TLDR: Two-for-One-Value.dec with a good amount of incidental lifegain with Xo + Overwhelm shenanigans top end. Grind out the AI with a good amount of removal attached to lifegain attached to card draw attached to undercosted beaters.
This deck came after months of tooling around with
Syl's Aristocrats and trying to shore up its weakness, namely card advantage and sometimes getting cards stuck in your hand that only really work when you already have a board. Then I accidentally discovered that giving
Xo, Conquerer of Stonescar Overwhelm triggers his on hit ability over and over again. So I got all excited about this very old synergy I'd never seen before (because no one plays Xo, I guess?). Eventually I shifted focus to include having as many cards which can be used to get rid of two of the opponents cards (aka two-for-one), low cost removal to keep a power advantage, incidental lifegain with other advantages in order maintain some breathing room, and overstated beaters to bring it on home. If things do stall out (which is rare, but it happens) or you get a little bit lucky, Xo can fly in and clear out a board and deal massive damage to the opponent.
Dangerous Gambit: Low costed removal with a bit of downside. Giving up some life is only *sometimes* relevant and most of the time completely worth it. Usually hold onto these for the occasional hero that blanks
Victimless Crime, but usually it’s a good idea to fire this off at any threat that is your units can’t take care of without dying.
Furious Accusation: Pure and simple card draw with easy to ignore life loss. Honestly I am not sure if this is quite the right fit, but I do feel it has been nicer than
Cull the Deck and the like in other builds. Again, that life loss basically never matters... almost never.
Skullmarket Delivery: Low cost market access for a low cost market. Since our cards in the market are all 4 or less niche removal or finishers, having skullmarket to either easily grab what we need to stay alive or to finish the game later on was a pretty easy pick. The draw effect is sometimes a desperation play you can make, but not sure that's really something to consider most of the time.
Spiritweaver: Power fixing, card draw, lifegain, and early game blocker against aggro. Honestly I was surprised when I felt like this needed to just be 3 copies instead of four since it does so many nice things in the deck. However I found it occasionally got stuck in my hand not doing too much at 4, but 3 seems to be right.
Victimless Crime: low cost removal. There are only so many hero's in the gauntlet decks that this card is simply a staple in Shadow decks I feel. Rarely has this been just dead in hand unless I got a really slow start against one of token decks. The real trick is to know what actually *needs* killing and what can hang around being a nuisance while you get on board.
Vine Grafter: Second market card, good blocker at any stage of the game, two-for-one enabler. Regen is a nasty little ability which the AI seems to have trouble knowing how to deal with and is a big reason I picked this over other Market cards. Giving regen to almost any of the other units is a wonderful plus that forces removal or the AI just gets stuck sometimes.
Champion of Chaos: Because its one of the best 3 drops in Stonescar. Big stats for a 3 drop with a wonderful combo of abilities has kept this card a premier beater for many years. It synergies well with many of our finishers as well, such as the stronghold and Syl.
Frontier Bard: Giving overwhelm to the team is nice, but constantly growing after already being a decent blocker is surprisingly relevant. Full disclosure, this first got into the deck when I was trying too hard to make Xo + Overhwhlem happen all the time, but the card surprised me by how well it stands on its own or with just another unit getting damage in.
Raniya, Miviox Maniac: Known abuser of AI, overall a well costed card with a powerful contract *if you can use it right*. Don't be like me and die to overusing her contract. Yes, you can sometimes get silly four-for-one trades due to the AI, but honestly just getting two-for-one with the forced block of the contract along with getting in a free attack will be more often than not be more than enough for snatching a win. Also do not forget about her passive lifegain, her own taunt and deadly. Sometimes she is just fine to play without her contract as a way to force some trades and stabilize in life too.
Statuary Maiden: Good blocker which shuts down multiple cards/decks in the gauntlet, and can get you some heavily discounted stat increases that can turn the tide of a battle. Slap those extra arms onto a deadly overwhelming unit to push that extra damage or a lifestealer to stabilize and things will go just fine.
Syl's Stronghold: Removal, finisher, ongoing value, and a oddly useful distraction for the AI. You wouldn't be happy only getting one of the effects for 4 power, but the absolute floor of this card is like 4 mana kill a thing and force the AI the swing at anything except your face is still a decent floor. Otherwise this card can close out a game with the damage boost since the Ai wil loath to block the unit that gets buffed.
Vara, Vengeance-Seeker: Another classic two-for-one card in the form of a unit. And if the enemy board is empty or the AI doesn't want to sacrifice it's 5+ cost unit then you're left with a serious threat. And again it comes with lifegain attached which further nips aggro in the bud without them using removal. On top of all this Aegis gets turned off which turns on all that targeted removal for those problematic aegis units getting buffed up.
