The key with gauntlet isn't winning, it's not losing ...
... when you get 2 power, again, on your starting hand;
... when the AI gets that pummeling aggro start;
... when the boss setup is ridiculously unfair;
... so you can go 7-0 to make it worthwhile.
This deck does the above reliably, and went 42-0 once, but that was with lots of luck I realize. Now it's likely to go 2 boss wins for every loss somewhere.
Credit to YurickYu and his
(Gauntlet Grinder) Argenport Midrange - 1st place that inspired this deck, lifesteal definitely kicks AI ass.
Very satisfying to play this if you have been foiled by Gauntlet and want some
revenge.
v2 Update: improved chances for undepleted power to make first two turns do more. Harsh Rule is back, as the AI gets OP sometimes.
Draw - Look for Three Power
Gauntlet's single redraw is used here only where there is no pathway to three power. You can't take risks in Gauntlet, it's about consistent wins so look for a
Justice Etchings or
Condemn to to three power. Also look for a 2 or 3 drop unit (there are lots) so the AI doesn't kill you by turn 4.
Opening - Tempo is Key to Regain by Turn Three
Play your depleted power and build influence in the first two turns, while removing nasty warcry or other 1 health enemies with
Condemn. Play Crests first to balance your hand. Only save Etchings if you have a path to 4 power.
Crownwatch Paladin was a recent add due to "can't beat 'em, join 'em", and is great to play on turn 2.
You want an undepleted power to play a three cost unit on curve, ALL of the threes in this deck do multiple things for example:
-
Blightmoth for wide AI or 1 health bombs;
-
Valkyrie Enforcer to silence interaction threats;
-
Stonepowder Alchemist good for all occasions, but especially if the AI has nothing happening to draw out removal and gain precious life which will sustain you until a finisher shows up. This is my favorite card to see in the deck, it's a wonderful health pick-me-up, good blocker, and seems to always revenge back in at just the right time.
Midgame
You have LOTS of removal to manage if the AI starts to click, but you still need to TIME your removal for maximal impact. Unless the AI has a unit that grows rapidly, has warcry 4, etc. just let them hit you with their token units, flyers, lifesteal, etc. The deck has many lifesteal units that will replenish things and if the AI gets to 50 health and you have 12, who cares so long as you ultimately win.
Use the market to help with this, getting bonus or very cheap/timely removal in various flavours.
Endgame
Play a finisher when you can, like
Rolant, Iron Tyrant, preferably playing it before removal so you can start spawning the
Silverblade Reaper (Nightmare Valkyrie) army that will inevitably crush the AI. Attack with the Reapers and other units as the AI will robotically block when it thinks it's getting a good trade or to prevent excessive damage even though the result is just to give you more of your flying monkey army to kill their next units.
Boss Beatin'
It's either beat them or take a beating with the boss, here are some tips for some of them, with the toughest ones first:
Spells Make Units - redraw for maximum spells, and play spells over units pretty much every time ... tough one.
Battle Skills Get +1/+1 - look for two or more battle skills in your opening draw, and use up your other units a little more wastefully than normal as AI has removal for units without multiple battle skills.
Decay - look for Blightmoth, take advantage of the fact that the AI will not attack if it sees a bigger unit, despite having decay.
Starting Influence - notice when the AI is getting close to five influence, try to have removal ready for the Scion.
Starting Max Power - keep higher cost cards on initial draws without redrawing, pending influence requirements.
Play 2 Power Per Turn - don't redraw if you have lots of power, try to start with as much power as possible
Replacement
If you need to substitute anything, swap in cards that do 2-3 things, with a good summon or entomb that will leave you with a card, power or unit advantage over the AI.
Other considerations are any lifesteal and multifaction cards that trigger either market swap with the etchings.
Harsh Rule was added back after a couple shocker losses when the AI gets ridonkulously lucky.
Enjoy!
Play with this deck, love to see comments and feedback. It's fun to be on the brink so many times and see this deck come back.
I was playing the original version and had a couple of 7-0 runs, but found it kind of inconsistent. Then, I looked over here and saw that you made some changes! So, I was like, "I'll give those changes a try!". I was a bit skeptical at first (I liked Strange Ally being able to give my units endurance) because you took Strange Ally and Kodosh's stranger out.
But, after trying out the differences, I feel like it's way more smooth and consistent! I'm 14-0 with it so far and I don't think I've had one close game. Lol.
The main deck Cast into Shadow is awesome! That's the main card I was pulling from the market anyway, so it being in the main is great!
TLDR; Thanks for the deck! I'm 14-0 with the new version. :)
I almost lost to the Great Armory deck, but they Harsh Ruled themselves (they had like 5 creatures and I had Vara without buffs), allowing me to get back in it. Lol.
But, I'm going to try out these new changes! I'm looking forward to Malediction being in here. :)
Edit: Remembered it was the Great Armory deck and not the strangers deck.