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Hooru Hates Relics

Throne Deck By
ViciVG

+1

Cost Curve

Type

Faction

Information

Do you hate Dichro's Ruin? Do you like to play draw-go-style decks? What about removal piles? Do you like to tell your opponent No?

If you answered yes to any of the above you may enjoy this deck. While I built this deck in a fit of frustration after one too many games against Dichro's Ruin decks it actually turned out quite serviceable. It was solid in Diamond (I just made it to masters and have not played it there yet). Essentially in this deck, you want 3-4 power and 1-2 early answers in your starting hand. Most of the early game is spent drawing a card, playing power, and passing (hence the style of the deck being draw-go, or at least that is how I learned of this kind of deck in Magic the Gathering). Once you reach the mid-game if it is safe to do so begin deploying threats.

Easy Deck changes
Martyr's Chains This card really needs to be cut but is there because I am not sure of what to replace it with yet. I have marketed for every other card before for some reason or another. Quicksilver Mirror often fulfills the same function as being a game-winning threat. Research Lab + Quicksilver is often better, duplicate a creature double its power/tough, duplicate bigger creature etc. Not to mention duplicating creature abilities.

Details

Shiftstone Cost
Does not include campaign cost
34,250

Premium Cost
256,800

Influence Requirements
3 3

Power Sources
16 17 8

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
3 23 32 12

Card Types
15 9 30 1 25

Contains Cards From Campaigns
The Tale of Horus Traver [Set1002]
Dead Reckoning [Set1003]
Into Shadow [Set1004]
Homecoming [Set1005]
Awakening [Set1095]
Bastion Rising [Set1097]
Buried Memories [Set1105]
Hour of Glass [Set1115]

Archetype
Control

Updated
July 30, 2021

Added
July 20, 2021

Views
1,420

Eternal Version
Hour of Glass

BBCode For Comments

Deck URL

Revisions (Since last major patch) July 30, 2021


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Comments

merach Eternal Version: 21.07.21
Make a deck that can't do anything well until 5 power? Check
Make sure there is no way to draw more power? Check
Add card draw that is gated behind double influence? Check
Market with random legendries? Check
More effort put into the description than the deck itself? Check

Must be another ViciVG deck
ViciVG Eternal Version: 21.07.21
Shrug, if you want to be rude about it go for it. If you have actual suggestions I'd be happy to hear them.
merach Eternal Version: 21.07.21
Sure. You have no cohesive way to bridge the transition from the first 3 turns into the rest of the game. The only proactive cards you have in that range are pacifier x2 and merchant.
Because wisdom of the elders is best played right before the start of your 4th turn and it’s unlikely you will have both 3 unspent power and 2 primal influence, i’d drop it for strategize, allowing you to draw on 2 power with only 1P influence.
25 power with only 2 plunder cards on a top heavy deck is asking for trouble. 25 power is hard enough to consistently play power every turn. I’m thinking we need either more sources of plunder, or seek/petition to ensure we get into the goodies. Drop unseal or freeze out for something proactive like numbing cold. Move harsh rule into the market, last thing you want to do is wipe the board if you have any of your good threats out.
Having an early aegis would be nice, but you’d need to readjust the market for transpose and likely cut the smugglers.
Those are my ideas for now. i’ll think of more later
ViciVG Eternal Version: 21.07.21
Made some of your proposed changes and some of my own with new stuff from HoG. Will give it a try and see how it does.