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Hooru Control

Throne Deck By
Erik9099
The Barbarian Camp

+8

Cost Curve

Type

Faction

Information

I used this deck to make masters (Rank 60), and it has been performing quite well for me in the current metagame. Here's a breakdown of my card choices, as well as my reasoning for not including other options:

3x Defiance: Critical for answering an early teacher of humility, and it has utility for locking down lethal charge units. However, it's quite bad against sites in general as it requires the unit to attack. Also bad against Sandstorm Titan and Moonstone Vanguard.

1x Seek Power: Should probably be 2x, but I'm greedy. There are 2 reasons to play seek power over a regular sigil. First off, it fixes your influence. More importantly, due to the way mulligans work you have a smaller chance of ending up with a 2-sigil opening hand when you have non-sigil cards that fetch sigils for you, like seek power and privilege of rank.

4x Strategize: One of your main card advantage spells. Usually just a draw 2 as you can get rid of extra Jotun Hurlers or useless sigils.

3x Vanquish: Very efficient removal when it works. Sucks to have 2 of these in hand against a board of 3/2 aggro units.3-of is a safe spot to be in.

4x Hailstorm: Amazing removal spell, one of the main reasons to be playing Hooru Control. This card will usually net you a 2-for-1 at least, and is good against any deck playing units (kills merchants at the very least).

4x Jennev Merchant: Not the best merchant, but she does the job. I'll explain the market later.

4x Privilege of Rank: The justice version of Wisdom of the Elders. Also has amazing synergy with Honor of Claws.

4x Wisdom of the Elders: Instant 2-for-1. The backbone of any primal control deck.

4x Auric Runehammer: Incredible card right now, the more the merrier. Also one of the only ways to answer Vargo.

4x Honor of Claws: MOAR CARDS (Bear Voice).

4x Harsh Rule: Do I need to explain this one?

4x Jotun Hurler: Snowball is basically worth an entire card in the current metagame. They pop aegis, kill hojans, team up with hailstorm to kill vargo, etc. You also get to put away the 4/4 with cards like Jennev Merchant, Strategize, and Honor of Claws.

2x End of the Story: Sweepers aren't at their best in the current metagame since so many decks are playing 4 copies of Palace. That said, sweepers are still very important for control decks. We also have extra board clears in the form of double Hailstorm, so 6 Harsh Rules works.

2x Channel the Tempest: Not always necessary, since we already have tons of card draw with strat, wisdom, and honor. However, having a big finisher once in a while can be nice. Channel also deals with sites very well.

3x Sword of the Sky King: Our main win-condition. Kills people dead. Nuff said.

Market:
1x Vision of Austerity: Great for answering opposing runehammers. Also great against Rat Cage.
1x Rain of Frogs: Pretty much an auto-include for most control markets. This card single-handedly answers palace. That's HUGE!
1x Eilyn's Choice: Multipurpose fast speed removal and counterspell. Useful against Maul in particular.
1x Eilyn, Clan Mother: Incredible win-con against decks that are low on removal (praxis). Is also a silence effect for cards like Scourge of Frosthome. All-around great card.
1x Aid of the Hooru: Almost always castable in long games, and will win you the game on the spot.


Discarded Options:

Korovyat Palace: Not a huge fan of this card in general. Any decently skilled player will just ignore it and continue to target your life total most of the time, at which point it's just an extremely slow wisdom. We don't have enough units for the rest of the site to be relevant reliably.

Throne Warden: Fun card, but a little underpowered for my taste. You almost never get to curve runehammer into this.

Eilyn's Choice: Yes, we have a market copy, but there are no maindeck copies. The fact that it costs 1 more than vanquish and can only target an attacking unit makes it just worse, since you can't stop cards like Palace and Peak from going off.

Stormhalt Knife: Just not a great card. 5/5 weapon for 6 is a terrible rate, and even when it's free it's usually going to be about as good as a vanquish or defiance. It's just not worth the effort.

Brilliant Idea: Good card in decks that can really lock down the game (Temporla Control). We're actually looking to kill the opponent once we get to 8, so Channel the Tempest does the job better for us.

Martyr's Chains: Why would you play this over Sword of the Sky King? It has the same problem as palace, namely that we don't have any units for it to buff.

