[
For those that have Copperhall Bailiff: -1
Finest Hour, -1
Protect, -1
Awakened Student and -1
Hammer of Might fits in four without missing a beat. Deck works 100% fine without them but they're still a great addition.]
Hello! I've been using this deck to grind Masters Gauntlet successfully, and I can confidently state that it is three things:
Consistent - A low curve and a simple influence base reduce your chances of being screwed out of a run just before getting your silver chests. You can (and will) easily win games with clunky draws, just 3 power is plenty for most of what this deck does.
Resilient - This deck wins with a simple, and very effective strategy - clog the board and swing with one huge flying lifelinker every turn until you win. Redundancy is built into every facet of this deck, ensuring that you can successfully achieve this strategy against every AI deck and most gauntlet bosses.
Cheap. No legendaries. No
Copperhall Bailiff requiring you to spend money or skip four drafts.Only 17,500 dust to craft the entire thing from scratch, with several budget options to make it cheaper.
It's not the most exciting deck or strategy, but it boasts a great gauntlet winrate with minimal dust investment.
The "Core"
Paladin Oathbook - Keep in mind
the +1/+1 is permanent. This card gives you inevitability, and allows you to play in a way that stalls the board and goes over the top, which helps reduce variance and increases your winrate significantly. Four copies is mandatory.
Silverwing Familiar - Small and unassuming, but easily the single best creature in this deck. Its unique combination of evasion, lifelink, and self-protection allow it to take over games once combined with any weapon or with an Oathbook in play.
Karmic Guardian - The endurance allows you to swing with a huge lifelinker while having little other board presence to protect against a backlash. If you have a protect in hand, you will often want to save playing this until turn 5 (assuming you're not dying very quickly).
Unseen Commando - Dusk Road's greatest contribution to this deck, its ability triggers off attacks from any of your core creatures - including itself. They also stack if you have multiple. On a budget, forge these last, as they cost the most shiftstone.
On a tighter budget, while you can replace most of cards in this deck with other options (explained below), lowering your count of lifelink flyers will seriously harm the deck's ability to function.
The "Equipment"
Vodakhan's Staff - Extremely cost efficient equipment that will come back if removed early on. This is the best equipment for the deck.
Hammer of Might - This is basically just a fifth (slightly more expensive) copy of
Vodakhan's Staff. While the warcry is nice, it's often-times going to affect something that isn't going to factor into your gameplan (like having a very large silence creature or wasp).
Gemblade (from
Emerald Monument) - Ideally you'll want to let your monuments transmute, but five other +3/+3 weapons means it's not the end of the world if you have to play them for power. Replace with
Justice Sigil.
On a tighter budget, replace the 5 weapons with 4x
Gilded Glaive - that's a savings of 3,600 dust!
Additional Board Presence
Awakened Student - Attacks from these will often clear the air for your real threats as your opponent double and triple blocks them to be rid of their perceived threat. Sometimes they will win you the game on their own.
Rhinarc (from
Amber Monument) - Transmuted amber monuments don't fly, but overwhelm means they plays very well with
Paladin Oathbook and your weapons. On a budget neither monument is strictly necessary, but between the two I prefer amber over emerald. Replace with
Time Sigils.
The Supporting Cast
Finest Hour - The Gauntlet AI is
awful at tricks, so you can happily chump attack into huge blowouts with the use of this.
Protect - One of the main problems with the strategy of riding one large guy to victory is that your opponent is going to take every chance to defeat that guy. If your hand is light on threats but big on pump, you will want to wait for an extra influence before running your guys out there.
Clearing the Way (with Silence)
Desert Marshal and
Valkyrie Enforcer - While it's tempting to use your 8 copies of silence to get rid of annoying abilities, you can generally out-lifesteal most opposing strategies. Because your deck often relies on attacking with only one attacker and leaving back a board presence of blockers, you will most frequently use silence on a flier to ensure that one attacker can get through. Don't waste these early, just when your creature is large enough to finish in a few swings. (
Obvious exception: silence things that are causing you damage very quickly, like "Strangers get +1/+1")
On a tighter budget you can replace
Valkyrie Enforcer with
Archive Curator.
