This is an upgraded version of my Grenadin 3 f deck. The Grenadin 3 f deck does cost less shiftstone (in fact, instead of crafting a playset of 4 legendaries, you could play my Grenadin 3 f deck instead), but as a tradeoff it doesn't have any new cards from set 4, so feel free to check it out by searching for "Grenadin 3 f." I still keep it for the fond memories I have of it.
Explanation of my card choices:
Torch is a staple in any fire deck.
Grenadin Drone should be played first before
Ticking Grenadin or
Scrap Hound because some people will torch the tick or target Hound with
Vara's Favor.
Ticking Grenadin is a good burn card. It's a somewhat popular
Vara's Favor target, so try to play this instead of Hound.
Scrap Hound is definitely a
Vara's Favor target, so try to play this on turn 5.
Scrap Heap should ideally be played beforehand, but it's not required. If you have 5 power you can summon Hound and use its ultimate.
Ankle Cutter is a blessing for grenadin. This card will get rid of
Sandstorm Titan and
Tavrod, Auric Broker, after all. Both of those cards have high health, so getting past with brute force is nearly impossible.
Tripwire Grenadin will get rid of any endurance units given that
Ankle Cutter is on the field. By itself, it gets rid of
Oni Ronin,
Stonepowder Alchemist, and
Pyroknight. It destroys an opponent's aegis so that
Disassembler can work.**
Disassembler is a burn card that, given enough grenadin, maybe even multiple
Disassemblers, will kill the opponent. If they try to kill our grenadin with
Harsh Rule,
Hailstorm, or
Lightning Storm, they could potentially die to this card's effect! Make sure to destroy the opponent's aegis, ideally first with
Tripwire Grenadin and then
Torch. After all,
Tripwire Grenadin and
Torch are the only damage dealing spells we have that can destroy the opponent avatar's aegis! These are a magnet for
Valkyrie Enforcers and
Torchs.
Into the Furnace is a good card for dealing with
Crimson Firemaw,
Devoted Theurge,
Champion of Fury, and a Puma from
Amethyst Monument.
Statuary Maiden can also die to this, just make sure you have a grenadin in the void!... Thank goodness it's a fast spell now!
Coalscrounger is the grenadin booster. It's good with
Assembly Line and even just a simple
Grenadin Drone. Its entomb effect is weak and unlikely to go off, but it's still there.
Assembly Line is very good with
Coalscrounger and
Disassembler. Three grenadin on the field? Sure, they can be wiped out, but it's still better than
Manufacture, because with that card, you'd need ideally 6 power to play the
Manufactured grenadin.
Scrap Heap is simply sublime with
Toppletower, or basically any grenadin in this deck. Its once-per-turn effect comes in handy when playing
Factory Quota.
Ixtun Merchant is what makes this deck shine and more expensive. It's your choice to swap whatever card you want in your hand for a card in the market, but here are some reasons that I play the cards in my market:
-
Bore isn't a fast spell but it's useful for
Black Iron Manacles,
Permafrost, and
Xenan Obelisk. As long as you have the power to play
Bore, you can destroy any attachment for just one power.
-
Mindfire is to pop aegis and exhaust those
Heart of the Vaults,
Black-Sky Harbinger, and
Worldbearer Behemoth.
-
Factory Quota is great against Xenan lifeforce and Feln control.
-
Rally is NOT in the market because you need units to use it. It's no good after a board wipe after all!
-
Assembly Line is also a one-of in the market in case of a board wipe. You need to replenish your board after all!
Granite Waystone is in the deck so that you can have more grenadin on standby. An undepleted power plus a grenadin I can play on turn 4 is always nice!
--Cards I don't want put in:--
Well, to make this short and simple, unlike my explanation of card choices:
Light 'em Up is a bad rally,
Grenade is a bad piercing shot,
Piercing Shot is too dependent on the enemy having a unit that you can kill reliably,
Recogulator is too expensive, and
Consuming Flames is a bad
Torch, and it's slow.
Shugo Standard is depleted, and is really only useful for
Toppletower, its transmute effect is too high, and it's very situational because you need
Toppletower.
Rambot sacrifices itself and the infiltrate effect doesn't really matter because a lot of our units have only one health.
**If you don't have the campaign
Tripwire Grenadin comes in, which is called Dead Reckoning, you can replace it with a playset of
Spark Hatchers.
