This is the evolution of a deck I posted recently, Slingin' Sentinels. Since then, I've realized that I much prefer
Nomnom's Big Pan to
Sling of the Chi since it immediately affects the board when it's played. I also added back
Lethrai Marauder, which is very useful for providing removal (both for units and relics, thanks to
Formbend). It's also useful to let
Summoner Savant attack in an unexpected way that more often lets him stay alive, or even take out a big threat if he plays
Wandering Hamlet while killing.
All of our previous Sentinel synergies remain. However, thanks to the addition of
Nomnom's Big Pan, we have many other tricks up our sleeve! For one,
Brenn's Insight is now a fast-speed battle trick disguised as a draw card, while still filling our void as before. Boosts from discards can be very helpful when making use of killer attacks with Marauder. Keep in mind that putting killer on a Sentinel means that they'll have it when they're reanimated!
Another big change is the market. After playing with the deck more, I realized that I almost always grab Kairos when I need a Savant target, since
Valiant Guardian restricts spells anyway and makes
Scourge of Frosthome less appealing. Remember to always send Guardian's Kairos damage to the face unless absolutely necessary, cuz that plays you two free cards. With more space after removing the other big units, I filled it in with smaller-cost tools.
Hope you enjoy! Who doesn't like pancaking their opponent with big units? Certainly not me!
Any thoughts on how to adjust things with the recent nerf to Ascetic Lantern? The combo of draw/discard/power balance is always pretty precarious when playing, and it getting its cost increased to 2 I find has a habit of really messing with that flow since it effectively cuts our number of viable Turn 1 plays in half. Would love any thoughts on tinkering with this, if you feel so inclined.