Another Mono-Time Gauntlet grinder.
Snoozing Sloth can break ground stalls alongside
Alhed Ascending or break AI stun effects.
Unit choices:
Logistics Expert :- Ramp + overwhelm threat when amplified
Alhed Ascending :- alternate win-con, decay helps in whittling down opposing units' stats
Kickflip Monk :- becomes a 2/4 flyer on defense, halting most aggro units, can be inscribed for power if needed
Auralian Merchant :- Ramp + Market access
Snoozing Sloth :- ground stall breaker + AI stun breaker + overwhelm threat with big body
Pincer Ant :- killer + pseudo- card draw through nightfall
Sandstorm Titan :- anti-flyers + big body
Moonstone Vanguard :- draw + healing
Worldbearer Behemoth :- overwhelm dino + helps in Alhed's influence requirements
Spell choices:
Forget :- cheap silence, recur through revenge (does clash with monk)
Telekinetic Shackles :- combat trick on attack/defense
Time Etchings :- market access
Twilight Hunt :- killer and +2/+2 stat boost for Alhed and Behemoth, pseudo- card draw through nightfall
Market:
Gnash, Desert Prince :- anti-flyer + generates killer units which can be chained through Burden
Grodov's Burden :- Main win-con, in combination with Gnash, breaks ground stalls
Hive Queen Uther :- Life gain if needed
Sandstorm Scarf :- anti-flyer , if Titan is killed
Disjunction :- mostly to recur Burden if killed. open slot since Sloth replaced need for market
Infinite Hourglass.
Feel free to tweak the deck according to your style. Suggestions are welcome.
Update: 9th March 2025: Thanks to @Coop505 for their suggestions.
Secluded Rift replaces
Rune of Relocation, Rune of Relocation's amplify is almost never used, and when used it feels like a win-more card. Secluded Rift is a strict upgrade in that regard. the additional silence is handy in a faction where hard removal is through Killer only.
Firstly, regarding Secluded Rift, it is a great addition, i cut 2 Amber Monument and 2 Rune of Relocation for 4 Secluded Rifts, the result was great. The extra access to silence was strictly an upgrade, Rune of Relocation mattered very little (even in the original version of this deck) as it was only used when Worldbearer Behemoth could help stack up a lot of power to remove some units for lethal. Honestly, Rune of Relocation could be removed, as it just delayed an already long game by 1 more turn. And regarding Omnivorous Vorlunk vs Pincer Ant, Pincer Ant is a key removal piece, for the reason that it can survive trades. The nightfall + spell taxing is actually something i have benefited from extensively while playing this deck. Grodov's Burden takes time to get online, even with the ramp dorks. For the killer chain to start, i would need to hold back from playing Ominvorous Vorlunk (for it to be the initiator for the chain), whereas for Pincer Ant, the killer could be exhausted but the unit would remain on the field, unless if removed of course. More often than not it is Pincer Ant that gets killed before Alhed Ascending. The addition of Snoozing Sloth actually reduced the direct dependency on Overwhelm and forces AI to take unfair trades for decay damage through Alhed. The addition of Vorlunk did not feel like it helped with speeding up games. The Overwhelm from Vorlunk actually mattered little, since i would have Amber Monument transmuted by the time i got to the killer chain.
Thank you for your suggestions and apologies if i came out as too aggressive.
Cheers
Reaching 6 power consistently in Gauntlet is a challenge, even with additional power sources. And with Monument being depleted, you need to be on the back foot to ensure reaching 6 power. I do feel that having 4 of them may be a lot, however, the transmute effect is really helpful lategame (5/5 overwhelm dino).
I haven't tested Secluded Rift at all, but i see your point in replacing Monuments. Compared to a sigil, Secluded Rift is definitely the better pick. Forget on the other hand is a card i like to use proactively and early, when I have spare power available. Being a fast spell with revenge, I cast it early on cheap threats (like Quartermaster) on the opposing turn and rely on the "destiny" cast to silence a larger/annoying unit, while also dubbing it as a free draw. In that regard, I feel Forget is in a good spot in this deck.
I had been planning to have some ratio of Secluded Rift in this deck since it came out but never got to it. I will definitely try it out and post my updates here.
Cheers