Desert Marshal is not really replaceable, but it's playable in ladder decks so it's a safe investment.
Removal
Vanquish - Sometimes this is the only thing you can do against some lucky draws against decks like Forgemaster.
Scorpion Wasp - Removal that can also turn into a win condition in a pinch.
You prefer more copies of
Vanquish over
Scorpion Wasp because sometimes you need to kill 4 power blockers, but I like having the split.
This is an updated version of
Gauntlet grinder, credit to them for the original deck idea. Happy grinding!
I was stalled out at gold level gauntlet so I tried out this deck today.. I used a modified version of this deck ( I didn't have all of the cards). After 1 hiccup that was mostly my fault, I modified some of my replacement cards and added the Copperhall Bailiffs and soared from Gold to Master with no losses. I would say I am very happy with this deck. I agree that the Copperhall Bailiffs are needed in replacement of some of those spells They really slow down any early aggro, but more importantly bring down the attack of mid sized units so they can't kill your blockers. This stalls out the AI even if they have tons of units. Thanks a bunch!!
- All decks have their strengths and weaknesses, so if I had one weakness to report I would say that the heavy influence requirements on low cost cards (2 influence of a single color on 2 and 3 cost cards) can sometimes stall you out early on bad sigil RNG. Thanks again!
This is my actual version of this deck.
3 Finest Hour (Set1 #130)
2 Infinite Hourglass (Set1 #67)
3 Awakened Student (Set1 #331)
3 Desert Marshal (Set1 #332)
4 Paladin Oathbook (Set1 #140)
3 Protect (Set1 #132)
3 Vanquish (Set1 #143)
4 Copperhall Bailiff (Set1001 #5)
2 Scorpion Wasp (Set1 #96)
3 Shush (Set3 #259)
3 Silverwing Familiar (Set1 #152)
3 Unseen Commando (Set3 #122)
3 Valkyrie Enforcer (Set1 #151)
3 Vodakhan's Staff (Set1 #336)
3 Karmic Guardian (Set1 #341)
1 Passage of Eons (Set1001 #3) <------ for relics remove or long game flying units down
6 Time Sigil (Set1 #63)
2 Amber Monument (Set1 #420)
7 Justice Sigil (Set1 #126)
2 Emerald Monument (Set1 #422)
4 Combrei Banner (Set1 #424)
4 Seat of Progress (Set0 #58)
4 Diplomatic Seal (Set1 #425)
I don't want to offend OP, just a fair warning for newer players.
I'm new to Eternal (2 weeks in) and have been grinding Gauntlet to Master rank with my cheap Rakano Warcry and Feln Infiltrate decks. However, both my decks falter around 5 wins so I often just miss out on silver crates, I found this promising list and spent all my Shiftstones into it to complete it. 12 runs in I have yet to reach 4 wins even. This deck has some serious consistency issues. It is highly dependent on the right top decks, it can't recover from a bad boardstate. It either steamrolls with auto-pilot victories or it lags hard. This isn't a consistent Gauntlet deck.
-2 protect, - 2 finest hour, -1 awakened student, -2 desert marshal
+3 Icaria, Valkyrie Captain, +4 copperhall bailiff.
My basic impression of the deck is that it runs too many reactive cards that are dead in hand if you dont draw something useful. I also found that I would get up to 6 green in about 40% of my games so I added the Icaria. Bailiff is an excellent idea and probably won me a couple games.
After my changes my next 4 runs where as follows: 3 wins, 3 wins, 3 wins, 2 wins. Still kind of underwhelming, but at least it was performing noticeably better. The main weakness to me is the potential influence screw around the 3 power range. The 3 and 4 drops in this deck require two green or two yellow, and 3 of my 4 losses came from this exact scenario. The fourth loss came from the ai getting a nut draw, so I don't think it was the deck's fault. Its a shame combrei doesn't have a crest or it would be an auto include for sure. I hope you guys get more luck than me.
