I don't like giving up on my units. In Eternal, there's no reason to.
I rather enjoy the wisp radiant synergy. Wisps, the small sprites of the multi-worlds, easily transmute between the void and the play field. Death doesn't really matter to them. Like the grenadin, they are expendable. Unlike grenadin, you can use the Radiants to create and upgrade them flexibly. Tossed in some fun top-end cards as one-ofs, keeps things interesting to play. That's mainly what this deck is designed for: delivering a satisfying and skill-rewarding play style, and giving me a deck to work on as I play.
To be honest this deck really just wants to be
Pathlighter,
Predator's Instinct,
Soulbringer, and
Devour
Oh what's that? A 1 cost killer deadly, again? That's the strongest kill non-fast kill power in the game, targeting through aegis and flying, both before and after attacking.
Fun times include:
killer attack with deadly wisp killing their best unit, attack in with deadly infiltrate pathlighter, and soulbringer, they block soulbringer, play sleeping draught for 2, return initial killer wisp plus wisp friend both upgraded and triggering both tribute, summon, and entomb effects, then using the initial wisp again to kill another unit. That's a huge turn, and very fun to play out.
Thank you DWD for improving the wisps and radiants. They are loads of fun to play with.
I welcome feedback.
Updated for Set 6 w/
Umbren Voidbringer, which works decently well as a chump blocker and at bringing back Soulbringer, the core of this deck. And, added
Burdenbearer Wisp which, in the right order, can really extend this deck. Recalling it with Soulbringer gives you a free bounce on Soulbringer. So, you can play that card each turn, bringing back 2 huge units each turn. Give Burdenbearer killer and you can trigger recur wisps for 2 with +1/+1, triggering entomb, tribute, and refreshing skills. You can spend 8 power a turn doing this four times, once a pathlighter hit plus a Mitotic wisp makes your Soulbringer 2SS!