Hello again everyone. I’ve spent a lot of time during our current Expedition chapter honestly trying to figure out an effective way to use
Rift's Edge.
As a note, it would have been a lot easier to make work in Throne, as the options for both relics and for getting relics from your deck are more varied and by far more efficient than current Expedition.
Now in nearly every iteration of Edge builds I played with I did come to two conclusions:
1: You must play hard board wipes. There are too many units that can snowball into higher life numbers way too quickly for only having soft wipes to be effective here. So (even though it’s still a bit soft) we have
Save the Day and as a hard wipe we have
Rift Disaster because it’s the only true hard wipe in the whole format.
2: there must be a damage spell somewhere that does more than JUST damage. We want utility. I tried
Thundershot and
Liquid Flame and don’t get me wrong both have synergy with
Rift's Edge, but without being increased by its effect neither in this kind of build do enough as stand-alone cards. I’ve also attempted running into other factions with other combinations of cards, like using an overwhelm relic weapon and spells like
Light the Beacon. Combos felt too inconsistent in a deck that can’t consistently grab
Rift's Edge. After all we don’t have
Calibrate here. Other factions meant dropping Justice which meant dropping the only in-format hard wipe, which in turn just hurt too much.
So, we went with
From the Rubble. It gives Armor (meh but it’s something), draws cards (fantastic) and deals damage. If you HAVE lost some relics that game, it even gives more armor, draws more cards and does more damage. Overall zero complaints.
Now the kicker: we have to consistently make 5 power on or before turn 5 here. We have to ramp into literally half of the cards we WANT to play.
Seek Power is timeless and obvious.
Dran the Farmer is very counterable but playing Primal for
Krogar's Grave didn’t work out so he’s worth the attempt and worst case, opponent uses a control spell on a chump.
Tight-Lipped because it does counter
Feed the Hecaton and grabs a sigil.
Standard Inspection because it gives 2 armor (as before meh but it’s something) and plays a sigil
undepleted which means it accelerates our power by one turn which is good. It’s our only replacement option for Grave here.
Lunar Magus because we need to draw cards and gain life and he does both.
Hive Queen Uther because he makes flying blockers and can gain a ton of life.
Riftfeeder Wasp because ultimately we do need our own bomb and it definitely fits the bill.
Lumen Reclaimer because it’s a potential counter to Devour snowballing, as well as putting things back in the deck to get buffed by
Rift's Edge, and making copies of itself when it dies that also get buffed by Edge.
Lumen Reclaimer and
Lunar Magus both create another reason for
Dran the Farmer a bit later because he buffs both of them on the board and makes them bigger. This can help force blocks to board clear, it can help chip away at their life, and it can help them remain relevant as blocking units.
Finally,
Ancient Lore is our only real draw spell left. Since we can’t play
Staff of Stories, we need the Nightfall triggers and at least two draw spells that draw 2 or more cards. So Rubble and Lore. I actually had someone lose to me in game that added me to say gg and they told me they used the 4-cost Recruit relic instead of a draw spell. And they also didn’t play 3-F so no Rubble. I can’t stress enough: drawing cards and maintaining board advantage is what we DO in control/midrange. If you don’t draw cards, you die. Draw more cards.
Anyway all of that said I’m not ENTIRELY satisfied by this deck. It has reached viability so I’m posting it, but input and ideas are always welcomed, provided they follow community rules and guidelines. As always, thank you very much for taking the time, I hope my explanations help, and I hope my build(s) help you. Stay excellent.