Details

Shiftstone Cost
Does not include campaign cost
43,350

Premium Cost
204,000

Influence Requirements
2 4

Power Sources
18 17 10

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
9 25 28 7

Card Types
9 9 37 0 25

Contains Cards From Campaigns
The Tale of Horus Traver [Set1002]
Dead Reckoning [Set1003]
Homecoming [Set1005]

Archetype
Control

Updated
April 13, 2019

Added
April 9, 2019

Views
4,315

Eternal Version
Homecoming

BBCode For Comments

Deck URL

Revisions (Since last major patch) April 13, 2019


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Comments

Korenthil Edited Eternal Version: 1.45.6
This is my favorite of the recently posted Hooru Control lists. I like how it turns the corner hard and starts putting out damage once it ramps. Currently running at 75% wins out of my last 20 games.

I took out 1 Defiance, 1 Vanquish and 2 Runehammers for 4 Avigrafts since I was struggling vs. rat relic decks and not running into much aggro or Vargos.
Erik9099 Eternal Version: 1.45.6
I'm glad you like it! Avigraft is an interesting idea, I can definitely see it helping a ton in the rats matchup. I'll have to test that out.
skayleef Eternal Version: 1.45.5
can't get behind a deck NOT running a single copy of palace in hooru colors. Card is too good to not play for me personally.
WesternCancer Edited Eternal Version: 1.45.3
Interesting. I just started to slot Tempest back into my Temporal decks and wanted to try it in my Hooru Control again. How you liking it? I'm really liking it so far because of the damage aspect of it.

I thought about running straight 4x of HoC, Wisdom, and Strat but I was running 8 Merchants and couldn't ever fit all 12 cards in. Even experimenting with 4 Merchant right now I still can't find the room since I'm running Warden. I do like it a lot in Feln at the moment.

You don't ever feel short on power running 30? I typically run 32 but I'm not running Wisdom at the moment so maybe that much draw and Strat specifically helps you hit your power drops. I saw ManuS running 31 and that seemed short considering he's running Wisdom instead of Strat and I could see getting stuck not being able to cast Wisdom or PoR.

Regarding Chains I've never thought of it as a replacement for SotSK, I've always felt it was a good way to clear the board for SotSK late game since it typically turns any topdeck into something useful potentially.
Erik9099 Edited Eternal Version: 1.45.3
I've been really liking channel. Kiling sites or doming an opponent is super useful. Definitely like it over brilliant idea, and I think it's worth having a few maindeck copies. Could see going up to 3-of.
I've honestly found that merchants aren't super important for control decks. Your market is basically niche cards that you sometimes want in certain situations, not great cards that you want all the time. So 4 merchants has been great for me. If there were a Hooru smuggler then I might go up to 6 or so merchants.

Like I said in my deck description, I probably need a second seek power. However, privilege of rank does help draw a lot of power if you can cast it, and strategize/wisdom/HoC also help draw you into power. I think the key is to just not keep hands with 2 sigils. If I get to 3 I usually hit all my power drops from then on.

As for chains, my main issue with the card is that it just doesn't do enough for 8 power. You only have a limited amount of slots in your deck for expensive 8+ cost cards, and playing chains instead of SoTSK or channel just seems worse to me. I'd rather clear a path for sword with harsh rule if it comes to that. I think chains is great if the buff is useful, but otherwise I think SoTSK is just better.
WesternCancer Eternal Version: 1.45.3
Oh, regarding Merchants and control decks... I've been back and forth on them for awhile. Feln does have some amazing 2f options that can make it worth running 8 Merchants, Hooru doesn't quite have the same selection. I've found myself wanting access to both markets depending on the meta sadly, so I've been running 4/8 depending on how things look. Once Hooru gets it's Smuggler it's gonna be a massive deal, it's market access for control decks is going to be amazing imo.
WesternCancer Edited Eternal Version: 1.45.3
I agree about Tempest. I'm currently running 2x SotSK, 1x Chains 2x Tempest for top-end, I could see in the right meta Tempest having +1 instead of Chains, I'd probably want it right now but I'm not sure where I'd fit it in. But I'm of a bit higher of an opinion for Chains in my deck.

As much as I love Idea I currently have it in the market as a 1-of, I am considering going back to Aid. I used to run it like you but Jennev became pretty popular so I had a hard time playing "Big Spell" decks. Since Jennev hasn't been around as much I might give it a try again.

Hooru Control ime seems to be one of the most consistent decks in Eternal, it being 2f along with having the best card draw and PoR. It's been my most played deck for all of set 5, it's nice to go back to it after playing something greedier and having it run so smooth. It is a relatively "fair" deck so I've always found I've had to lean on that consistency to make sure to never mis-step.

For Chains, yeah it can be ime depending on the meta. I've always liked it in Hooru Control because of the decks consistency and I'm never out of power late game. That might change a bit though with HoC, I still have to see. It's also nice to just have another late-game card that's not a spell in case there's a lot of DoI, RC, or Unseal.

Sorry, I had a better reply but it got deleted ha.