless sexual behavior. This hypothesis is reflected in the fact that a large proportion of HIV cases are linked to incidences of male homosexual sex, despite there supposedly being a low percentage of non-heterosexual people in the general population.

Final thoughts:

          The MoE website says that 1 of the principles of Sexuality Education is to teach people to ‘respect the different attitudes, values and beliefs that different communities may have,’ and it is precisely in that aspect that we as a society are miserably failing in that has resulted in the spread of STDs remaining as high as it is.  

          My personal opinion that a national way to keep track of all the HIV cases remains necessary in current Singaporean society, though perhaps not as detailed as in its current form. The spread of HIV and other STDs is still a massive problem for us as a society, and will continue to persist as a problem should we continue to persist in holding onto frankly ridiculous and narrow-minded impositions. Until Singapore elects to truly embrace all aspects of the diverse society that it so frequently preaches to be, such drastic measures as a nationwide registry should remain in place to safeguard our nation as a whole.

Websites/articles I looked at, vaguely labelled and sorted.

MOH’s announcement:

https://www.moh.gov.sg/news-highlights/details/unauthorised-possession-and-disclosure-of-information-from-hiv-registry

MOH Information about new HIV cases:

https://www.moh.gov.sg/resources-statistics/infectious-disease-statistics/hiv-stats/update-on-the-hiv-aids-situation-in-singapore-2019-(june-2020)

Part 4 of the Infectious Diseases Act:

https://sso.agc.gov.sg/Act/IDA1976#P1IV-

Singapore Schools’ Sex Education:

https://www.moe.gov.sg/programmes/sexuality-education/scope-and-teaching-approach/

Effectiveness of abstinence-only education:

https://www.jahonline.org/article/S1054-139X(05)00467-2/fulltext

Stormguard and IlyaK’s Weather Report – Eternal Open: Revelations (Throne)

Hi everyone, it’s stormguard798, and welcome to another edition of the Weather Report. Prior to the Open, we were all pretty sure that we were in for Eternal Open: Feln Discard, but with 2 sets of patches hitting us in the weeks leading up to the event bringing with them some well-needed widespread changes, the meta had been completely shaken up and looked wide open heading into the Open. Judging from the various meta reports on Day 1 and in the Top 64 courtesy of the Misplay (check that out over here!), that certainly looked to be the case. Joining me to break down this brand new meta and go over the tournament is prominent community member: IlyaK. 

Well, I don’t think there’s much to say about me that hasn’t already been said. I like Throne, albeit when it’s more interactive. With the latest Open and the meta restored to a healthier place, (that being said, there’s still much work left to do–82% of decks in the Open contained primal, and I don’t foresee that changing in the near future), I think the patch did wonders; I just wish it wasn’t so close to the Open.

SG’s Decklist: 

Even Feln: 

https://eternalwarcry.com/decks/d/l0ofpsmAgik/plagiarising-myself

So as I imagine most of your readers know, I am a member of Team Eternal Journey, and for the other 3 Opens so far this season, that is who I had been testing with. However, for this Open, I had the opportunity to test with some of my Eternal friends in the most awesome crossover collaboration of all time: The Justice League. (And yes, we are way cooler than the Avengers. Like, by a lot.) 

Having only been active in the community after getting picked up by TEJ, I hadn’t had the opportunity ‘shop-talk’ much with members of different existing teams. This collaboration, besides being an absolute blast by getting to spend more time with great friends, accrued me plenty of experience and knowledge with which to revitalize TEJ’s testing process down the line. 


(Heroes of The Justice League: 10/10 would test with all of you again. You were all delightful.) 

Since I have the opportunity to talk about it and have it segue beautifully: being on a formal ‘team’ does give you an advantage in so much as you have people to playtest against you and provide fresh sets of eyes on any ideas you have. That being said, that’s not something you can only achieve by being on a team. I got my start playing competitive events because I reached out to now-teammate goaychanhong about a list he posted on Eternal Warcry. We got to talking, found a rapport, and ended up working together for the next ECQ. Actively seeking out playtesting opportunities is helpful, but show that you’re a great person to work with, and the opportunities will come to you.

Okay, massive spiel aside: onto the actual tournament. After we got hit with a massive patch hammer for the 2nd time in less than a week, the metagame on ladder was pretty darn wide-open. As Ilya pointed out, 3 days really isn’t a lot of time to do much Open prep, so we expected a lot of people to simply fall back on what they are comfortable with. Having been some of the most popular decks prior to Revelations, Hooru Kira and Menace Trove seemed like a good place to start. About 2 games in, I realise I couldn’t practice either of those archetypes in time to a point where I would be happy with my own play for the Open.

Then, AlexFiero stumbled into now-teammate LeoThePluerodon on ladder on Skycrag Aggro, and after making some adjustments to the list, found that we really liked our build. It felt really strong into the various greedy midrange piles that everyone appeared to be playing, and both of us went on a tear with our team’s version on ladder. 

