This is my first true attempt at creating my own brew, after tinkering for a while and poring over articles related to certain builds. I am a beginner at Eternal, so my collection is lacking, but I wanted to find a way to begin climbing in ranked and be able to complete Gauntlet - the Flying Gunslinger deck was born!
It's an amalgamation of gunslinger synergy and hard-hitting flying units; decks at my level (currently silver 1 at time of writing) don't seem to have adequate defense to counter flying units, with the rare exception of some vanquish or silence spells. It's relatively beginner friendly; I was able to collect most of the bigger items here in packs and only used a minimal amount of shiftstone to craft cards.
I will try to give my rationale on my picks here, as I think it'll be useful both for myself and perhaps other beginners. Comments/feedback would be appreciated!
Without further ado:
Hojan, Crownbreaker
I updated the 4 infantry with 4 Hojan to take advantage of the lifesteal. Higher cost but hasn't seemed to be a problem.
Finest Hour
Just a great card all around, I'm finding. Fantastic on lifesteal units like Whirling Duo and Unseen Commando to boost face health. Also can be used with Vanquish on enemy units as a battle tactic, allowing to punch for lethal in some cases.
Oni Ronin
A solid low-cost unit for beginning of games. Warcry is useful to begin buffing subsequent units.
Steady Marshal
Another useful low-cost unit that can really take advantage of gunslinger synergy (paired with other Marshals or Crackshot Fugitives can really build up unit stats).
Torch
Widely considered to be one of the best cards in game currently, I think. The utility of 3 damage for 1 cost is tremendous, and I've won several games where my opponent was low on health but had developed a barricade of high-level units to defend. Torch to the rescue!
Champion of Glory
Usually by the time I pull this unit, I already have placed enough influence that he comes right in as a 3/3 with Quickdraw and Endurance. This makes him particularly useful for midgame scenarios, too, as he can attack and defend, depending on needs.
Crackshot Fugitive
Best paired with cards like Marshal in this deck, as when the latter comes into play, he auto adds a weapon onto himself. Having a Crackshot (or better, multiple) ready to attack when you've developed the board first allows the unit to really build stats that could even rival some bombs in the right spots.
Ornate Katana
Value card that boost attack slightly; I think the higher value comes from being able to dig. Every card can benefit from having Katana placed on it, even low-stat units like Infantry; Crackshot indirectly benefits from the aforementioned because she can leverage the weapon addition to boost her own stats.
Rakano Outlaw
A solid 2-cost attacker with Quickshot and Warcry, allowing us to prolong defense in the opening and boost unit stats for subsequent pulls.
Vanquish
Such a great card to hold in reserve for when opponents unknowingly boost low-tier units or develop a bomb for the finish of a game. Have paired with Finest Hour on an opponent's unit as a nice battle tactic.
Unseen Commando
Part of the bread and butter of the build - flying units like Unseen are tough to defend against in the lower rankings, as it doesn't look like a lot of decks are set up to hard counter flying. Lifesteal is super useful, and his skill allows him to self-boost his own stats prior to attacking (in addition to boosting any attacking unit that has 2 or more skills).
Valkyrie Enforcer
Another killer flying unit. A good draw can have these harassing opponent units as early as moves 3 or 4, and they come with a summon: silence effect to boost, which may prove useful against a wide variety of creatures. Opted for 4x here as the deck needs these bad boys on the board.
Whirling Duo
Charge + Lifesteal can turn the tide of the battle as play shifts from the opening to the middlegame. Being able to stack the lifesteal with a unit like Unseen Commando means potential huge health swings in your favor.
Hammer of Might
A lot of the decks I saw with bulked up flying units seemed to have forgone these, but I think the utility here when combined with lifesteal or Crackshot's skill provides great value. An early pull means placing these on a Marshal or other low-cost unit in the opening, which could make the opponent fight on his heels for the rest of the match.
Deepforged Plate
In all honesty, if I could swap out the Hammer of Might for two more Deepforged Plates, I'd do it. Although there is something to be said for the Hammer's lower cost, Deepforged's higher attack coupled with Overwhelm can be devastating. However, for beginners it may be hard to procure multiples of these right away (or even one at all, as it took several packs to draw one for me), so I'll leave it at one. Replacing for a third Hammer might be a good option, too.
Power Cards
Currently at time of writing I am using 9 fire, 8 justice, 4 Rakano Banner and 4 Seat of Glory, and rarely have I run into problems - outside of the few games where I'm either power starved or drawing only/too much power. Those games are outliers, though. I might like to squeeze in Diplomatic Seal at some point; however, I currently do not have any so needed to make compromises along the way.