I have hundreds of games with this deck and iterations of it in testing. Dozens of people have reported success with this deck both at masters and to climb to masters. You have a sample size of either 9 or 10 games, during which you posted either a 4-5 or 5-5 record, and you really feel confident in your assessment of the deck? I find that interesting. I find it more interesting that you got stuck on two lands in 20% of your games in a deck that plays 29 power and somehow that's the deck's fault and not just simple variance.
I really hope you'll updated it with the new camp and even better - to create a non budget version maybe :P
4 Desert Marshal (Set1 #332)
4 Paladin Oathbook (Set1 #140)
4 Protect (Set1 #132)
4 Reinvigorate (Set3 #112)
2 Vanquish (Set1 #143)
4 Knight-Chancellor Siraf (Set1 #335)
4 Scorpion Wasp (Set1 #96)
4 Silverwing Familiar (Set1 #152)
4 Unseen Commando (Set3 #122)
4 Valkyrie Enforcer (Set1 #151)
4 Vodakhan's Staff (Set1 #336)
4 Karmic Guardian (Set1 #341)
6 Time Sigil (Set1 #63)
7 Justice Sigil (Set1 #126)
4 Emerald Monument (Set1 #422)
4 Combrei Banner (Set1 #424)
4 Seat of Progress (Set0 #58)
This is the non-budget version of the deck I've been playtesting.
I'm also having fun with Jaril, from dead reckoning, in this deck.
Much appreciation for putting the time and effort into the description.
> 17k dust
seemsgud
When you compare the winrate of this against gauntlet staple grinders like burn queen, the budget nature of the deck is inarguable.
4 Finest Hour (Set1 #130)
2 Minotaur Oathkeeper (Set2 #70)
4 Protect (Set1 #132)
4 Awakened Student (Set1 #331)
4 Desert Marshal (Set1 #332)
1 Paladin Oathbook (Set1 #140)
4 Vanquish (Set1 #143)
3 Auric Record Keeper (Set3 #258)
4 Gilded Glaive (Set1 #125)
3 Scorpion Wasp (Set1 #96)
4 Silverwing Familiar (Set1 #152)
2 Unseen Commando (Set3 #122)
3 Valkyrie Enforcer (Set1 #151)
4 Karmic Guardian (Set1 #341)
5 Time Sigil (Set1 #63)
3 Amber Monument (Set1 #420)
1 Amber Waystone (Set3 #51)
7 Justice Sigil (Set1 #126)
2 Emerald Monument (Set1 #422)
1 Emerald Waystone (Set3 #101)
4 Combrei Banner (Set1 #424)
4 Seat of Progress (Set0 #58)
2 Diplomatic Seal (Set1 #425)
I tried 6 or 7 Gauntlets with it and never came farther than the third enemy.
I am either mana starved or start with like 3 Desert Marshal and nothing else that could help me.
Since the people here are generally having good results i wonder whether there is something to this deck i am not seeing, like a deeper strategy that i just don't get.
Help would be appreciated.
Be a bit more choosy in your keeps and redraws - knowing the enemy AI helps a lot here, knowing when you can bank on a slower hand vs when you need to dump a ton of dudes out early vs when you need to dig for vanquishes or protects. Any hand with a lifelink flier is usually keepable, even if it's only a 2 lander - you'll usually get there.
Mana starve happens, but it's usually not too big a problem since the curve largely ends at 3 (though getting flooded is fine with things like vodakhan).
Variance is gonna hurt you some games, sometimes it seems like nothing can go right. This is at the end of the day a GRINDER, not a silver bullet. You get back on the horse and try another.
You could definitely try Copperhall Elite in place of Awakened Student, I certainly don't hate the idea. Could work just fine.