Friday evening, hours before the event began, the meta on ladder had drastically shifted. We’re now facing a lot of aggro mirrors and control decks, which was a complete shift from what we experienced the day before. Having been unable to find a way to really give us an advantage in the mirror besides lucking out with Autotreads, we were unsure if this is what we wanted to bring. 

Saturday morning, I wake up, the event is already in full swing, and I’m just not feeling great about the Skycrag Aggro deck despite having practiced various lines with it for the better part of 2 days. With reports of lots and lots of aggro in the open meta, I elected to dust off a comfort pick that I felt would be solid into a more aggro-leaning metagame – Even Feln. [Editor’s note: Wow you are BORING, Storm. That’s your fallback pick?] It’s got plenty of lifesteal and regen units, a ton of spot removal, and being an Even deck, a late-game and negation spells to tussle with the control decks if need be. I think that Odd Feln with the Know/Krull package and Obstructive Flicker could certainly have some legs as well, but sticking to an Even deck certainly made the deckbuilding much more straightforward. 😛 

I tested with Mail to make some adjustments to the deck given all the nerfs it had been hit with, and ultimately settled on the decklist above to bring to the Open. The age-old adage remains: if you’re ever hit with time constraints, stick to what you’re comfortable with, and honestly? For a deck we slapped together hours before I started my run – not bad. I was the only person on Even Feln on my team: even though I didn’t end up making Day 2 with the deck, there were a lot of incredibly tense and close games that didn’t end up quite breaking in my favor, and I felt it was a surprisingly reasonable choice to bring. 

Individual Card Discussion: 

(Okay, so we’ve already been through a lot of discussion with regards to the individual card choices with TheBoxer in a previous Weather Report – shameless plug to go and check THAT out – so I’ll try to avoid repeating myself too much. We did sort of revert back to the meta of that tournament, weirdly enough, so there’s certainly a lot of parallels to be drawn, but I do think there’s still enough to talk about.) 

The removal: Annihilate/Defile

Besides the aggro decks we were expecting to see a lot of, we were also expecting to see a fairly reasonable amount of Hooru Kira and Elysian Jarrall – just plenty of unit-based decks all around. Whilst the previous iteration of Even Feln was more judicious in their cheap removal spells, with the loss of both Huntress and Icaria from the deck, it just made sense to include the full suite of spot removal. We are, of course, an Even deck, which means it’s often favourable for us to trade 1-for-1. And with all these expected haymakers – Kira and Jarrall are obviously fantastic, but Amaruq and Houndmaster get out of hand pretty quickly too – it just seemed like a reasonable choice to have. 

The 2 drops: Acantha/Damara

With the rise of numerous decks playing Transpose and Cobalt Waystone for Face Aegis, alongside a minority of backbreaking Market cards such as Shrine or Champion of Cunning, Damara hasn’t been as potent as before, but it’s still certainly a solid card, either as a surprise blocker against aggro or as a way to threaten sites, which this deck can admittedly struggle with. Meanwhile, Acantha isn’t really much of a 2-drop – you really want to get to 6S before dropping her – but she’s still an incredible haymaker much like most of the Ascending cycle. (R.I.P Clodagh.) And now, we have space to run 4 Acanthas AND the 2 Damaras! Yay! 

One other card that I had tried was Blackhall Warleader – it’s a solid, cheap Shadow unit, so it seemed at least worth a shot. As I perhaps should have been able to anticipate, since we’re not looking to attack very often at least in the early game, the Warleader functioned as a Bold Adventurer in most situations, so I just ended up plundering them away or discarding them very frequently. Another option was Fenris Nightshade, but the life loss from the card draw was too much of a cost for a defensive deck. 

Nectar of Unlife/Pale Rider’s Timepiece

Many post-patch iterations of Even Feln (and I’m talking about April’s patch, btw) packed Pale Rider’s Timepiece in the main as a substitute for Icaria, First Reaper (rest in pepperoni) as your top-end haymaker. Obviously, the Timepiece rather paled in comparison – it did function as pretty powerful top-end removal, but you needed to have a unit out, and wasn’t as fantastic against control. At the same time, I was trying to find a 5th market card that I liked next to Edict, ChaCu, Menace and Designs. I toyed between a bunch of options from Reappropriator to Battle at the Gates to The Speaking Circle, but as you can surmise from the last time we had this conversation, they all panned out as expected.

I ended up settling on Nectar of Unlife as single-target removal that can buyback haymakers like Rindra or ChaCu later as my final market slot. Then Watchwolf pointed out that it would make more sense to have the Nectar maindeck as cheap removal that scales in the late-game, and stick the Timepiece in the market as a powerful yet situational weapon. I tried it, loved it, and rolled with it. Although I don’t often use the amplify ability on Nectar of Unlife, I do think having the option to do so when you topdeck the card with 8 power available is certainly worth the upside over say, an extra point of damage from Vicious Overgrowth. 