Also,
Bore is a campaign card, found in Dead Reckoning as well. You could try to replace this with
Kaleb's Intervention, or
Ruin, but that's about it. You do need attachment removal for permafrost, which intervention cannot target.
Also Spark Hatcher seems kinda too good not to run in the deck and seems better than say Ticking Grenadin for example, (not that he is bad just seems worse than spark hatcher as an example. not suggesting to repalce one with the other just saying that there are seemingly weaker cards that made it in so why not hatcher?)
And why 0 rally? that also seems fairly questionable to me as well as no cloud of ash in the market,
Ankle cutter seems like the perfect market card and should likely be in the market as a copy. it is a pretty bad unit on its own, has no synergy and when u its good its great and absolutely needed so having 7 ways to access it rather than 4 and at the same time 1 less copy to draw into when it sucks are both great.
I honestly think this deck benefits very little from the market and it ends up playing a non synergetic mediocre draft 3 drop to have access to it. I can see the deck being better without merchant like most proactive aggressive decks actually.
Curious what you gotta say.
PS: congrats to rank 1 :)
I run multiple scrap heaps so that opponents can't sabotage them. Yes, you can argue that toppletower is the only thing that scrap heap really benefits by being on the fireld, but I believe that the effect that scrap heap has to generate a grenadin each turn is valuable enough to include at the very least 2 in the main deck. I decided on going to 3 though because I want to increase my chances of drawing that card. Even if I do get multiples, I can get a merchant to trade one off.
As for spark hatcher, I replaced it with ankle cutter because ankle cutter has more utility.
That being said, I love your idea of ankle cutter in the market.
Rally is no good after hailstorm or harsh rule. It's definitely a game finisher, so I shouldn't worry about that, but I don't include it at all because you need lots of units to use it as a finisher, and sometimes my opponents have big creatures that I can't crash into without them gaining life, like BSH and Copperhall paladin with a weapon on it.
I include mindfire over cloud of ash because I want to get ixtun merchant out and use the card I get from the market on the same turn. Besides, even if I can't play mindfire that turn, I'm guaranteed to play it next turn.
Also, I feel like the market is a necessity because I need access to factory quota and bore. I COULD main deck quota, but I do not see the point of running bore in the main deck and quota is only necessary some situations.
However, I think that I can go 2 ways with your critique:
Keep the market and exchange scrap heap or assembly line for ankle cutter and add the card I cut from the market to the main deck.
I can also remove the market and replace ixtun merchant with spark hatcher and include factory quota.
I ABSOLUTELY appreciate your feedback, and now it's gotten me curious as to see what I can do WITHOUT a market, but the only question is how to deal with permafrost, infinite hourglass, xenan obelisk, sword of the sky king, temporal distortion...
But now I suspect that dealing with all those attachments are quite unnecessary because it's an aggro deck that spams out grenadin.
Once again, thank you for the critique and compliment.
yeah i mean i wouldnt say cut cutter for hatcher just that hatcher seems really good in this deck unlike usually where it seems pretty meh or bad. and ankle cutter isnt that much of a 2 drop often since when u need him u cant risk him dying early for no reason to removal or being silenced so u might need to hold him back. i really hate the card due to its 1 health but mono f really has no alternatives and needs it to dela with the cards it deals with. hence the potential shadow splash for combust and bellower and maybe some altar or such.
yeah rally is up for debate. it is possible the deck just does well enough without it which means less all in and less situationally bad cards since rally really isnt a good card in itself and fairly situational. so not running if u dont need it makes sense. just wodnered whats ur reasoning for nto running it since it seems liek sth u would likely at least start with and then maybe cut it. also if u run market a rally is likely worth a market slot.
well i didnt say cloud over mindfire. they are different cards and do different things. altho nto sur eif this deck is aggressive and tempo oreinted enough to benefit from the weaker but faster and more efficient merchant into mindfire line especially often enough over setting up a cloud the turn after. my guess would be not often or oftne enough.
i mean i doubt it is a necessity and it might very well add less to the deck than it costs.
bore is pretty much useless in a deck like this. there are legit no reasonably often palyed relics that matter at all. the only thing i can think of is double hitting a sword of unity basically. but u likely still lose to that after in a lot of cases due to the rest of their board+the free stand.
