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[Rank 11] Salute the Sun (Combrei Ramp)

Expedition Deck By
MSorbet
Eternal Journey

+3

Cost Curve

Type

Faction

Information

https://imgur.com/a/Egn9zu5 (I don't know how to add an image)
I stopped laddering after I got to 11 because I was mostly playing against diamond players grinding for master and when I lost I would need 4 or 5 wins to make up for it. 11 was a good spot to camp for top 20 so I stopped.

Howdy all, I'm MSorbet and I used to play eternal way back during the first couple sets and started playing again just as Argent Depths came out. I loved big time decks back then and I won't stop loving them now. When looking at the new set a few cards really stuck out to me as being very powerful, and they all just so happen to be combrei colors, so first let's look at the deck powerhouses and build from there.

By no means is this deck optimized and I appreciate any advice or input you may have.

Svetya, Lightbringer At first glance I suspected this card would be the strongest, and while the jury is still out, Svetya is a beast. 6 mana to blank the next turn of most decks, a surge that buffs your whole deck, often multiple times a turn, and aegis on top of that; the value is insane. I'll admit the mana for this deck is wonky, and triple justice can be awkward, but thanks to Enter the Monastery and Desert Alchemist, I never had too many issues.

Massive Greatsword This is probably my favorite card of the new set, which is saying a lot for such a vanilla card. Sword of the Sky King but for one less mana, and can't be hit by normal relic removal. This card single-handedly dumpsters pretty much all the control decks, for most of which the only answer is Channel the Tempest. This comes out on turn 5 or 6, thwapping for 7 each turn all while they still need to deal with your big boards. It also acts as late game lifegain and removal against aggro decks, as the 7 armor helps stabilize.

Touvon, Skybreak Giant This card just does everything you want in a midrange/ramp deck. It's removal, a big body that can push damage easily with overwhelm, and a source of card draw. If left unchecked Touvon will give you enough card advantage and pressure to run away with the game.

Grodov's Stranger The next best midrange time lad to Touvon, Grodov's Stranger is a solid body that ramps you more, deck thins, and provides card advantage if allowed to attack. The void shuffling ability can sometimes be relevant, and I almost always end up targeting the opponent, because my void usually has early game cards like Talir's Favored or Enter the Monastery that I really don't want to see, and the case is usually similar to my opponent, pushing them further from their bombs and wincons.

Ubsat the Savior Probably the card I could see most people questioning, as the five time influence is tough in a two color deck, but the upside is just too much. Will you be able to play it on turn 4? Probably not, but on 5 or 6 with a 2 drop, it's just as good. Originally I didn't have have this but after losing to it too often when I matched against mono-time, I decided to give it a whirl and have not been disappointed. It is so strong against all the other time decks, turning powerful midrange cards into bad vanillas is sweet. And the lifegain against aggro decks can be very relevant. All with a 6/5 body for 4 mana is just insane.

Sol's Rest Finally the card you've all been waiting for, Sol's Rest. This card has won me so many games. Originally I had it in the market but it was so over-performed expectations I decided it needed main deck space. With its decimate, you board clear and use the extra turn to gain the tempo advantage and become the aggressor. If you're behind or in a board stall, Sol's rest instantly shifts the tides. It also has amazing synergy with Svetya, after you board wipe them, you also prevent them from replaying their creatures and by then they're too far behind. It also has a sweet spot at 12 power with Ubsat, board wiping them and silencing the units after they return to hand. I haven't tested it as a 4 of at all but at 8 mana and kinda clunky with multiples 3 feels right, but I wouldn't go down to 2.

Hard Hitters out of the way, let's move on to the early game.

For ramp we have Pillar of Progress and Enter the Monastery. Pillar is great ramp on 2 and Enter the Monastery is I think another of the most powerful cards in the new sets. It ramps on 3 and you draw an extra sigil out of it to smooth out the curve for the next turns.

Talir's Favored As a two of helps grab extra time sigils, which we tend to need more so we can get Ubsat online.

Desert Alchemist This card does everything for 2 mana. A removal spell that plunders to either smooth the curve or filter cards, and even applies early pressure if the opponent is slipping.

Scorpion Wasp Its a solid removal that helps especially against the mono shadows, since this deck doesn't have a lot of ways to deal with fliers. I originally had Sandstorm Titan here but I always felt removal light and the titan just wasn't reactive enough.

Gentle Grazer Jack of all trades, Gentle Grazer often acts as a midgame two for one. It's ambush removal and either ramps you, which is great to curve from 4 to 6, helps shape the hand with either Talir's Favored or Desert Alchemist, or grabs you something out of your market with Time Etchings. Just solid value that sometimes gets even more value off the shadow in the late game, if not just an extra block.

Wasteland Broker This is the card I'm the most medium on. Its a good body to play on 4 to stem the bleeding against red aggro decks, and helps stack the deck in the late game, but a lot of the time just feels like a weak 4 drop that isn't necessary since the deck has enough finishing power and Time Etchings is really enough access to market. I could easily see replacing this, maybe bringing back some sandy titans.

Time Etchings Great way to grab cards out of the market that sometimes you just play as a seek power early to make sure you curve.

The Market:
Swirl the Sands Important for flying removal, especially against mono shadow, and relic removal. It's the only relic removal I'm aware of that can actually deal with Massive Greatsword too, though that hasn't been too relevant.
Grodov's Burden Great late game value engine that makes your board more resilient to removal, and comes with a removal spell attached for 8 mana. One of the more common grabs from Time Etchings if the opponent doesn't have too much pressure.
Shen-Ra Speaks Boardwipes be boardwiping
Nahid's Distillation Good off Time Etching as hand refill or off Wasteland Broker for the late game, assuming you've already grabbed Omenscar Worm.
Omenscar Wurm The go to late game value generator and generally best thing to Broker a few copies of into your deck.

As far as the power goes, is it optimal? I have no idea. I like justice symbol to make sure Enter the Monastery is active on 3 but the you need enough sigils to consistantly be able to grab them with at least two Enters. Four Time Symbols for sure though for Ubsat. Since there are also 8 cards that get Time Sigils out of the deck there just isn't room for Amber Waystone.

Thanks for checking out my deck, feels good to get back into the game on a high note. If I see continued success I might mess around with making other content like streaming or Youtube deck-techs and gameplay. Adieu for now.

Expedition Information

Details

Shiftstone Cost
Does not include campaign cost
75,800

Premium Cost
275,200

Influence Requirements
5 3

Power Sources
17 14 6

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
12 24 11 20

Card Types
32 9 14 0 25

Archetype
Midrange

Added
June 30, 2020

Views
1,395

Eternal Version
Argent Depths

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Comments

RandoMattz Eternal Version: 20.07.07
i can never stress enough how much i do appreciate brewers like you that spend time to also write a toughful guide alongside their deck. Like honestly i wasn't even looking for big Combrei stuff today but you explained it so well that i might as well try it next :) also i'll never say no to some juicy time rampy decks so i'm definetly in!