Boom, Snookie Pookie (yes, The Misplay, it’s what we all call them now)

I ended up crafting my Booms for this deck since I definitely wanted to try them out and put my best foot forward, and I’m honestly pretty impressed. The 3-5 body means that it gets in pretty cleanly in the early game and is generally hard for aggro to deal with profitably outside of Permafrost. The advantage Boom accrues can get out of hand pretty quickly, particularly if you can keep the board clean with all your removal. The option to transform something in their market on your ‘off-turn’ is also very nice – that Sling isn’t going to protect your spells anymore. 😛 It doesn’t do anything particularly exciting, but it’s an incredibly solid role-player, and it definitely justifies its place in the list.

Cover From the Storm

In the past, generating a board by discarding Felrauks with either your Grenahen or Honor of Claws would really help shore up your aggro matchup. Since that’s no longer an option, clearly their board instead sounds pretty good to me. Although in theory your units will often get caught in the crossfire, in practice, your aggressive opponent already spent removal on them one way or another, which means it still heavily favours you. Although it’s an advantage that’s minimised with open decklists, I’ve been shocked by how many people overplay their hand into an Even deck thinking there are no sweepers – well…surprise! I only ended up running 2 to split with Honor of Claws, but in hindsight, running the full 4-of just makes sense as something you’d like to have early and consistently. 

Velise, Bear Rider

I was mostly just excited to play Velise because I think she’s a very good card – the original intention was for her to act as a maindeck finisher that would help push through damage with Acanthas and Rindras whilst providing some card filtering. My head was filled with vision of 7-8 Lifesteal Overwhelm Rindras, but in reality, we’re made to play defensively very often, and a 4-4 for 4 just wasn’t cutting it. It was sweet in theory, but we didn’t have a dominating board presence often enough. 

Tamarys, Earthshaker 

We were discussing the Waxing/Waning Moon variant of the Even Feln deck in conjunction with this version when putting the list together, and I figured, hey, Tamarys seems like a fine card against aggro decks in general and gives us something to do off-curve; why not? Whilst it was fine against Skycrag Aggro, Mono Time and some Kira boards in the early turns, most of the time it just felt very underwhelming without the ability to use another part of the card – the deadly damage in Moon decks or the 6 health in Sling. This is why I don’t think I’d continue to play the card in future iterations. The without-flying clause is a lot more restrictive than you might expect, and playing her as a 4/6 flier for 6 just feels awful. 

Eremot’s Designs

I agree that against the best of aggro draws, a market sweeper is probably going to be too slow, but then you’d need to have maindeck sweepers which you are comfortable running. For me, Eremot’s Designs isn’t quite versatile enough of a sweeper to warrant maindeck inclusion. That being said, it still does a solid job of clearing up board of the likes of Kira or Shrine decks, both of which I expected to see in some capacity – just because it doesn’t deal with the fastest draws doesn’t mean it can’t be useful later on, and there have been multiple situations where having access to a market sweeper has saved me. 

Now the question then becomes: why don’t you play Fall to Ruin? That is a perfectly legal unconditional sweeper. I think at 6, it’s just a little bit too pricey, and since we’re a deck that will have decent board presence in the mid-game, unlike in decks such as AAC. I do think that it feels too conditional, particularly since I don’t anticipate us consistently getting the ‘12+ units’ clause for the wipe to only be 1-sided. I am a little unsure about this call, however, so it might be worth tinkering with. 

Post-tournament decklist: 

https://eternalwarcry.com/decks/d/VQZUGkJ1bkM/repeated-self-plagiarising

So here I’ve cut the Velices and Tamaryses I wasn’t a massive fan of, and added another Dazzle, Damara and 2 more copies of Cover From the Storm. Since we have more maindeck sweepers now, that should mean we take Eremot’s Designs from the market very infrequently, and so I’ve replaced that with an unconditional removal spell in In Cold Blood – that is a meta call for Kira decks being very popular in the time to come, but I could see swapping that out with the likes of Feeding Time, a wild Mandevilla, or even the Fall to Ruin as I mentioned previously. In terms of the 2 drops, I could also see myself playing some Strategizes or Beseech the Thrones just to smooth out our early turns as opposed to the additional copies of Damara and Dazzle: no fate cards is rough, but I’m sure we’ll make do. An Ice Bolt or 2 as a modal removal/ramp spell might not be remiss either. 

Decks left in the testing room voice chat: 

Skycrag Aggro: 

Decklist: 

https://eternalwarcry.com/decks/d/XfMyl1lY83E/vroom-vroom-classic

SG: As I mentioned, this was the other consideration for me other than Even Feln for the Open, and the deck certainly packs a solid punch. The biggest difference between this iteration and the more popular variants is the inclusion of weapons as per Watchwolf’s suggestion to support the ‘tandem’ strategy of attacking with 2 units that Amaruq and Houndmaster want. Other than the Grenadin Drone for the fabled T1 Drone into T2 Amaruq nut draw, the selection of 1 drops are selected to support this strategy – Oni Ronin gives Warcry buffs to swing in with big units, and the Aegis on Snowcrust Yeti makes it more desirable to slap weapons on them. 

