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Grenadin 3 f (AGD)

Throne Deck By
Travenura
Travenura+2164

+1

Cost Curve

Type

Faction

Information

Hi everybody! I'm back from a hiatus of about 2 sets.

I'm Travenura, the person who loves playing mono fire grenadin.

TL;DR: THIS.

I will explain my main deck choices first. Please keep in mind I won't try to overload you with synergies because they will come in the gameplay tips section at the end. Next, my market choices, some potential substitutions, why I didn't include some cards, and then I'll end with some gameplay tips.

I will also append why I name my decks the way I do at the end.

Main Deck Choices


Fire Etchings is used because grenadin can spam out cheap units for this card to use. Market choices and why I don't use other market enabling cards will be explained later.
Grenadin Drone is a great 1 drop card because it gives you two bodies to block and attack with. Even if they are only 1/1 units.
Ticking Grenadin is a removal magnet. If your opponent silences it, yes, you lose its entomb, but your opponent still has to spend a card on it.
Coalscrounger is used because it acts as a boosting card with a body attached to it. It also only costs 2 mana now.
Disassembler is here to be the bane of boardwipes. If it isn't silenced, it's devastating over time as well.
Grenarender is to kill attachments. You do pay one power and sacrifice a blocker or attacker, but that is a small price to pay in my opinion to get rid of relic weapons and curses. Please note that you can pay one power after you attack though because you do not have to exhaust it.
Incendiary Slagmite is included because of its stats and utility. Even if the onslaught fails, or in other words, the opponent has no market, it is a 3/1 body that pressures opponents to block or remove it. Granted, it is easily removed because of its 1 health, but conversely, if it survives it does a lot of damage.
Into the Furnace was once a slow spell, but since it was changed to be a fast spell, it became an auto include in my decks. It acts like an expensive char that targets only units at first, but if there's a grenadin in the void you might be surprised at how many units it kills.
Overheating Minibot complements this deck because it can give you power. Since you are guaranteed upon a redraw to receive at least 2 power, and Minibot's effect gives you 1 more power upon sacrificing it, you can play any card in the deck because the maximum power cost is 3.
Sear can target anything and is fast.
Tripwire Grenadin is very good at taking out a lot of aggro units and also pops the opponent's aegis if they have one.
Assembly Line lets you swarm the field and go wide.
Rusty Grenamotive gives you extra power and has the most health out of all the grenadin in this deck, making it more durable.
Granite Coin is great for popping the opponent's aegis and taking out X/2 units if they block.
Granite Waystone is a great card to have if you have too much power in your hand because you can play it and gain a body to attack or block with.
Seal of Devotion* is to thin the deck very slowly albeit only by one because it has warp.

Market Choices


Flame Blast is a great finisher if you have a lot of power and the opponent has little to no power to negate or gain life in response to this card.
Phoenix Stone is great against swarming decks because usually there are no flying units.
Urn of Choking Embers is ideally grabbed when there is a great risk of ambush units ruining your attacks.
Relentless Pursuit is great to either go around a big unit you can't get rid of by targeting an unblocked grenadin with it, or deal with big units that you are incapable of removing with your spells because you might not have any.
Fire Conjuring is great if you have a wide field and the opponent has next to no units and no power. It also lets you potentially use game winning cards that aren't in this deck because of the invoke mechanic it has.

Potential Substitutions


If you don't like Ticking Grenadin, there is Spark Hatcher. It's good against board wipes to repopulate your board.
If you don't have Tripwire Grenadin there is Ankle Cutter or the aforementioned Spark Hatcher. Ankle Cutter being an oni hardly matters when you have a lot of ways to damage units with lifesteal or endurance, the things Ankle Cutter can kill.

Explanation of excluding certain cards


I did not include Spark Hatcher myself because I like Ticking Grenadin better.
Personally, I like Overheating Minibot over Anklecutter because the former can give us power.
Kaleb's Intervention is really bad in my opinion because the choices it gives us are bad. A 1 cost spell that plays a 1/1 grenadin without any abilities at slow speed is probably not worth the power cost. Its second choice is unfitting for this deck because there are not a lot of tall or beefy units in this deck. Though killing an enemy relic or weapon sounds great, it doesn't get rid of curses.
Kaleb's Favor does pop aegis but there is technically an extra point of damage being wasted. Besides, the maximum power cost is only 3, and we have Overheating Minibot.
Rally is not as good as Fire Conjuring. With the latter, the extra fire influence requirement is not a problem because of this deck being mono fire. The decimate is a great bonus, and even though you lose 1 maximum power, you still get Rally's effects.
Emblem of Shavka is not in this deck because it always deals 1 damage to you. The Fire Elemental it gives if one decimates it has the stats of an Overheating Minibot with

Gameplay tips


Lead with Grenadin Drone if possible because it's better than Ticking Grenadin which initially only does 1 damage.
Tripwire Grenadin can target Ticking Grenadin for 3 damage if 1 isn't enough. Also, it can be comboed with Into the Furnace to deal 5 damage.

Appendix: I am not very good at coming up with unique deck names, so I decided to use a method to easily discern what my decks are about. First, I write the keyword of the deck name, in this case, Grenadin, which denotes what the deck's theme is about. Next, the number after that is the maximum power cost. Finally, the influence and faction requirements follow.

*I'm thinking about replacing Seal of Devotion with Broken Contract because grenadin can really benefit from from the Sellsword it spawns and can easily get it played as well. The fact it can't block is irrelevant because this is an aggro deck. Seal of Devotion is really only good at thinning the deck

EDIT: I now run each listed non-sigil power as a three of: Granite Waystone, Granite Coin, Seal of Devotion and Broken Contract.

Details

Shiftstone Cost
Does not include campaign cost
16,400

Premium Cost
121,600

Influence Requirements
3

Power Sources
19 6

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
22 29 15 1

Card Types
36 3 16 0 25

Contains Cards From Campaigns
Dead Reckoning [Set1003]
Awakening [Set1095]

Archetype
Aggro

Updated
December 9, 2020

Added
September 28, 2020

Views
889

Eternal Version
Bastion Rising

BBCode For Comments

Deck URL

Revisions (Since last major patch) December 9, 2020


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Comments

Fenume Eternal Version: 20.09.03
Have you considered praxis and stonescar vow?
Travenura Eternal Version: 20.09.03
No, I haven't considered them. Is there a reason that I should put them in?
Fenume Eternal Version: 20.09.03
They provide you with red undepleted and also thins your deck, and if you really don't want to take damage you still get undepleted power
Travenura Eternal Version: 20.09.03
That makes sense! I'll consider it then. Seal of Devotion should be taken out, then, right?
Fenume Eternal Version: 20.09.03
Probably, you want atleast 8 sigils if not more. I'm working on that exact balancing act in mono s atm.