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[ET] Feln Control - Top 3 Ranked Deck

Throne Deck By
VSarius
Eternal Titans

+20

Cost Curve

Type

Faction

Information

Hello folks, this was the deck that I played primarily for the December ranked season after a bit of experimentation with some off-the-radar ideas. One of my goals was to ascertain whether Feln Control was actually as bad as I thought it was, or if there were some elements that we were missing.

As you may have noticed, the deck has completely cut Feln Bloodcaster as the card felt exceptionally low impact in the majority of matchups and especially against Midrange decks. Cutting the card left me a lot of room to tinker with the list and I ended up settling on this one. Let's go over the cards:

Sabotage - Gives you a lot more game against Xenan Obelisk strategies as well as Armory. Knowing when it is correct to cast this card in each matchup takes a lot of experience and depends a lot on the game-state. Overall, this helps deal with some of the weaknesses that Feln has to Relics and Relic Weapons.

Seek Power - Only a 2-of since the deck is 2 faction and has access to very good Favors. The added utility from the Favors adds more than the slight improvement in consistency you would have from playing 4 Seek Power.

Annihilate - A 4-of in a very heavy Time metagame, right now I like 3, I don't think you should ever go below 2 and that would have to be in a metagame that is very heavy on multifaction units.

Eilyn's Favor - A great bit of utility from your Powerbase. Against certain decks the face Aegis can be extremely problematic such as Chalice or most Combrei-based decks. It helps stop opposing Sabotage, Azindel's Gift, Channel the Tempest, and can occasionally save you from burn.

Lightning Storm - Currently playing 4, I could see going down to 3 if there aren't very many go-wide decks but in general you are happy playing 4. The card scales in most matchups quite well due to it's combo with Withering Witch. Draw 2 of these vs. most go-wide decks and you win on the spot.

Vara's Favor - Always 4, amazing card. Removal for 2/1s from your Powerbase which also gains life.

Extract - This is one of the cards that has taken up the free slots. Extract is just a lot of different effects rolled into 1 card. It kills most of the important early-game threats excluding a snowballing Awakened Student on the draw or a Siraf, it helps smoothen out your draws, it can destroy a relic weapon, gives a little bit of surprise reach when closing out tight games, and gives the deck another source of lifegain besides Black Sky Harbinger. Overall, a fantastic bit of utility and interaction all in one card. With that said, the card can be a bit slow and a bit low impact as the game goes on, so I would not go above 3.

Wisdom of the Elders - One of the few playable card draw spells, always 4.

Deathstrike - Between a 3 and 4 of. You aren't exceptionally happy playing this card, but it get's the job done. If the metagame is extremely heavy on high-value multi-faction threats, add the 4th over the 3rd Annihilate.

Feeding Time - Between a 1 and 2 of. Slow spell removal at 4 is pretty bad, but I do like the additional anti-recursion aspect that Feeding Time has to it for when you do not draw your Stewards of the Past. I like playing 2 Feeding Time before the 4th Deathstrike, but I do not think I would ever go up to 3 as playing 7 4-power hard removal spells will lead to a lot of clunky hands.

Steward of the Past - Extremely pushed creature that trades with any midrange threat while hosing Dawnwalker/Haunting Scream/Reanimator strategies. Always 4.

Champion of Cunning - Your main way of ending games. Against anything except Praxis priotitize PPPPP before SSSSS. Enough has been written on this card that I will avoid rambling. It's one of the main reasons if not THE reason to play Feln.

Swindle - Another of the cards that are new, Swindle is not a great card, but Feln can proc Spark relatively easily between Deadly units that the opponent is reluctant to block, evasive threats, and ping effects. Swindle helps add both more fuel in the lategame and smooth out the midgame turns from 4 to 8.

Withering Witch- Between 1 and 3 depending on how fast the format is. Probably your best card against Midrange board-swarm decks. It's hard for them to play around the card and it will win you the game on the spot a lot of the time if you clear away a well-developed Midrange board. With that said, it's quite slow and a bit low impact vs. Control decks so if the format is too fast or too heavy, I would decrease the amount of Witches.

Black Sky Harbinger - Win condition vs. Aggro, card is fantastic, always 4.

