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Mono time control

Throne Deck By
BlueSpider

+5

Cost Curve

Type

Faction

Information

*Spirit of Resistance is a test currently to see how it performs.

A control deck with good early/mid value. 50 minute games guaranteed.

Market:
- Xenan Obelisk - Finisher when board fills up.
- Passage of Eons - Good late game board control. Helps combat late game threats.
- Worldbearer - 5 drop 6/7 with great upside. Helps filter out all your sigils from your deck while being a big boy.
- Talir - The amount of times this has refilled my board after a big swing is ridiculous. 100% fantastic card, puts in work.
- Alhed - Good late game card when the game flattens out. Return a Xenan Guardian to deck them pump it again.

Sideboard:
- Praxis Displacer - Put in market instead of Passage or Dune Phantom if you want a bounce board presence. Not an awful card honestly.
- Talir Unbound - An okay finisher, sounds good on paper but the extra turn won't even help in a stalemate. Solid late game card still, is playable in this deck.

Details

Shiftstone Cost
Does not include campaign cost
45,500

Premium Cost
184,000

Influence Requirements
3

Power Sources
26

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
22 20 6 12

Card Types
36 3 15 0 26

Contains Cards From Campaigns
Jekk's Bounty [Set1001]

Archetype
Control

Updated
November 24, 2018

Added
November 22, 2018

Views
1,684

Eternal Version
Bug fixes

BBCode For Comments

Deck URL

Revisions (Since last major patch) November 24, 2018


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Comments

TheExaminer Eternal Version: 1.40
I feel like this deck plays too many card disadvantage and is not favored in any kind of a drawn out game.
BlueSpider Eternal Version: 1.40
Honestly I've played a lot of 30+ minute games and it has been about 50/50. Trying to remember but I think I've won more than I lost due to swinging and bouncing creatures to kill theirs. Against like Shadow/Time Xenan life gain for example it gets completely decimated unless they draw poorly/you draw insane. This deck definitely isn't tier 1 or anything and it really wasn't designed to be. I just liked mono time and have solid success with it so far.

The decks plan basically goes as follows: Start with at least 2 lands -> Play a mana dork -> Auralian merch -> Worldbearer to thin deck and draw out removal -> Auralian Merchant -> Talir -> A lot of chump blockers/no flying. At that point it turns into out playing your opponent with bounce spells and scorpion wasp. Slow is also a solid early/mid game card and I've had people scoop to it when played, really wish I could only run 2 but guarantee those 2 but I can't.