This isn't the deck's fault really. I think the dev's increased odds of power flood/screw and poor draws for Diamond/Master runs - they have never been so bad before. You'll notice the AI nevers get power screwed. They sometimes flood, but they never actually get stuck on 2 power. I think it's designed to be quite unfair. Some of these master gauntlet decks are tough to beat. They get perfect 10-11 card draws before flooding out, and sometimes it's just crazy thinking about how to survive until they are out of gas :/
https://www.dropbox.com/s/bwa0gd0qg5yuofu/20171231022253_1.jpg?dl=0
^ This game was actually winnable, but like, this is just too insane of a draw for this deck.
https://www.dropbox.com/s/fns464i140h7xc9/20171231022952_1.jpg?dl=0
^ The very next game. A loss. Got 20 gold for my efforts.
https://www.dropbox.com/s/qd81q2k6u68jo58/20171231025118_1.jpg?dl=0
^ Started a new run, and another BS game. I actually had Protect too, but he had both Rebuke and Chill and the Fencing Master. I don't think the AI's draws are random. They get the nuts every game.
https://www.dropbox.com/s/7rxe9s2vv8sudoj/20171231030533_1.jpg?dl=0
^ This is the second opponent in the next gauntlet. This is the hand I got after a mulligan. Opponent has 7 power and we're stuck on 2. I swear, being stuck on 2 power despite an insane number of turns literally happens 50% of the time.
But hey, let's keep playing... our opponent is durtling and just casting spells...
https://www.dropbox.com/s/qt7ojqszgm68gi5/20171231031055_1.jpg?dl=0
^ Whoops. Our cheating AI played a 4/6 the next turn and then two 10/10's once we finally started developing. So much for lifesteal :/ Also what is not apparant is that despite having 2 Protects, the opponent had 3 silences.
https://www.dropbox.com/s/lnzhh1nk6x5wi1n/20171231031643_1.jpg?dl=0
^ We managed to find a win anyway, but that's just the first game... now we're onto the 50% chance to lose game, so not feeling hopeful.
https://www.dropbox.com/s/tuvgv4h4niai2yv/20171231032642_1.jpg?dl=0
Yep, I was right - not looking good... screwed at 2 power again. The opponent is at least nice enough to make it night so we can draw some cards, but our two draws are both depleted power, so we basically skip our turn. Coincidence? I think not.
https://www.dropbox.com/s/1jfn0wsydn6pyk6/20171231033024_1.jpg?dl=0
^ Turns out, if you miss a 3-drop, you probably just lose the game, especially with this PoS hand. Just how many times does the game give you 3 of the same useless card?
https://www.dropbox.com/s/1o8dip9zgcxa7b7/20171231033706_1.jpg?dl=0
^ Prediction correct. We lose, despite several crafty plays to get even this far.
I don't think any deck is immune to this crap. It happens 50% of the time for me regardless of have many power I use in my deck or what deck I use. It's demoralizing that they do this so you are forced to buy packs instead of grinding this.
This deck does as much as it possibly can to get out of its own way and to reduce variance, but at the end of the day you're still gonna have some. I keep coming back to this deck because it's the one truly budget deck I've found that really can hang in masters gauntlet.
I appreciate the feedback, I hope to keep tweaking and tuning this deck to perform better!
My only suggestion is to drop the monuments. Those are just asking to get mana-screwed. They might work in normal statistical variance in ranked, but don't count on it in the Gauntlet. Besides, the deck has too many 2-color requirement cards, so I don't think we can seriously risk a failed run over such a minor upside that occurs far less than the power screw that they cause. Ideally, we don't want any power to come in depleted except for maybe the first turn, but after that, it's just too much of a risk. I often found myself skipping a 2-drop on purpose just to guarantee a 3-drop or 4-drop to work around the monument. This is pretty silly - we just gotta use more sigils.
You just have to reframe your expectations of them, be more willing to run them out there turn 1 and 2 when you don't need the power, don't force the transmutes. As you play the deck more, you get a better experience of when you should run them out there and when you should angle for the transmute.
I don't actually agree that depleted power is all that bad for this deck. It's perfectly fine for you to run an Awakened Student out on turn 3 and then play a depleted power after it, and then next turn a three drop while holding up protect or finest hour. Skipping a two drop just to guarantee a 3 or 4 drop is actually fine in most matchups. Sometimes an awakened student is "just" going to be a chump blocker, and that's okay - because you fly over the top with huge lifelinkers anyway, you win almost all extended trades.