Azindel's Gift - Primary win condition vs. Control. Card is disgusting and wins you games you have no business winning. It's also the only way for Feln to effectively beat Chalice or other ultra-heavy lategame decks like Vodakhan Combo. I play 2 instead of a Celestial Omen-Azindel's Gift split as Celestial Omen walks into the Eilyn's Choice that Chalice usually plays as 4-of.The deck has sufficient anti-aggro interaction that you can afford to play this card. It's just too powerful. With that said, if the metagame has very few slow decks - cut to 0.

Vara, Fate-Touched - 2 to 3 copies. You almost never cut Vara unless you plan to only beat Aggro. It's your best card after Champion of Cunning, mostly because it often acts as Champion of Cunning #5 and #6. It of course has additional utility beyond that and if it sticks will spiral a game completely out of control within a turn or two for the opponent. If there isn't much Harsh Rule or hardcore removal-spam decks in the metagame, feel free to play an additional copy instead of other late-game choices.

Cards that Don't Make the Cut:
Feln Bloodcaster - Too low impact, too susceptible to Aggro's early interaction. Terrible vs. Midrange and extremely expensive for a mediocre effect vs. Control. The card is definitively between Mediocre to Terrible depending on the matchup.

Channel the Tempest - Too expensive, it's better than Azindel's Gift as top end against Time Midrange decks but it's worse in most other slow matchups. You can't reasonably play 8-10 7+ cost cards without sacrificing your Aggro matchup.

Celestial Omen - See Azindel's Gift explanation. It's too expensive for what it does and most of the cards you play are just individually powerful instead of narrow-but-extremely-powerful so tutor effects lose a lot of their value. A tutor for 4-power is already questionable, a tutor for 6-power is just suicidal tempo loss.

Thunderstrike Dragon - This is actually a card that should be played over Azindel's Gift if the metagame is sufficiently Armory heavy. Being a 5/6 it blocks Icaria as well as dodging the dreaded 5/x weapon which kills the rest of your unit base. With that said, right now there isn't much Armory.

Metagame Tuning:
vs. Midrange: -2 Azindel's Gift, +2 Channel the Tempest.
vs. Aggro: -2 Azindel's Gift, +2 Suffocate
vs. Armory: -2 Azindel's Gift, +1 Thunderstrike Dragon, +1 Vara
vs. Control: -2 Extract, +1 Sabotage, +1 Vara

The deck is old enough and well known enough that I won't go into detailed strategies here, but I may be writing an article for RNG Eternal soon that will go more in-depth into Feln Control for those unfamiliar with the archetype so stay tuned.

UPDATE: Entered Masters at Rank 4 for December on Day 2 playing almost exclusively this list. Did a 1-1 Gift-Channel the Tempest split once I hit Diamond 2 as I was facing more FTJ and Armory White decks, Channel is a nice compromise in this case as it's less instant win vs. Control but provides a far more solid card vs. Armory and Midrange decks.

Statistics for Gold III to Masters:
Wins: 66
Loss: 46
Total: 112
Win Rate: 59%

Details

Shiftstone Cost
Does not include campaign cost
32,650

Premium Cost
148,000

Influence Requirements
2 3

Power Sources
16 15 8 2

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
21 20 13 6

Card Types
17 2 31 0 25

Archetype
Control

Updated
December 2, 2017

Added
December 1, 2017

Views
26,279

Eternal Version
The Pale Riders

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Comments

mantop78 Eternal Version: 1.26.3
what about Gorgon Fanatic over Swindle, this deck have enough removals for make "inflitrate" happening or at worst it help to gain time vs aggro deck.
Patches Eternal Version: 1.26.3
Without recursion (especially in the form of haunting scream) fanatic gets a little iffy. Swindle will always draw cards no matter what you do (unless it gets negated somehow) whereas fanatic might actually get to draw cards 10% of the time, and that's being optimistic.
MouseTKE Edited Eternal Version: 1.26.3
Really loving this deck. I was having some problems against a field of mostly Chalice decks, this deck absolutely wrecks their day when you drop Azindel's Gift and follow that up with any board clear/deadly guy. Also I 100% agree with Gift winning you games you have no business of winning. It's every control decks worst nightmare.
Kroge Eternal Version: 1.26.3
I made it a little bit faster on december 1st with about 40-20 record. I replaced 2 swindles, 1 sabotage and 1 eilyn's favor with bloodcasters
Comment Deleted
CONDOR Eternal Version: 1.26.3
Lol, what random vitriol. Even if you have a problem with the deck, theres no need to be an asshole.
Comment Deleted
Kroge Eternal Version: 1.26.3
So about 4% change in probability on hitting 7 power by turn 7/8 is making this "idiotic" and "real damn dumb"? I don't know, man, may be I am making a mistake with this replacement and of course our samples is nowhere close to being conclusive, but it surely seems like an overreaction
PoeticDiscord Eternal Version: 1.26.3
You made it to Masters with the deck? Faster than VSarius? Sounds like your changes were fine.
bicho45613 Eternal Version: 1.26.3
Statistics for Gold III to Masters:
Wins: 66
Loss: 46
Total: 112

