I don't know where the original deck came from, because I netdecked it from someone I encountered on ladder, but their list was an exact copy of
[Top 50] Xenan Goodstuff Toolbox, so I assume my opponent copied the deck from them.
I was originally playing a FPS list running
Tormented Crown, because Nightfall gives a great way to earn free procs during your opponent's turn, when you can't attack anyway! However, I was playing the deck as an aggro deck, and couldn't reach a critical mass of having enough night triggers
and enough efficiently statted units and removal to be aggressive. But, when I found the deck above, I wondered,
"Can I just splash blue in a deck for exactly one card?"
As it turns out, with a few tweaks, you can, when that one card only requires 1 Primal influence. You can naturally draw the one Sigil, use Seek Power to find it, or use Midnight Reprieve. This is
shockingly consistent, but you could swap out some Time and Shadow sigils for some copies of Xultan Conclave to make it
more consistent.
Important Tip: If you're planning on using Reprieve for blue influence, you generally want to use it on T3 or later, so you can play it and your Crown on the same turn. This gets you a free proc on the Nightfall you just activated, rather than if you'd played Reprieve T1 followed by undepleted power + Crown on T2, with no way to proc it.
The crown isn't just a source of great card advantage; in some matchups, especially the mirror, you can win by forcing your opponent to attack into awful blocks. Killing your opponents
Hive Queen Uther while yours sits in the back lines generating life gain will always feel great. And then, any units you don't feel like blocking yet can just hit you and give you cards, meaning they can't block unless they happen to have Endurance. Sometimes, this can give you opportunities to kill your opponent on the backswing because you have a full board and theirs is full of dead or exhausted units.
Other Important Tips: If you're considering whether to use Reprieve/Seek Power on Primal vs Time/Shadow,
and you have a Crown in hand, try using Reprieve last and see if you draw into more Time or Shadow naturally. You're far more likely to find Time/Shadow off the top than you are to find Primal off the top.
Market: The market is mostly unchanged from the original list, except I moved Dangerous Gambit to the main deck and added Extinguish to the market to compensate. I'd consider swapping these around, but I really like having cheaper, unconditional removal in the main deck.
Alternate Time Market: Also, I am experimenting with a Time-based market and
Hive Delivery. One of the big payoffs for this would be
Diamond of the Valley, since that provides card advantage like
The Big Wheel does (as well as a permanent source of
Insatiable Anteater triggers, for when night ends), a use for the overflow of power you have in the mid-late game, and some lifegain if your opponent tries to cut you off. The downside is that Diamond requires your splash color and the only options for Time-based relic and creature removal are
much worse than
Wildlands Scavenging and
Extinguish/
Dangerous Gambit. If DWD adds good Time-based unit and/or relic removal into Expedition (
please give us
Disjunction, I am begging), then I'd switch to a Time market and use those cards instead.
The current Time market is as follows:
Containment Sphere,
Recovery,
Display of Realities,
Diamond of the Valley,
Forged Deed
In conclusion, this is a pretty standard control list. You play piles and piles of lifegain with Uther and
Lunar Magus, and then leverage that lifegain into card advantage via Nightfall and taking damage with a
Curse of Torment. You'll know you're playing the deck correctly when you have a full hand of cards, a full board, and 50 more life than your opponent.
In addition, I think I've connected with Teacher on T3 once in all my matches; the purpose of Teacher is mostly keeping your opponent on the defensive.
In addition, you'd be surprised just how often giving your opponent's units Reckless can win games that are otherwise unwinnable, by forcing your opponent into bad attacks which wreck their board, set up a fatal counterswing, or both. In addition, the card draw on Curse means that even if you're forced to let units through, the card draw will help you find the removal or blockers to prevent that in the future.
Like I said in the writeup, the deck has quite a lot of life gain, so if you feel uncomfortable with the consistency of the power base, cutting a few sigils for some Xultan Conclaves is totally viable.
Thanks for catching that!