I do think that the deck has a solid gameplan on the draw and in the mirror: Milos we found to be really weak on the draw in any aggro mirror – a 3/3 for 3 is not passable. Sear also seemed incredibly inefficient at dealing with opposing aggressive threats – The removal suite of Salvo/Torch/Permafrost felt more than enough. That being said, the mirror often came down to who was able to find and stick their Autotreads more often – it’s got great synergy with Houndmaster, and is great at mowing down all the X/1s that you see in the mirror. We couldn’t find a way to really combat that without compromising too much of the deck, so ultimately I ended up picking a different deck to hopefully give me better odds. The deck is still incredibly powerful – AlexandrosGray piloted it beautfiully and snagged a Community Point in the TNE/WSG charity event – but I don’t think it was the right call for the meta we expected. 

Now, in terms of Yetis, despite not picking up much from the newest set save Obstructive Flicker, the deck will always be a reasonable choice to play – the fluffy bois still slap really hard. However, as my Day 1 opponents will tell you, the deck seriously underperforms if you can’t find an ‘anthem’ effect, or if the only 1 you have gets yeeted from you. While I like to think that I’m a reasonable pilot of the archetype, even if I did make Day 2 with it, it didn’t feel like a deck that could take down the Open since with Open decklists, your opponent will have a much better idea of what exactly what hands and cards they can keep to easily dismantle your gameplan.  

Ilya: Now comes in two variants–the fluffy (but still painful) yeti variant, and the red houndmaster variant. So, which furballs do you like more? Blue yetis, or red doggos? Either way, if you were a fan of Nickelodeon Guts and want to try your hand at the AGGRO CRAG, you’ve got options.

Instinct Amphitheatre Combo (a.k.a. Crossbows): 

Decklist: 

https://eternalwarcry.com/decks/d/PO4cA-ua5bU/aggrotheatre-alexfiero

Ilya: I took this deck without any reps on it and completely washed out. Nope, never ever again. In any case, I think the jury’s still out on this deck. If the pieces fall into place and it gets going, it can look amazing. On the other hand, between juggling influence in 3 factions (and double influence in a single faction) while needing to remain up-tempo, there’s a LOT that can (and did, in my case and zdch’s) go wrong here. That said, TBC definitely had some success with this deck, so there’s definitely something to be said here. In terms of “deck tech”, I think most of this list is already going to be fairly stock–Grenadin drone to trigger Amaruq, Houndmaster, Autotread, Initiate, Amphitheatre, Blazing salvo, and Torch are all pretty stock. As far as my team’s Grenadin/Throne Room package, I suppose one would have to inquire to Grgapm about this one, but between the pings, Rage Grafter’s berserk attack, and Grubbot drawing cards, this package may have a chance to do fantastic things if it gets going.

SG: So contrary to the position that most other teams adopted, we didn’t like having the combo pieces of Spellshaper and Amphitheatre in the maindeck at all – they were conditional, clunky, and felt like it bloated our 3 cost-slot far too much. AlexFiero came up with the amazing innovation to drop the Salvo market, play East Annex Smuggler as a reasonable aggressive unit, and play both combo pieces in the market. This means that you have a much stronger fair plan, but are still capable of combo-killing if need be. Though it’s an advantage that’s lost in open decklists, on ladder and on Day 1 of the Open, forcing your opponent to play around the combo can be a great way of gaining yourself ‘false tempo’ where your opponent has to hold up answers for the combo kill, and having a stronger ‘fair’ game plan means you can capitalise on that tempo more effectively. 

We also opted not to include the Equivocates everyone else was playing, which we felt was the right call: it does provide some tempo advantage, but you already have the 4 Pauses, and is just another Primal card. Primal we felt was the least crucial of the 3 factions to have, and so we wanted to minimise the number of main-deck Primal cards we played. Fast speed is nice to disrupt the unit-based combo decks like this and Talir Combo, but I’d always play Permafrost in such an archetype before even considering Equivocate. Yes, Equivocate doesn’t go into every Elysian deck, contrary to popular belief. AlexFiero ended up piloting the exact list that we put together for the Open to a Top 4 finish at the most recent TNE. 

My biggest problem with our list in hindsight is the Teacher of Humility – it’s an incredibly solid aggressive Time card, but that double-Time is incredibly difficult to play on T2, and requires us to severely warp our powerbase around it. I really liked the Powercell Innovation from The Barbarian Camp – it’s a solid 2/2 unit that draws you a card that you can use to get on the board faster or merely exchange into the market. Setting up the deck so that you only require a single influence of each faction seemed like a great call.

