The ShiftstonedEternal Power Calculator is a deck-building tool that visualizes your odds of drawing enough Influence and Power based specifically on the cards found in your deck.
I understand you're trying to assemble workshop forge and glimpse the possibilities to play out your deck from the top but i don't understand how you survive early aggression or guarantee that you can finish the game once you go off.
What does your sequencing usually look like?
> but i don't understand how you survive early aggression
The 16 burn spells give you pretty good game against early aggression and you can use most of the merchants just to chump.
Once forge is up and you have 5 power and 1 influence from each faction (ideally without having played your power per turn), you cast Glimpse and start ripping spells off the top. Aim most of the burn at your opponents face. All of the chants and seeks help thin the deck of sigils and the pack beasts/signal flares further help you clear power jams.
You usually end the game with a huge East Annex Smuggler and all the face burn you applied.
So, you usually want to mulligan for a power-heavy hand with most of your colours and at least 1 way to interact with your market; early interaction is also always great. Aggro isn't a great matchup and we're especially weak to Stonescar since a lot of your removal only deals 2. We're really not favoured if they have a good draw. Once you assemble the combo and have some power left you're usually golden. Going off on an empty board or without any cards in your hand isn't ideal, though. You want something to target on your side and something you can throw the tactics and salvos at. Any merchant you warp out should be getting either an excavate or TBT and if it looks like you're gonna run out of steam and the board's under control, try leave up 1 power and cast excavate EOT. Hope this helps :)
I understand you're trying to assemble workshop forge and glimpse the possibilities to play out your deck from the top but i don't understand how you survive early aggression or guarantee that you can finish the game once you go off.
What does your sequencing usually look like?
The 16 burn spells give you pretty good game against early aggression and you can use most of the merchants just to chump.
Once forge is up and you have 5 power and 1 influence from each faction (ideally without having played your power per turn), you cast Glimpse and start ripping spells off the top. Aim most of the burn at your opponents face. All of the chants and seeks help thin the deck of sigils and the pack beasts/signal flares further help you clear power jams.
You usually end the game with a huge East Annex Smuggler and all the face burn you applied.