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.
Deck Rarities
32 12 22 4 14
Card Types
50 14 8 0 36
Contains Cards From Campaigns
The Tale of Horus Traver [Set1002]
Dead Reckoning [Set1003]
Archetype
Unknown
Updated
December 28, 2018
Added
December 14, 2018
Views
1,058
Eternal Version
Defiance
BBCode For Comments
Deck URL
Revisions (Since last major patch) December 28, 2018
I don't understand your deck. Actually, Sandstorm Scarf, Power Stone, Stoneshaker and Sandglass Sentinel have no interest. You can replace the first two with the relic that replace a unit in its owner's hand and buff explorers and Mysterium Orbs. You should play the 4/2 cost 2 explorer, 4 Stirring Sand and one more Sentinel too (cost 4 or 5). Gear Master and Ancient Defense are two under powered cards your deck isn't inclined toward their abuse, while Heart of the Vault is the best card of the deck and should be 4-of ASAP. Last note : the time unit that lets you discard a card (high cost Sentinel to be reanimated or scouting spell that comes back to your hand) to create and draw a sigil can be good.
1. Sandstorm Scarf and Power Stone are low cost relics that progress the game state forward and are activators for Lucky Prospector. Without them, it would be at least turn 3 for those activators. Also, with Power Stone, playing things like Heart of the Vault or Arcanum Monitor a turn earlier than normal is nothing to shake a stick at.
2. Stoneshaker being the only Mage in the deck actually annoys me. With that said though, reducing the cost of every unit in the deck is a good thing when running high cost Sentinels.
3. Sandglass Sentinel when paired with Mysterium Orb is an indestructible attacker and blocker in colors that literally have no other way to do that.
4. Dig Site would be useful if the deck were focusing more on the bigger Explorers, but it has primarily utility Explorers which attack when they are guaranteed to not die as they have better uses than as assault troops.
5. More Mysterium Orbs will increase the chance that it will be drawn, but having multiple on board puts you into a win more/lose more situation. In most circumstances, the increase in power is negligible in comparison to the downside that Endurance and Overwhelm don't stack with themselves.
6. There isn't a 4/2 cost 2 Explorer. There is Antique Polisher which costs 3, but the summon effect of reducing cost of a relic isn't very useful for cheating out big Sentinels.
7. 4 Stirring Sand might be a good idea.
8. One more Sentinel would probably be a Parapet Sentry, but at this moment I don't want to dilute the deck any further.
9. Gear Master is the best way for a Sentinel deck to draw extra cards.
10. Ancient Defense used to be Torch in my original deck concept, but I found that I was using Torch nearing turn 4 consistently. In addition to increasing power when a Sentinel is initially played, Ancient Defense increases Sentinel power from Stirring Sand returned Sentinels.
11. 4 Heart of the Vault is also a good idea.
12. Learned Herbalist fits in the same niche that Stoneshaker does, so if I were to include it, I would remove the Stoneshakers. With that said though, that would push the influence balance even further towards Time which makes it even harder to get Fire influence cards (like Heart of the Vault) into play.
1. Sandstorm Scarf and Power Stone are low cost relics that progress the game state forward and are activators for Lucky Prospector. Without them, it would be at least turn 3 for those activators. Also, with Power Stone, playing things like Heart of the Vault or Arcanum Monitor a turn earlier than normal is nothing to shake a stick at.
2. Stoneshaker being the only Mage in the deck actually annoys me. With that said though, reducing the cost of every unit in the deck is a good thing when running high cost Sentinels.
3. Sandglass Sentinel when paired with Mysterium Orb is an indestructible attacker and blocker in colors that literally have no other way to do that.
4. Dig Site would be useful if the deck were focusing more on the bigger Explorers, but it has primarily utility Explorers which attack when they are guaranteed to not die as they have better uses than as assault troops.
5. More Mysterium Orbs will increase the chance that it will be drawn, but having multiple on board puts you into a win more/lose more situation. In most circumstances, the increase in power is negligible in comparison to the downside that Endurance and Overwhelm don't stack with themselves.
6. There isn't a 4/2 cost 2 Explorer. There is Antique Polisher which costs 3, but the summon effect of reducing cost of a relic isn't very useful for cheating out big Sentinels.
7. 4 Stirring Sand might be a good idea.
8. One more Sentinel would probably be a Parapet Sentry, but at this moment I don't want to dilute the deck any further.
9. Gear Master is the best way for a Sentinel deck to draw extra cards.
10. Ancient Defense used to be Torch in my original deck concept, but I found that I was using Torch nearing turn 4 consistently. In addition to increasing power when a Sentinel is initially played, Ancient Defense increases Sentinel power from Stirring Sand returned Sentinels.
11. 4 Heart of the Vault is also a good idea.
12. Learned Herbalist fits in the same niche that Stoneshaker does, so if I were to include it, I would remove the Stoneshakers. With that said though, that would push the influence balance even further towards Time which makes it even harder to get Fire influence cards (like Heart of the Vault) into play.
use copper conduit and bounced it with talir intervention, if you have sentinel's might it will pump your units by talirs intervention also.