Deck brewed by Rhike and The_Hierophant
Short Summary:
A multilayered win condition draw-go control deck with which, if piloted perfectly, can succeed against any archetype. It is not countered by any deck in the current metagame, if used by a good enough player. In fact, it counters the meta as far as our experience is concerned.
Stick around though, this deck needs serious explanation. Also requires serious experience in it.
General Strategy:
Winning with this deck: Surviving to exactly 6 mana, which is easier against some decks than others, then using Relic Weapons which you draw either normally or through
Rise to the Challenge to create card advantage (by removing multiple minions or forcing multiple enemy cards to be used) or deal face damage, leaving the enemy to topdeck for potential answers while you pummel them down. When you run out of weapons,
Display of Honor (4) to get two back to outvalue your opponent. Alternatively, West-Wind Herald from your market will enable you to re-use spells from your void, with Brilliant Idea being a legitimate win condition among them. As a last resort, especially against aggro, Xo works well as a finisher.
Against Control: The easiest matchup of them all, you can easily afford to
Rise to the Challenge (4) into needed cards or win conditions along with your Merchants (6). You shouldn't have any problems getting answers to anything they put out, with
Resurface giving you plenty of options to choose from (namely
Bore), and
Eilyn's Choice (4) in the main deck against any big spells like
End of Hostilities (Relevant right now),
Grasping at Shadows (Relevant right now),
Solitude,
Maul,
Rain of Frogs,
Channel the Tempest etc. Be wary of possible counterplay with cards like
Unseal. Do not forget that in a pinch you can Rise into Merchants as well. As a possible win condition, you can rush the enemy by using
Champion of Fury from your market along with your merchants and
Throne Wardens.
Against Midrange: Your trump card will be
Auric Runehammer (2) from
Rise to the Challenge (4) which will let you remove any midrange threat in the game apart from very high HP ones like
Worldbearer Behemoth, because it will have 6 damage. It is advised to use
Molten Fist or
Stonescar Maul against beefier targets like Amilli (I recommend using Polymorph or Display of Honor against them instead). Otherwise, use
Eilyn's Choice (4),
Display of Honor (4),
Harsh Rule (2), and
Polymorph from the market to remove any threat that does not have Aegis. Use fast spells wisely and alternate between defending yourself and drawing to outvalue midrange decks. You may use
Rise to the Challenge (4) or
Resurface to get various required cards (especially Harsh Rule from Resurface), but some matchups don't let you do that too much, so you might need to rely on conventional means to survive.
Against Aggro: Use
Defiance (4),
Torrential Downpour, and
Hailstorm from your market. If all else fails, employ removal aimed against midrange,
Harsh Rule (2), and
Display of Honor (4) on your units, especially the
Jennev Merchant 4 (cannot be torched or permafrosted) or
Champion of Fury to lifesteal back up. When they run out of steam due to you getting value out of sweepers, draws and unit/weapon trades, finish them off with any means possible. If you draw a bad hand full of
Rise to the Challenge, get
Throne Warden (6/4 heal for 4) to keep you in the game.
Explaining Rise to the Challenge
If you treat this card as garbage: The deck has a lot of survivability, so having a dead card in your hand doesn't amount to much and can be counted as a sigil draw. Your usual win conditions, if you topdeck them, are just as dead in your hand as this card until their turn. Besides, for win conditions to be consistent you need to run multiples, which muddies the deck - this deck can afford to run 1 ofs
easily. Drawing Rise opens you up to a gallery of cards on any turn after the 3rd, not only one set win condition. Do not forget that this deck has a lot of cycling from Crests and Strategize which allows further dead card removal (and you can pull those dead cards back when you need them with Rise)
If you treat this card as a tempo loss: The card has an extremely strong synergy with
Auric Runehammer which gives you the ability to cleanly trade with most threats, and playing it on curve against midrange (Rise on 4, Hammer on 5) is viable as far as our playtesting goes. Other relic weapons benefit from this as well, especially
Starsteel Daisho with
TWELVE DAMAGE to face on turn 6.
If you'd rather just play merchant: The market can only hold 5 cards. All of them except Icaria are defensive, and they're limited in influence. You can be flexible and choose the exact card you need in a given situation with Rise, which has a larger pool.
Let me explain every single card that you might want to pull with Rise, and possible scenarios where you'd use it.