In terms of the list that CSB ended up bringing, I have a lot of reservation as to how good it actually is – you don’t have the Sodi’s Spellshaper anywhere in the deck, so you’re relying on a transformed Tormented Crown to combo off, which, if anyone has read the set review, I’m not a fan of. (Shameless plug for the set review.) [Editor’s note: Wow you are shamelessly plugging a lot of things today. -_-] I think it’s fine to have as a back-up option in case you don’t have access to Spellshaper, but the set-up cost of the card is quite high. 3 turns in a close game is a very long time. Grubbot is a solid option to accrue some late-game staying power in the aggressive mirrors, but Autotread being a Sentinel really hurts that plan. My other problem with the deck is the double Primal requirement for Throne Room – to me, this is still an aggro deck with a back-up combo plan, which is why the double Primal for what is one of your supporting factions seems really strange to me. 

For the same reason, I would not run Mother of Skies in the deck unless I was expecting a lot of aggro – it’s a very potent defensive card; 4 health will do that – but doesn’t pressure well at all, which feels like what these Instinct decks are trying to do. The CSB list feels a little disjointed as to whether it’s going for the Throne Room strategy or the Amphitheatre Combo strategy, which is why I don’t think it performed that well – the Top 64 performance by Grgapm feels more of a testament to his immense skill as a player rather than the quality of the deck. 

Argenport Midrange:

Ilya: Still nonexistent because Shadow can’t play a fair game for dear life, and Justice is similarly bad without Kira shenanigans. Unnerf Backbreaker and *maybe* this is a faction pair again? I have my sincere doubts, however. I also took OldRich’s Even AP list at the top of ladder and promptly went 1-6. It was a great meta call for slaughtering 1 and 2 drops, but if you don’t run into someone spamming them, your success is questionable. If you run into a control deck? Have fun with a hand full of bricked removal.

SG: OldRich managed to pilot an Argenport Midrange deck to the Finals of the most recent TNE, though I am skeptical of that particular build. I do however think the archetype still has some legs, and was 1 of the options we considered to combat the aggro-heavy meta: it has plenty of spot removal, Know Thy Enemy as a sweeper, and 6-cost and 8-cost Svetya to take over the late-game. Being Even does give you a little bit of extra staying power, but also limits you to a Broker or Grafter market, which I think pales a lot to the Hidden Road Smuggler one. Ultimately, we weren’t able to get the deck to a point where we’d be comfortable in the control matchups – without 8-cost Svetya, that match-up is a nightmare. Them having cheap negation spells for our massive Know Thy Enemies isn’t fantastic either. The Seditis we tried out helped a bit, but weren’t quite good enough, which is why we weren’t comfortable bringing the list to the Open. 

Menace Trove: 

Ilya: Mail showed us that this deck is FAR from dead. Krull smuggle-juggle with Kindling Carver, Trove playing Broken Contract/Sellsword for free (I mean it says it right there), Shrine, and Burglar are still going to blow people up. However, I do think it lost a little bit of a step, as Mail cut Whispering Wind, of all cards, in favor of copies of Shadowlands guide, Gustrider, and Jotun Hurler! Is this optimal? I’d love to hear Doc’s opinion on things. [Editor’s note: You know what to do, Doc28. :}] That said, I was trying an FPS Troveless variant the night before with Mother of Skies, Midnight Gale, Krull, and the usual fire package. It was feeling awkward the night before, and then TheBoxer brought up a shiftstoned.com/epc power chart and I could see it was just a disaster. FPPSS by turn 3 is a tall ask without Chants, though I still very much believe that Midnight Gale is super slept-on. Just don’t know the proper shell for it yet.

SG: Mail had been fine-tuning the deck since set release, so you know he knows what’s up. The biggest reason for dropping Wind for Hurler is that we expected to see a lot of Skycrag Aggro, and it ultimately made more sense to have Grenahen/Hurler as opposed to the Whispering Wind package. Whispering Wind into Krull into Merchant is a fantastic nut-draw, but feels very underwhelming if you’re not in a position to attack. Since we are running Hurler, it also made sense to swap to Primal Merchants since without WW/Krull shenanigans, you’re less likely to be Krull juggling – the Howling Peak Smuggler supported Snowballs and Display better, and also enabled us to run disruption out of the market for the occasional control decks. 

Crafty Occultist was a pretty big hit for the deck, and its removal from the list was also one of the reasons that Whispering Wind was underperforming – there were now less effective options to bring back in the early game. Mail had opted to jump back to Shadowlands Guide, which had been present in previous iterations of the Trove deck. Whilst it was weaker in the early game, it’s much more versatile in the late-game, particularly with the addition of Gustrider to filter away unplayable Know’ed cards. 

Our expected meta is also why he opted for the 4 Defile as opposed to the 2/2 split we’ve seen previously with Defile and Devour – being able to guarantee removing a Kira Ascending or a Wump, Party Starter off their board was extremely crucial for the matchups we expected to face. I think in a different meta you could argue otherwise. I really did try playing the deck, but kept horribly misplaying with it, so I decided not to bring it to the Open – this build has even more decision points than the previously established versions, but if you’re willing to put in the time to practise it, it does some serious work, as Mail has more than amply demonstrated. 

