This deck breaks spire in a completely new way.
Apologies to anyone that had to endure playing against this, also 2 of my losses were to Blake... so thx Blake! :P
This list is by no means completely fine tuned. I started with a general shell that was quite successful when I first came up with the idea, that "went off" and tried to get an advantage by using shimmerpack as the main win condition. It was fine, but what I noticed is I often had 20+ power and not much to do with it, so I started exploring Sol's rest and
Talir's Unwinding as the top end. For any of you MTG players out there, this would be similar to how Balance is an even card, except when it isn't, it's incredibly broken.
So what are we doing here?
Most of the time, you want to be playing
Spire Shadows on your 4-5th turn. Then turn 6 would be the turn you start getting the typical Spire massive advantage. But this is where you go over the top. When you hit 7-8 power on your turn and you have a merchant, you win the game most of the time. You have a few different avenues to this, they are heavily dependent on what you are playing against and you need to always keep track of the different ways you have available to go off or get an advantage. It's easy to make an incorrect choice and I would recommend practicing a lot in gauntlet.
0 cost cards with sol's rest being returned and played again. Get extra turn with a clear board, and then either Talir's to fill your board, while the opponent shuffles all their cards away or Accelerated impact for lethal. Not the only way to win, but by far the most common. Against aggro, you can win by just being a Merriest Mandrake deck. After Spire, Merriest Mandrake drawing costs almost 0 power, so you can get an advantage very quickly, and gunk up the board. Sometimes, your opponent taps out and you just merchant for Accelerated Impact. Impact does almost what Shimmerpack did but for 2 power, often giving everything somewhere between +3/+3 to +5/+5.
Common Mistakes
It's tempting to park a full cost
Explorer Emeritus in the market, but try to keep it so that you can start drawing extra cards after Spire.
You don't need to block, if you are not playing against an aggressive deck. You gain a lot of life throughout a game, so if you need to air on preserving your creatures over your life, that can be a better strategy.
Play your 1cc units in a way that you can market on 3 power.
Happy Playing!
Edit:
Updated to the latest list. Shimmerpack is back in, but this time in the main deck. Not sure why I missed that it becomes a 4cc 8/4 pump before. Also tried versions with
Eager Offering, mostly so that I can also run some number of
Common Cause, but It was not a great draw after Spire was played.
Edit 2:
Leaned more into Shimmerpack because the 8/4 pump has been very good. I moved the merchant numbers around for consistency reasons, but i'm not sure if that is completely right.
Edit 3:
Likely the last edit for this deck, post Distillation nerf.
It's an interesting suggestion for sure. I tried it and the first thing I thought of was that when trying to improve the deck to make it a better worldpyre deck, I was starting to make it a worse spire deck. That being said, your suggestion did end up taking me down the road of building this seasons deck which I took to Masters. I could see this deck leaving spire behind, and removing some of the dedicated cards like azindel or emiratus for more pyre centric options.
Pyre into Sol's Rest will always be a blast though, your TJP build looks fun too.
do you have problems with spell negation? i think that's gonna be an issue if this deck gets popular and people learn how to play around it
thanks for sharing!
Tbh I have not played against a lot of spell negation. I can see it being a problem if it also paired with some pressure. I'm not as worried about it with the addition of Shimmerpack back in the deck. Generally speaking, our worst matchups include a lot of pressure and disruption. The new jekk is very good against us the first few turns. If we can get our power set up, it's hard to lose though. It's true though that a large part of the advantage about playing this deck early was the opponent's unfamiliarity.
Most of the losses come to power issues early or flood later. I've been having a bit of a mixed experience with Distillation in the deck. I'm trying out a version right now that replaces them with Wrath of Caiphus. Not sure how much it will hurt Derry's Ultimate.
i had a couple of Eremot's Designs played against my 0 cost army and it was devastating :(
Two Mana wrath of gods to punish our cheating. They haven't been around much, since they aren't good against stonescar.
Happy you enjoyed it. I'll be sure to share my future quirky decks.
The deck doesn't suck at all, I'm over 80% win rate with it. I barely have time to play having a kid and easily made masters.
I wonder if Ancient of the Ice Caves would be good, in the market or main. Doesn't benefit from Spire, but it costs 6 or 8 total to play and activate with 2 or 1 Mandrakes out, and draws 9 or 10 cards. It also ramps Azindel, the Wayfinder and can be potentially be reused after Sol's Rest.
I'm trying out replacing the Accelerated Impact with Katra, the Devoted. When you fully combo, you can reactivate ultimates to buff you board, and it also stacks buffs along the way if you get it before going off with Mandrake.
I'm apprehensive about replacing accelerated impact though. I feel like it would make the deck more and more inconsistent if we rely on mandrake too much. Impact is a one big burst, usually after your extra turn, but the opponent also needs to keep things back or lose to your 0 power dork army.
I'm really trying to fit one more shimmerpack, and for some reason keep getting power flooded lately. But going down to 25 power seems too low.