Merchants are self-explanatory, although that's a big tempo loss to Rise. However, this deck doesn't need tempo. Rise into Merchant is 7 power, you can use any market options next turn.
Auric Runehammer is one the main reasons to Rise, explained above.
Throne Warden is an amazing defensive drop that is a 2 for 1 because of Aegis and immediately heals you and buffs up your Relic Weapons. Becomes a 6/4 with Rise, which trades the same way like Runehammer but in a unit form - ignoring Aegis.
Starsteel Daisho is your main win condition because of how early into the game you can play it and how much damage it deals (12).
Molten Fist is the defensive relic weapon option, for when you want to smash up midrange units and still retain your weapon. Better than Sword of the Sky King because you can cast it on turn 6.
Stonescar Maul is similar to Molten Fist, where Molten Fist does 8 damage. However, Overwhelm on this weapon is extremely important and allows you to chip through tokens like Polymorph targets or Grenadin (Scrappy Hour).
Xo of the Endless Hoard, if pulled by Rise, is an alternate win condition that also has an immediate effect in form of a draw spell. This way, it's not a dead card to have in the openind hand as well.
With that out of the way, let's review the
Market.
Champion of Fury is a proactive play that closes out games, but, MOST IMPORTANTLY, it's a clean answer to all sites. Relic weapons cannot target sites. A good turn 5 play is ChaFu into Display of Honor, as well.
Hailstorm makes most aggro decks fall apart.
Polymorph is a solid anti-revenge anti-recursion removal which leaves a token that dies to your merchants.
Resurface lets you pull any spell in your deck to the top, such as Bore, Harsh Rule, Display of Honor, Brilliant Idea, and so on. Extremely flexible and it is simply a spell version of Rise.
West-Wind Herald is an extremely flexible market addition which lets you re-cast any spell you have previously casted (or had it discarded), and also serves as a chip unit against any type of deck that doesn't use flying units. Survives
Torrential Downpour, but not
Hailstorm. Once again, casting
Brilliant Idea with him is game-winning because you get to amplify without paying the initial cost.
Miscellaneous
Two
Torrential Downpour are great against aggro, can do anything a Snowball can do, like removing Runehammer. Suck a bit against midrange, hence having two of them. Also they clean up the Goats after
Display of Honor.
We run two
Auric Runehammer for semi-guaranteed Rise value, an increased chance of drawing it (because it's a good card), and to expend weapons to recur from the void. Why not 4? Because Hammer redundancy is dangerous, talking from experience. Ultimately, it's a dead card vs aggro.
Strategize (4) lets us put our wincons away in the deck without fear, as Rise will fetch them back.
Wisdom of the Elders (4) gives us plenty of value to overpower other decks.
Exactly 6 merchants is the perfect balance for this deck.
Two
Eilyn's Favor are for face aegis, which is important against things like Sabotage off Regent's Tomb or Solitude.
This deck usually wins the topdeck war because of the sheer amount of value you can get. 6 Merchants, 4 Rises, 1 Xo, 1 Daisho, 1 Maul, 1 Molten Fist, 4 DoH, 9 draw cards.
We've tried a lot of things. And I mean a lot. Most of what people may suggest may have already been tried. We didn't have Rise for a while at first. We had two. Then three. Then four. It only made our deck better. So did the other cards.
The aggro vs midrange removal has been thoroughly tested and thought about. Those are the ideal amounts as of this meta.
Countering Azindel's Gift is really easy - Merchant into Resurface is a 7 mana play, topdeck Bore next turn. Alternatively, use it proactively to keep your hand. Read the opponent, heh.
If you're stuck with a lot of power and a merchant or two in lategame, Resurface into Rise into Daisho/DoH works.
Before you ask, yes, this deck is teched to win against FTP Mid, FJS, Warhelm Rakano, Maul, TPS Relic Control, Vara Reanimator, Combrei Empower Crew and Kennadins. The only thing this deck is soft to right now is relic tempo through things like Golem Press and Xenan Obelisk due to a bit costly access to Bore. Haunted Highway could pose a threat because we don't have ways to tutor Gavel, but we run a lot of fast spells. Reanimator is countered by
Eilyn's Choice.
I guess the only difference is player's skill level. Excited!