Skycrag Sling:

Ilya: If the aggro crag is a bit too intense for your taste, feel free to put on your best pizza chef impression and sling some cheese. Good deck is still, of course, good, even after its nerfs, which barely affected things IMO. Nevertheless, while its good draws can be fantastic, its not so good draws can have you drawing Hailstorm with a Bold Adventurer, or several copies of Belax without his enabler. With Throne moving away from summon spam shenanigans, I wonder if the Belax package can now be improved upon.

SG: Sling got hit reasonably hard in the 1st set of patch notes – it meant that serving up a squadron of chump blockers was a more viable option – but it was still an incredibly solid choice against most-midrange decks. Removal and card draw on a relic was still pretty good. Whilst the Suppressor/Belax package was potent when it came together, since the Suppressor part of the card felt less relevant against the decks we expected to see, it wasn’t as worthwhile to include, and as Ilya pointed out, pretty awkward if it didn’t come together. The fact that the Sling itself could now be transformed meant that we also expected to see a reasonable amount of counterplay in the form of Vision of Austerity from Kira and Evolving Olzial from Elysian, which made sticking the relic more difficult.

There are definitely still powerful tools that the deck can adopt – being a deck that’s still able to play the Crafty Lad is fantastic, and Obstructive Flicker is a fantastic modal tool, but the deck still felt overly reliant on having its signature relic in play. Obstructive Flicker meaning Impound wasn’t as clean of a play against Face Aegis, but there were still plenty of avenues to get rid of the relic. The removal of Overwhelm from 2 key units meant that the fair beat-down plan when that wasn’t an option felt a lot worse, and the counterplay available meant the deck just felt horribly inconsistent, at least for me. 

Combrei Relics: 

Ilya: This deck would be much better in a slower meta. When there’s a bunch of Fire aggro of various flavors jamming you, and Hooru Kira spamming aegis everywhere, this is just not a deck I want to be playing. If you want to be on Combrei, explore various aggro options, or even consider the Kira/Alessi variant that made it to day 2. However, that list, IMO, is not properly built–12 market access cards are just too much due to their low impact otherwise.

SG: I’m certainly inclined to agree with Ilya here, particularly in regards to it being not a fantastic meta choice – 4 sweepers seems a little risky for a control deck, and the build that parmele brought to the Top 16 doesn’t even pack the likes of Saber-Tooth Prideleader. I think that it was a fantastic choice to combat the Menace Trove meta from a while back, Equalize being a crucial card in that match-up, but the deck feels a little underwhelming right now.

Since it’s been brought up, there were Combrei disruption decklists present in swathes as a not-really effective countermeasure to the Discard deck – yes, I would like to draw 2 cards off of my Gustrider – but appeared to have faded away following that deck’s excision from the format with the 2nd patch. I think the Combrei Kira list could certainly have some legs – Alessi continues to remain a powerful card that can snowball incredibly easily, and to me, the Crescendo pairs really nicely with the Pearl Abbey Smuggler. I just don’t see the appeal of playing the Combrei variant over Hooru Kira. 

Hooru Kira: 

Decklist: 

https://eternalwarcry.com/decks/d/0CjzGw-7IRY/honorary-soldier-kira

SG: The version that our team brought substituted the Envoys for Iron Priestess as an additional 2-drop that you wouldn’t mind playing out early, that was a hit for Dovid and that wouldn’t be too embarrassing at the expense of the longevity that Envoy provides. The deck was still a little soft to aggressive starts however, and we didn’t stumble upon the Stormhalt Knife tech that Phoenix ended up packing in their market. meverz and RobotJellyfish, the more confident Kira pilots on our team ended up bringing the more Soldier heavy version to the Open, though I deferred due to my inexperience with the deck. I do find it amusing how the Lord Steyer’s Tower nerf didn’t really hurt the deck too much – it just grabbed Velise, being a very potent aggressive-leaning 4 drop, and just kept moving on.

Ilya: Both the winner and the finalist of the open. An oldie but goodie that continues to roll with almost any metagame so long as there isn’t a massive combo presence. And with Reanimator being somewhat sidelined at the moment, Kira is once again near or at the top of the food chain because as it turns out, 1JJPP give your unit an aegis, draw a card, and you get an aegis is kind of good. And then there’s Intrusion…

Overall, if you’re going to be going into the midrange 1-for-1 slogfest, you better have a plan for Kira and her top-of-the-line protection spells unless you want to get buried in 2.5-for-1s that cost 1. That said, given that the next Throne Open is who knows how many months away, we’ll probably have a new set before then, so things might really shake up before then. But if you plan on participating in TNE Throne tourneys, well, Kira seems to be among the easy choices for a first-order-optimal deck to bring to any competition assuming you can pilot it competently.

Elysian Jarrall: 

Ilya: Another fantastic deck, but one that’s become much more painful to play in the wake of the cylix nerfs. That said, it always feels like there are so many possible lines to take, and most likely, you’re not taking the correct one. I don’t think there’s much to say about this archetype that hasn’t already been said, except for the fact that between Sling’s nerf to not protect itself against transformation and Mandatory Retirement being a card means that this archetype now has maindeckable answers to Sling, which is very, very cool indeed.