how did you went from gold 3 to master with only 20 win ? even if they are 20 win in a row you will not make it
sorry for the noob question but i realy cant explain it
VSarius Eternal Version: 1.26.3
It doesn't take very many wins to go up each rank.
Win streaks will skew averages.
risky Eternal Version: 1.26.3
been farming people playing this deck with armory so thanks for posting this ;)
WanYao Eternal Version: 1.26.3
With a few small changes I've found this deck is at least competitive against armoury. Snatched at least a few wins from overconfident players tonight... XD
VSarius Eternal Version: 1.26.3
Hehe, glad you are enjoying yourself, though with the amount of Rally and Token decks right now I'm not sure how great the field is for Armory overall.
WanYao Edited Eternal Version: 1.26.3
While I appreciate the thought process behind this deck, I can't say it works for me. It's usually much too slow. I've tried some tweaks and techs to the list, but none of them really seemed to help -- except for one. I put Bloodcasters back in.

The deck absolutely needs something to squelch the early game bleeding and that's EXACTLY what Bloodcaster is there for. I don't think he can be cut, to be honest.



VSarius Eternal Version: 1.26.3
You are likely being too ambitious with the hands you keep, due to relying so much on spells for it's early-game you have to ship every hand which doesn't do anything to impact the board state before turn 4 unless you know the opponent is on a slow deck. If you really want to tech the deck very heavy anti-aggro, you can cut the Gifts and Swindles for Midnight Gales. That is a card that will outperform Bloodcaster by an enormous margin vs. aggro.
WanYao Edited Eternal Version: 1.26.3
Thanks for the reply.

I know you lambasted someone for cutting power in this deck, but I found I was flooding out all the time so I got rid of the Seeks. The Favours seem to do a good enough job fixing. I also removed Swindle and Annihilate and replaced them with Lightning Strike. This was a meta call: the Anni's were dead vs. multi-faction cards too often and LS helps a lot against Armoury and aggro. It also gave me a response to all the fucking Piercing Griefs that were hitting my face every 2nd game.

I'm also running Midnight Gales even though I've always found them very fragile (they get Torched or Vanq'ed much of the time *sigh*). They're a solid addition, overall.

These changes, as well as some more practice with the deck, have improved my results a lot.



VSarius Eternal Version: 1.26.3
I'm going to kind of repeat what I said to the last guy, running multiple expensive cards and cards which only really excel when you have significant Power to combo them (Witch Storm being the most important) means that the deck needs to hit most of it's Power for most of the game. While this inherently means that you will occasionally flood out, the Scry/Draw in the deck helps alleviate that. You simply cannot play the amount of 5-drops and other more expensive cards on 31 Power, it is incredibly ambitious and will lead to you being unable to cast your cards a lot more often.

Strike is fine in the right metagame, right now Time Midrange decks are rare enough that I can understand playing it over Annihilate although I would rather cut a Withering Witch over Swindle. Swindle is pretty important in the deck since it produces card advantage which Feln traditionally struggles with.
Big Eternal Version: 1.26.3
I haven't had much luck with it either on Ladder.
No bloodcaster hurts.
Turbomoose Eternal Version: 1.26.3
What are your thoughts on Yetipult? I've been reasonably impressed with it though I don't play a ton of feln.
VSarius Eternal Version: 1.26.3
It's better than Bloodcaster at what it does but it's extremely vulnerable, the main downfall with the card in my opinion is that it gives the opponent a reaction-window during it's Summon effect; which means even playing it as an 11-power Draw 3 vs. Control can be rather difficult as they can in response to the Summon effect kill it with a fast spell. It's very good vs. Rally and Token decks, but underperforms vs. Skycrag and larger Stonescar Aggro. vs. Midrange, it's about as relevant as Bloodcaster.