permafrost is aweful vs u aside from toppletower and also it trades 1 for 1 so spending a card on destroying it gains u nothing. it just trades 1 for 1 again. so doesnt get u ahead. it sometime sgets u some quality advantage if u free a toppletower by trading a random card for permafrost. the 8 drops are neither fast nor relevant. trying to answer a control decks 8 drops is not the way to win. hourglass doesnt even do anything and why would u kill it? ankle cutter. thanks. GG. lol
this is one of the fewer decks were i can see killign an obelisk beign actively good due to unit sizing against each other.
i kind alike the line in the market since it gives u a good proactive pick but might not be important enough an dhave enough room to afford it.
not sold on needing factory quota but u have played the deck a lot more os maybe it is that important especially in the mono F version where it takes a similar role as altar could. but my guess would be u only need quota OR heap not both. and likely laso dont want both cause then u end up with way too many clunky 3 cost relcis that dont do much ont heir own.
so yeah not entirely sure about the market but more oftne than not markets cost mroe than they add for proactive efficient decks since merchant are the opposite of all that.
you are welcome. definitely itneresting and impressive that a deck looking this simple and udnerpowered can do that well. and it also was pretty cleanly and streamlined built.
It's just that scrap heap and quota combo well together. You play quota and then if you have 5 power you churn out grenadin with heap.
I also find your stance about merchants being slow very interesting.
I still feel like heap is relevant because of the grenadin being able to go wide very fast with assembly line, drone, and basically other cards that spam out other units or do burn damage like disassembler. Coalscrounger acts like a rally to me, and it's also a body.
i mean they are. u play a unit that is mediocre at best decent in draft in a constructed deck. that alone is alrdy slow since u play sth less pwoerful than u normal prefer to in constructed. and then u usually need an entire extra turn to get the actual pay off and often with theopponent seeingit coming. so the things merchant does for u have to be very effective and relevant as often as possible for what ur deck is doing. and not set u back more than they help. and in proactive decks pressing ur advantage and dropping as good and impactful cards to maximize this is vital.
i mean that is possible. the main value in heap that i see is vs reactive sweeper heavy control so u can get enough damage in so they die nm how many sweepers they draw and to make ur toppletowers most likely ot connect once or simply punish sweepers with a follow up charge tower to win. outside of that i thinkt he card is very slow with very little payoff. since even against other decks with blockers a charge tower will still just trade with a random unit given its 4 health. charge or not.
scrounger giving u an anthem effect is no argument against running rally tho. its not like cause a unit makes half a rally rally is bad. quite the opposite normally u can only runs o many pure rallys due to their situationality and the fact that if u draw too many u dont have enough bodies to rally for value onto. so scrounger allows u to run additional effects like this without diminishing returns it usually has. so same here it might very well be right to not run rally but thats not a reason for it.
How would you build this deck?
I am not sure. I was just trying to find out about the reasons why u played certain cards and why others not.
But i think at this point i brought up all things i could see trying or would consider. especially the market vs no market thing.
Maybe ill mess around with it in the future on a stream or sth :)
Edit: And it is amazing how many people seem to forget or don't understand how Ankle Cutter works! Hilarious!
I'm a new player that got into the game because of the superb Twitch deal. I crafted a 3k grenadin list that I found on this side and shortly after discovered your list. I really like it and have started to craft the rares, still missing a few though. Also bummer that Tripwire and Bore can't be crafted. Anyway, do you have a VOD on your channel for me to watch to get to know the deck better? Would love to get a feel for the deck. The one I'm playing now relies on swarming the board and eventually play Rally for one million damage and yours seems to work a little bit different. Thank you and take care!
What do you think the description above is missing? So that I can add that in the video?
huge respect
If I really had to do so with this deck and still make it mono fire, I would take out 1 assembly line for gearcruncher. This is because we already have an assembly line in our market. I'd also maybe remove 1-2 copies of scrapheap for combustion cell if you have that :)
I hope this helps!
You have combustion, kindle, tumblebang, rusty grenamotive, and end of the barrel for getting more raw power.
The cards you can spend all that power on are charchain flail and flameblast, at least in mono fire to the best of my knowledge. Since you can only run 4 copies of each card, I recommend putting charchain flail in and you can get it back with reforge.
However, you can splash time to have more maximum power through initiate of the sands, time flies, avirax familiar, trailmaker, powerstone, brenn, chronicler of ages and champion of impulse.
If you splash time, you can definitely put copper conduit in and insatiable serasaur as a way to spend power.
I absolutely love the idea, and I wish you the best of luck in making such a deck!