I've really been enjoying this deck. It enjoys the ability to play multiple cards during the middle turns, because
Brenn, Chronicler of Ages can get out of control and let you play a
Wisdom of the Elders or
Strategize and then play the cards you drew. The power level of this deck is very high and it can often win the late game, even out-grinding the slower control decks.
Mulligan
When you're looking at your opening hand, often time the old adage of "power and spells" isn't good enough. This deck needs to be on the lookout for very specific cards and sets of power. Ideally, you have access to all 3 factions and something to do early.
Torch,
Purify, and
Hailstorm are all cards that we're looking for. I'll keep a lot of hands that are lacking those plays but have
Strategize or a
Wisdom of the Elders (but make sure you can actually play the Wisdom with your power setup!
This deck can have some pretty clunky opening hands and knowing what you can get away with keeping is very important. I can't stress enough, don't keep a hand just because it has enough power or else you risk getting run over by aggro decks.
Early Turns
A lot of times you'll spend the first 2 turns Scouting or using
Seek Power, making turn 3 a very critical turn. Ideally you'll have access to a Hailstorm against fast decks, or a Wisdom against slow ones. It's perfectly fine to use a
Purify plus play a depleted power if that's what we need also.
As for
Brenn, Chronicler of Ages, I almost never play him on turn 2. The most common turns for me to play him are on turn 3 alongside a Seek Power/Levitate or turn 4 alongside a Strategize. Being able to activate him on the same turn you play him is very important for having him actually ramp you up on the following turns. If he gets killed in some way, that doesn't spell doom for the deck! While the ramping is nice, it just means that playing 2 cards per turn is harder but we can get away with playing the slow game also.
Mid Game
As you move towards turns 5-7, make sure you're aware of your influence, because playing
Heart of the Vault as soon as possible is obviously a good goal to have. During these turns, one of two things should be happening: we are either beating down with
Sandstorm Titan and
Kaleb, Reborn, or we are controlling the board with
Equivocate and
Hailstorm. If we are able to hold up
Kaleb's Choice against a Harsh Rule deck, that would be good also.
Late Game
This is where this deck shines. As we get towards 9, 10, or 11 power the prospect of using
Kaleb, Reborn's ultimate becomes real. With Brenn out, it's not unlikely to play a spell, ultimate Kaleb, play a Heart or Moment, and just have an overall combo-esque turn. At this point in the game, our Moments can be as big as 10/10 (I've had them as big as 15/15,) and our Equivocates can just be lethal. At this point we have so much power that our Kaleb's Choices protect us against sweepers while still allowing us to have a large board.
Inclusions
Kaleb, Reborn: The buff on Kaleb actually does a lot for this deck. Only costing 5 means that it is much easier to play+activate in the same turn, or in situations where our hand is bad we can play him on 4 and activate the next turn. It also makes it easier to activate him and then play cards afterwards, getting immediate value from the cards we drew. He's not usually the strongest card in the deck and he often doesn't need to be prioritized when Scouting, but there are games that he carries by either being a beatstick or turning bad hands into good ones.
Brenn, Chronicler of Ages: I don't seem to be facing very many Torch decks, so it's not uncommon for Brenn to get up to +4 or +5, and when that happens all of your card draw spells become ramp spells, making it possible to chain together 3 or 4 spells and just build your perfect hand. During the games where Brenn dies early, it usually just means that you have to wait and play your Heart of the Vault on turn 6 like some normie...and that's fine too. I will admit that Brenn has a pretty poor relationship with
Hailstorm. Sometimes you have to sweep your own Brenn up in the storm, but the good news is that he still generates the power before he dies. There hasn't been a time where I lost because I chose to play Hailstorm with Brenn in play, or vice-versa. It's just a small nonbo that the pilot needs to be aware of.
Kaleb's Choice: This one isn't as necessary to explain, it's in the typical versions of Moment, but I just want to point out how strong it can be. The ability to murder
Auric Runehammer or
Permafrost can save you in some tough spots, or simply negating
Harsh Rule or
Madness can win the game. I've even negated
Assembly Line and
Dark Return to great effect. This card is in all of my Skycrag non-aggro decks, especially this one.
Why Nots
Permafrost: Permafrost is obviously an excellent card. It's a card that fits our gameplan relatively well, it's a clean answer to
Worldbearer Behemoth and, to a smaller extent,
Jotun Feast-Caller. I'm not playing it in this version because there simply haven't been many cases where I missed it. It isn't a spell so it doesn't buff Kaleb or improve Brenn/Moment, it doesn't answer Tavrod, Crownwatch Traitor, or Sandstorm Titan in any capacity, and can be answered in really unfun ways, such as Kaleb's Choice.
Molot & Nakova: This card is usually the end-game of choice for Moment decks. In this case, it doesn't actually interact particularly well with the rest of the deck and I tend to close games out through card advantage than with a clunky flyer. The Spark ability rarely ever matters and if you're playing it without being dead of board then you're probably winning the game anyway. This deck values playing multiple cards per turn and adding more cards that cost more than 5 isn't a way to do that.
Room for Variety
Obviously this is different than normal Moment decks. You don't have to like this version, Batteriez/LightsOutAce both have excellent Moment decks. I guess what I'm trying to say is that a lot of the suggestions for "replacements" can actually be answered by looking at those decks.
I do think that if we're tweaking this deck, we can start by changing some of the early numbers. Purify can go to 2, Levitate can go to 3, we can add in some Permafrosts. Kaleb can be at 2, 3, or 4. These is a lot of room for tuning this to your specific meta. This version is tuned in a way that is favored against Argenport but if you're facing something like Skycrag then maybe consider some Lightning Storms or Rockslides.
The influence base can also use some work. A lot of games with this version have very slow starts with a lot of depleted power and can often times have trouble getting all the influence it needs. While I do feel confident in my ability to build the 50 spells/units part of the deck, I do not built a great influence base. So I encourage you to mess around with it and let me know what works for you!
In Conclusion
This deck climbed me from Gold 1 up to Diamond 1 in an afternoon. I don't keep track of stats, but my last 20 games are 15 wins and 5 losses and that seems about right overall. I recommend it as a deck for you to try in your climb, or maybe once you reach Master as a deck to mess around with! Thanks for reading!
The fastest way to climb is aggro.
Sometimes you might have to sacrifice Brenn, Chronicler of Ages to the Hailstorm in order to win the early game and in-turn the late game with it.