The ShiftstonedEternal Power Calculator is a deck-building tool that visualizes your odds of drawing enough Influence and Power based specifically on the cards found in your deck.
Why Banners in a deck with 0 minions? That hard up for dualies, are we? Seems a lot smarter to me to run more basic sigils and/or seats to keep the mana base consistent and speed it up a touch. I know, you spend a lot of turns passing and waiting to use a fast spell to draw or kill so the delay is often unimportant, but I like optimizing things :)
There's obviously a gorillion tweaks to the removal package, added lategame control tech cards, etc. that can be fit into this sort of "classic reactive Control" format- any thoughts on specific variants and why you went with this version?
In Cold Blood is strictly worse than Slay, since it costs 1 more and can't target Justice units. I mean it CAN target Justice units, if you aren't too keen on casting your Hatsh Rules, Duelist Blades, Eilyns Choice, or Sword of the Sky King.
Just wanted to thank you for this deck. Made masters (currently top 50) playing only this list. Only made a few changes. Dropped last word for another sword of the sky king because the +8 is a much more consistent finisher. If you're attacking with sky king on an empty board the game is basically over too, you just don't randomly lose to the 2 torches they've been holding in their hand the whole game. Dropped the rain of frogs and the deathstrikes for the full playsets of slay and feeding time (because they're just better). I actually find the deck very rewarding to play, because if you understand the meta and what to play around you can find a way to win many games. Thanks again for testing and sharing this.
The ironic thing is the creator tinman used to be an aggro player starting with mono fire. Essentially he creates decks that are either super aggressive or super control and have as little board interaction with the opponent as possible. It's a pretty sad way to play the game but it's been very effective for him.
At least you can try to remove their stuff or play some blockers and in case you lose it's just a few lost minutes. Against this deck you just keep playing unit after unit and they get removed one by one and then after 15 minutes they pull out The Last Word.
There's obviously a gorillion tweaks to the removal package, added lategame control tech cards, etc. that can be fit into this sort of "classic reactive Control" format- any thoughts on specific variants and why you went with this version?
Thanks for the reply anyway, I appreciate your decks and videos.