SG: This was certainly another deck that we expected to see decent representation on Day 2 with after the 2nd wave of nerfs – the changes to Sling meant that the matchup was now actually manageable, and Jarrall, Conjurer and W&M continue to remain ridiculously powerful cards. This was another case of no-one on our team being comfortable enough to pilot the deck compared to others who’ve been on the archetype for ages, but it’ll be interesting to see what is the best build that emerges. For instance: what the best negation spell split is, whether Mandatory Retirement should be in the main or market, and of course what exactly the market should be composed of. Plenty of options to explore that I expect much more competent pilots than I will be trying out. 

Purpose Reanimator: 

SG: As a result of the nerfs, there were 2 ways people went about Reanimating huge things. 1. Stick to the Vara/Azindel plan, and accept that getting a Vara and Azindel for 4 power is still pretty gosh darn good. 2. Diverge to the 8Scourge plan. As opposed to the Vara/Azindel/Black Sky Harbinger wombo-combo of before, you look to reanimate a bunch of big threats with passives that make it difficult for opponents to deal with. Of course, the downside of only reanimating 1 unit is that an aggressive deck can just go wide and ignore the spell-dampening aspect of the units. Permafrost doesn’t work against Valiant Guardian, but is still an incredibly clean answer to Scourge. 

Even prior to both sets of patches, I wasn’t terribly sold on Reanimator as being a Tier 1 deck – as with every other deck, it has extremely powerful draws, but the consistency of being able to flip the pieces into the yard that you needed to wasn’t fantastic. After the nerfs with the loss of Elding and Grenahen, this just exacerbated the problem even further.

Ilya: Between Autotread’s sudden surge in popularity (RIP Darkwater vines), Azindel’s nerf, Obstructive flicker being a very, very good card to play, and the loss of Elding for free 4/4s early game, Reanimator is once again back on the sidelines. There may be some merit to try and go for a Severin chain by reserving a dual power, but that seems mediocre in many instances compared to Azindel just running away with the game on Helicis, which can also bring an aggro plan to a standstill.

Even Feln Moon: 

Decklist: 

https://eternalwarcry.com/decks/d/GAU4nec_1SU/why-do-you-keep-mooning-me

SG: Of course, I ended up playing just normal Even Feln, but another option that I considered was the Moon variant of Feln – if you want to thoroughly dumpster unit-based decks, particularly ones that are light on relic interaction, now this is certainly the way to go. Whilst it was probably a solid option against fairer midrange, the higher curve of the deck meant that I was still dying horribly to fast aggro draws, and the deck feels incredibly underwhelming if you can’t stick a Moon – much like Sling of the Chi, it’s a deck that really only ticks with its signature relic out. 

We felt that adding a 3rd faction for Touch of Battle was extraneous since you already have plenty of great options in just Feln alone. The deck had a reasonable control matchup since the Moon does provide some card advantage. Being unable to regulate which phase your Moon is in was the biggest knock to the deck – rarely do you have the power to drop a Moon and a unit in the same turn. The deck had some good draws and match-ups, but felt more gimmicky than good. 

Ilya: Waxing/Waning Moon is the new relic on the block to do busted things with, and unlike Sling of the chi, if you have some dorks out already, it suddenly turns them into deadly blockers to defend yourself with for playing a 4-cost do-nothing relic. I think the Knowledge variant, if the influence base can be figured out, is the superior variant, since you don’t just want to lose games because someone decided to run maindeck relic hate, or even so much as an Impound in the market. But in any case, for those that remember the Even Deadly Elysian lists of old, [Editor’s note: Of old? There’s a Proving Ground that says otherwise.] this is more of the same. Give deadly to cards that hit multiple enemies, then fieldwipe the opponent until they’re out of resources;. Meanwhile, control decks just lose to multiple Yetipults going off eventually at 9 power. The jury’s out on how good this deck actually is, but ultimately, the idea is similar to Sling–play units that kill enemies on summon, draw a bunch of cards, and win by default.

Time-based Midrange: 

SG: Prior to the second round of patch notes, Mono T was one of the options we were considering to fight the Feln Discard deluge in Throne – the Feln deck doesn’t have a lot of interactive pieces, and barring a truly bonkers draw, a Turn 3 Worldbearer Behemoth is still incredibly difficult for them to contend with. Jump cut to after the patch, and we found that with the rise of more interactive decks such as Elysian, various control decks and so forth, that barring a Valiant Guardian, we really weren’t happy with the set-up cost dropping a big unit early only for it to be cheaply removed. 

We tried some builds where we deferred to a fairer game plan with less 1 or 2 cost power dorks and more midrange threats like Sandstorm Titan and Pesky Seedling, but it just felt a little bit too fair compared to what everyone else was doing. Sling decks still bonk Midrange pretty hard. One other thing to note is that with the resurgence of Kira decks, and by proxy, Valkyrie Enforcer, it’s really difficult to justify Ixtol in the deck since it’s so cleanly answered; however, that also means that any ‘combo finish’ with Talir and Kairos is harder to pull off since you’re missing a certain density of well-statted units. Tocas is a great card, Valiant Guardian is a great card, but I don’t think that this archetype as a whole is incredibly well positioned right now. 