I want to explain what I meant about the monuments. If you lose a game because your power was bad, then that's a case where a card just lost you a game. Just how many games do they win you that you wouldn't have won due to the transformation of the monument? I'm not talking about ranked here - I'm talking about the gauntlet where your opponent never gets power screwed, a mode where they can dump their hand as fast as possible with perfect draws, and you probably get more screwed than you should. In this type of environment, there will be more % of games where the monuments are bad compared to when they are good, and even if 50% of the time the monuments win you games that you wouldn't have otherwise won, that's still such a high risk for a mode where losing is the worst thing that can happen. In Gauntlet, you want consistency - like brutal consistency with no compromises.
And yes, I always played the monuments first to get rid of them as fast as possible. However, you cannot curve out if you are forced to play them on turn 2, 3, 4, etc. This is why they are bad. Playing a mentor on 2 is almost universally better than playing it on 3. It's only better to hold it if you think they have Lightning Storm or something like that, but if it's destined to get torched, you might as well get that over with so you can do something on turn 3. Because if it dies on turn 3, then you've done nothing for 3 turns and your opponent probably went first (like they almost always do) and is now on turn 4, filling up their board with minions you cannot possibly deal with. In Gauntlet, this is the #1 reason you lose (that, and power screw, which usually both occur at the same time).
As an aside, if you cast Sabotage against the opponent and take their favours and seek powers, you will actually see the AI power screwed for the first time. The deck is fixed, so if you mess with their power, the deck doesn't function for awhile because it made assumptions on power and the cards were weaved perfectly. Once I realized this, you really have to have the most consistent fast power you can. Any depletions before an essential play on an essential turn will cost you the game. I think the best theoretical gauntlet deck would have to include Sabotage. I've been running a Justice/Fire/Shadow deck now that is just doing stupidly well now. You can preemptively take their removal and silences before dropping your bombs, and this kind of consistency when you add it all up is just insane.
I also tried it on 3 ranked games (bronze to silver it is true) and I won all three. With the Protects and finest hour you draw out so much of the enemy removal).
Big thumbs up man. I just started playing eternal a week ago and I was looking for a cheap list to farm the masters gauntlet and yours hit the spot. I did not craft the staff and hammer cause they were too expensive (I have the currency for it but I see no point in doing it). Deck works perfectly fine with Gilded Blade. I also only have one each of the monuments.
All in all it cost me 6k to craft what was missing and I think the return value will be there very shortly. So thanks again.
Thanks for the feedback friend, happy it's working out for you! :)
I'm not actually super sure, as the list is pretty tight. It's generally good in terms of threats, mostly you'd want to add things to shore up your defensive game to ensure your strategy can get online. You have a few spots that could easily get cut without affecting the overall strategy (1 of the Protects and 1 of the Finest Hours, 1-2 sigils.) Copperhall Bailiff and Leave a Witness could both be such additions that also play well with the existing strategy and consistency of the deck.
You could easily replace the Awakened Student with something like Knight-Chancellor Siraf or Auric Record Keeper.
Cards that I regularly see in Combrei lists that I definitely DON'T recommend to "un-budget" the deck are things like Tinker Overseer (way worse than Unseen Commando), Stand Together (which just ends up being a more expensive Protect 99% of the time), and generic "good things" like Mystic Ascendant or Sandstorm Titan (high cost bombs or ones that heavily alter the deck's strategy when it comes down - at that point just play a "Big Combrei" list that's tuned for Gauntlet - this deck is built for consistent draws and a predictable winrate.)
Too much tweaking and high costed "bombs" make some opening hands/mulligans SIGNIFICANTLY weaker, leading to random losses in game 4-5 of a Gauntlet run - which is among the worst feelings in the game. The fact that you can easily win most games with 3 influence is actually pretty crucial to the deck.
Keep in mind, the deck struggles more against decks like Forgemaster that assemble one huge monster (when you can't draw removal or race) than it does decks that swarm a bunch of Grenadins or fliers out there. Usually you can just out-combat a big board. Keep in mind, while your primary game plan is "threat light", this deck isn't actually THAT creature light. You'll usually have enough guys to stall them off from attacking, even when they have overwhelming board presence - due to the nature of the AI.