It just seems to be to slow and the one bore main deck just isn't enough.
I moved the bore back to the market so Its more accessible.
As the previous posters have asked,can you recommend any changes?
I would appreciate it.
Thank you.
6 merchants and hailstorm is better than 4 hailstorm usually, because it's more all-around, unless you want to dominate them with multiples of those.
Bore into market is worse on average than the other options, as in, it's a specialized counter that occupies a market slot. But once again, if there's a strong resurgence of tempo relic decks, might as well. Also hailstorm can be considered a "specialized counter" in itself so yeah.
The idea behind this is to have 4 sweepers 2/2 split because Downpour pings off runehammer, and 6 turn 1 plays (4 defiance 2 torch).
Of course, you're automatically weaker to other things like so.
Edit: Defiance can also help you against Blitz because they'd spend a crap ton of resources pumping a unit whilst you just defiance it.
Edit: I've also been running [Injins Choice] over [/Bore] for the reasons I discussed in my last comment. It's been a functional replacement, I haven't run into a situation where I lost because I didn't have double attachment removal, nor have I run into the problem of needing attachment removal and only having green merchant, so the difference seems marginal.[/avigraft][/defiance][/snowball]
However, critiques aside, I love to see people working with a deck that I really love and believe to still be powerful. I like the inclusion of Eilyn's Choice as a way to answer Kennadins and Reanimator maindeck. I love the work you all are doing for the archetype and would love to share lists and testing results as I will always be jamming Icaria Blue in my spare time.
Suggest what to remove in market for Gavel mate, don't just randomly suggest. Sorry. We explained our Market thoroughly.
Fist is too greedy and too situational - a 1 of of Warden is 100% better because of Rise. Otherwise it's a dead card in an aggro matchup. A lot more dead than Harsh Rule which clears the turn it's played instead, for example. Imagine dying to Skycraggro because you drew three Wardens
Winchest is able to pull J removal cards whereas Howling Peak cannot, which is extremely important - how come you suggest more sweepers whilst removing the ability to cast them by having a Howling Peak smuggler? Although with EotS in market which is a semi-late game option it could be possible.
As for sweepers in general - we are likely replacing Vanquish with Harsh rule, should be fine.
Howling Peak merch's damage is pretty irrelevant apart from Hailstorming 4 HP units like Amaran Stinger, I don't see THAT much value in it. Why? Because Amaran comes down in the same turn, so the Howling Peak merch is useless there unless you tank the infiltrate and Hailstorm / Torch next turn. The cutoff point is significant for sure but I can't recall any important minions having 4 HP - we have Runehammer for that anyway.
All in all, Winchest is for consistency, not the body. It grabs important cards. We'll see though.
Don't forget that this isn't your Armory. This is FJP Control. Even though we kill things with relic weapons, the decks aren't too similar. The title is Pretend Armory.
Ty for suggestions though. Vanquish definitely is one of those proactive plays that we can replace for Harsh Rule, which has more flexibility albeit more cost.
Icaria Blue used to run Icaria maindeck, I don't think you can call Icaria Blue something which has her in the market.
Sorry if I was being dismissive, I'm thankful for feedback, I merely explained how things are the way they are. Also it's just a good sport to say what to replace cards with instead of suggesting to add new ones - that's how decks work after all!
About Gavel: Seems too greedy, is used in too few matchups, we run 6 merchants so using all 5 of market slots sounds good. We already counter Reanimator with DoH/Enforcer, Eilyn's Choice for Grasping and Avigraft if they ever play the first Vara instead of Grasping her. Oh and Bore removes Monolith and Harsh Rule cleans their board, provided they didn't Stand Together in the same turn.
About Ijin's Choice: Really nice suggestion, we will consider it, sounds good. We don't care about permafrost. SMOrcing with Red Canyon Smuggler happened fairly often (we tried Warhelm in that slot earlier). If we ever face TPS Relics I'm sure we'll have a way to pop aegis, with Torches and Snowballs and Mortar.
Ultimately, Peaks is a lategame control card that is fairly unnecessary because mirror imaged units and/or Kaleb are extremely susceptible to Baby Vara and overall removal. Honestly, I'd rather Rise Maul on 6th turn and hit them for 8 removing 32% of their HP rather than Site. That being said, feel free to put Peaks in market and see what happens. We've tried it.