Ilya: Ramp to Valiant Guardian, because apparently, a semi-Scourge of Frosthome that has massive upside on attacking (very much unlike Scourge of Frosthome) is supposed to be a fun card (cue eyeroll). The part about this card packing protection against its own counterplay really rubs me the wrong way in light of Shadow Icaria’s nerf, and having your opponent flip a second one when they’re on death’s door to seal the game is a very frustrating experience to lose to. That said, the rest of the deck is…just kind of unchanged for the past X sets since Kairos came out. So ultimately, the question is: how scared are you of a fair 8-drop in throne, even one as ridiculous as Valiant Guardian? The correct answer seems to be: not very.

Final thoughts: 

Although Hooru Kira may have been the winning deck at both the Open and the most recent TNE, and I do concede that it’s a very strong deck and definitely an archetype that every deck should be prepared for, the deck is beatable, and shouldn’t be too oppressive in the meta to come. There are plenty of powerful options, and I believe the Throne metagame is in a healthy and balanced place right now.

If you’d like to find IlyaK to get more of his thoughts, you can find him over on Twitter @QuantStratTradR or on Reddit, probably posting a funny meme at u/IlyaK1986.  Additionally, find him in just about every single Eternal-related discord channel, and don’t hesitate to PM him for an opinion when he isn’t freely providing them.

As for me, you can hit me up on Twitter @stormguard798 or lurking in the FE, TEJ or The Misplay Discords. May your topdecks be fantastic: until next time. 😉 


P.S. The fundraiser campaign in support of the Samaritans of Singapore is still ongoing for the month of June; check out the details here!

Pride Month 2021 Fundraiser

Throughout Pride Month 2021, I will be hosting a fundraiser here in support of the Samaritans of Singapore. Suicide is a tragedy that disproportionately affects male youths like myself, and one that is unfortunately more likely for queer youth in Singapore who’ve been ostracized by society, kicked out by their families, and so forth. Beyond the demographic that I’m a part of, with the CoViD-19 pandemic leading to solitary quarantine and isolation for many, our inability to socially interact with many at this time has taken a toll on everyone’s mental health, which makes supporting organizations like this even more important right now. Since I’m not yet 23 years of age, I am unable to volunteer yet with the organization, but hopefully I can use my platform to get the cause out there. 🙂 

The fundraiser will last the entirety of the month of June. Here are the perks you’ll receive for supporting the cause during this time: 

-Donate any amount, and you’ll have your name/username at the end of every article and on the homepage of my blog for the next year. 

-Donate the equivalent of SGD 10 or more, and I’ll send you a thank-you letter, complete with a terrible Eternal-related joke/pun (anywhere in the world [!!]). Or, if you prefer not to give me your home address – understandable – I will send you a text document with the same contents through Discord. 

In addition, we also have a couple of stretch goals that I will fulfill should we reach them: 

-At TEN total supporters, I will delve into the depths of my other hobby and release a 1-shot fanfic for an Eternal pairing of Twitter’s choice. (If the pairing involves real people, then both parties need to consent to having fanfic written about them.) If reached, I will be releasing both a YA and a NSFW version. 

-At TWENTY total supporters, I will host a minimum 2 hour Jackbox Games stream in the Team Eternal Journey (TEJ) Discord. I’m sorry, but OBS hates my laptop. Everyone else watching is of course welcome to stream their perspectives. 

But Storm, god, the transaction fees for donating to an overseas charity are ridiculous. All those currency conversion rates are awful. In fact, for the Samaritans of Singapore, the minimum donation for web-based donations is SGD 10 to make the processing fees worthwhile. And you know what? I agree. As someone who’s held off on Twitch subs for years because the conversion rate of what actually goes to the content creators – or in this case, the charity – isn’t very much at all. 

So. In the interest of getting the highest donation percentage to worthy charities, you will qualify as a supporter of the fundraiser for donating to ANY suicide prevention hotline. If you’d still like to support SoS, that’d be amazing. But supporting these organizations as a whole is the most important thing. Below are some examples of organizations to donate to, depending on your locale: 

National Suicide Prevention Lifeline (U.S.) 

Samaritans UK (UK) 

Lifeline (Australia) 

(If you need help finding one for your country/area, let me know!) 

So, once you’ve made your donation, find me on Discord (I’m stormguard798#1346) and send me a screenshot/screen capture of the donation thank-you page and/or receipt, as well as how you would like to be referred to in the articles/on the home page. If your donation exceeds SGD 10, then I will also ask you in what medium you would like your thank you letter, and where to send it to, if applicable. 

If you are unable to monetarily support the organisation in any way, please also spread the word amongst friends and family – every little bit counts. Thank you very much in advance for supporting all these suicide hotlines. To a better tomorrow. 🙂

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