Xo, Conquerer of Stonescar: Only 3 of these because a 6 drop will often be sitting in your hand for a bit too long, even if it is the name sake of the deck. As said above, getting overwhelm on Xo just ends games quickly if they don't have removal, and all the previous cards you're playing also need to get dealt with or they will have already ended the game in the mean time. Also, even without overwhelm, Xo is just a good card that can solidify a lot of board states.
Market:
Annihilate because sometimes you just need to kill another thing.
Saloon Massacre when you need to kill many things, which is fairly often, but not so often that I wanted multiple copies. More of I felt that I often wanted one, but basically never more than one.
Syl, No Regrets is for those occasional moments when one of your beaters is buffed up by Maiden's arms or Stronghold, or simply a beefy Champion or Bard could close things out if only they had double damage: Syl got the goods.
Repurposed Wares and
Xenan Fanatic are the two flex spots in the market. I like them because they both can suddenly change the combat math drastically in your favor, but only in some very specific situations, which is why I stuck them in the market.
Repurposed Wares is particularly interesting in different situations and rarely do you care that there are no weapons in the deck.
I adapte it to my tast with less kill card and add :
Waxing Moon
Gareth, Veteran Lantern
Xo of the Endless Hoard
Autotread
and Dizo's Office in market cause I can't play shadow without it
It works nice too :)
I just have a quick question. Have you tested it with 4 copies of Xo? I get why you'd only include 3 copies since it costs 6 power and can come back into play via revenge. But, Xo with overwhelm seems like such a good combo that I wonder if it would work with 4 copies. When I read your summary, I didn't know what you meant by "Overwhelm triggers his on hit ability over and over again"....but after testing it, I get what you mean. I had to see it to get it.
Anyways, nice job!
Swapping out legendaries for other cards due to not having the copies is... absolutely something I still do. A lot. So that makes perfect sense to me. Waxing Moon is one card I am going to be trying out as well, but I *think* swapping out the Xenan Fanatic for Moon may be a better choice, but I haven't tested that yet. As for swapping out Syl out for a non-legendary, it may make sense to test out Hurried Drive or Touch of Force. Obviously they are not quite as versatile, but they do fit the main purpose of Syl's surprise double damage out of no where for one turn. The market is easily the thing with the most testing/flexibility.
But you know what isn't a legendary? Xo, Conquerer of Stonescar isn't. So if you want to run another copy of Xo instead of a Highwayman... I mean... I think that deserves some testing!
Giving your board deadly with all this overwehelm going on should end lots of games on the spot or clear boards and outvalues opponent with the extra draw if the game lasted longer... maybe instead of syl
I swapped Repurposed Wares for From Anguish. The idea is that the market has stuff to even out when you're behind and stuff to secure victory when you're ahead, but sometimes the board is stalled and you're just waiting to top deck a winning card. In those cases, the Burning Cruelty pretty much instantly turns the game in your favor. Worst case, next turn you can attack with a 10/4 unit. It may not be the best choice, of course, but "play for free" is as broken as it gets and charge + deadly is in line with what the rest of the "deck" tries to accomplish.
I am not the biggest fan of replacing Repuporsed Wares. You talk about trying to clear out board stalls and that’s one of the main ways i use the card: bring back a real threat along with an Arm to make a small threat into a real one, make a Xo into a board clear, an overgrown Bard into a must triple-block threat, and/or stabilize life total. But From Anguish I want to experiment more with for sure. It does feel a bit more like a fun, win more card *at first*, but I feel like there could be more to it then my first couple plays.
The only play it can muster is the Gandhi gambit. It just wait until you get bored of winning too much.
Nearly every other gauntlet deck on this site can't do much against drawing 2 powers out of 15 cards, but this guy here doesn't care at all. Small, big flyers with aegis + endurance, it's all the same, they get destroyed.
Needless to say, I'm very impressed.
I will say that getting stuck on two power, without even finding a Spiritweaver, for a full 7 draws is something that has happened to me. It wasn’t pretty, and that third power was just not quite enough to bring it home. So for anyone thinking of trying this deck, never keep a two power hand without also having Spiritweaver. Do not trust that Furious Accusation to always get you there…
The game skew your initial draw because you're guaranteed to have at least 1 power in your first hand and 2 if you redraw. I don't think I've ever kept a 1 power starting hand, even in 1v1 with a skycrag super aggro deck. Then you redraw for 2 and you now have your power base for the first 7 turns. I've lost countless gauntlets to this pattern. However, here we can Skullmarket Delivery into Saloon Massacre. Even if it only comes 2 or 3 turns later, it doesn't matter all that much since the aggro AI decks usually go wide. You can stall a bit further with other 2 cost cards and boom, the Champion of Chaos appears and the AI stops attacking forever.
Whenever I see claims of "winning 5 gauntlets in a row", I immediately check the probability of having 5 4-cost cards and 2 powers in your starting hand. There's very little you can do about it except going back to the drawing board and changing the card list.