So I reached masters on this list.
This is of course an improved version of the first one I've posted. The biggest differences are the 2 pristine lights in the maindeck and the alchemists.
The alchemists were necessary as an anti aggro tool and an alternative wincon if your opponent deckhates your cliffside porters. (It is still way better to go off with the porters then with any other unit)
The pristine lights are just insane value and add some missing removal.
If you kill your first cliffside porter with revenge and xenan initiation, once they come back you can:
Suicide both 1/2 porters with killer into something -> pristinelight -> draw 4 cards, summon 4 1/2 cliffside porters with killer ... for a total of 3 mana ... which obviously is insane and also gets 4 crown triggers (usually overkill).
I'll edit the old deck description in from here.
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I just won my "win 10 games in a row in ranked" challenge with this deck.
This deck abuses the destiny echo mechanic which makes you draw 2 extra cards after u draw a destiny-echo card. This makes it so once you have a 0/1 destiny cliffside porter in your void or on the field every dark return, immortalize, or meditation makes you draw 2 extra cards.
This gets even more insane because you can forcedraw all your revenged cliffside porters with press-gang. So the RNG of revenge gets completely removed and you just keep recouring your porters, making them completely insane while also drawing your entire deck while doing so. This is WAY faster and more reliable then doing the same with clockroaches or drakes. Getting one of those with destiny usually means you allready won long ago but it wont help you in tough matchups. This deck tries to get a destiny cliffside porter every single game.
This deck is very hard to play. I optimized it for 200+ hours of eternal and basically am not playing anything else.
How to play:
In your starter hand you are searching for one of the following things:
- 4 Influence cards, with all 4 factions covered (so at least one Justice, Time, Primal and Shadow influence) + one of your 3 or 4 drop units. (any hand like this is a keeper)
- cliffside porter + revenge AND at least 2 influence cards that cover primal + shadow influence (if you have this you can keep even a 2 influence hand with otherwise bad cards. The revenge cliffside combo is this important)
- 2 mana carddraw and the P influence to play it (this isn't great on its own but increases your chances of finding things in game)
=> To play the deck you only need one influence of every kind. Theres only very few cards that need 2:
-> prideleader needs 2 time.
-> pristine light needs 2 justice.
-> palace needs 2 justice, 2 primal
This means once you have 2 J 2 T 2 P 1 S you dont need to worry about requirements anymore.You can manatch your influence by sending away things you allready have with strategize and the discard 1-drop and chosing the influence you need with the 4 sigils (don't play a unit while you still need 2 of it to get all your 4 factions covered.). Once you have 4 influence and your requirements are covered, you might want to get rid of influence cards instead of other stuff.
In aggro matchups you want to prioritise getting 2 T so you can use prideleaders (which shut down aggresion super well an heal you. Also if your opponent goes for obvious discard synergies you need them to kill their curserelics. Ambushing while your opponent has avigraft in play means u have 6 extra power and a flyer in play by suprise which can be backbreaking)
In controll matchups go for 2 J first, as pristine light with cliffside porters in play that you can suicide wins against everything lategame.
2 P is really not very important. Get it if you have all other influences. Usually you ll have it ready once you get to palace mana.
Also having 4 influence is enough to play almost all the cards. You can play the game at 4. 6 is good late game. More is gravy but not necessary. The cards are cheap.
The ONE goal you have is to get a destiny cliffside porter. Doesn't matter if its 0/1, because once you have it you draw so much and escalate so quickly that you win basically every matchup in the book. (be weary of the mana your opponent has open. Don't revenge your cliffside porter before its actually about to die or your opponent won't let you kill it off. If you have revenge, xenan initiation and a cliffside porter in play -> just suicide it against an enemy. Does't matter if you kill it. Only once you have your first destiny cliffside porter you care for making them count. Optimaly you go cliffside porter with revenge in play turn 2. xenan initiation suicide turn 3. Pressgang into destiny cliffside porter turn 4 - giving you your first 2 destiny cliffside porters and drawing you 2 extra cards.)
If you have trouble vs aggro -> fetch your xenan lifespeaker and play it alongside your first dark return or immortalize for only 2-3 mana getting back a 2 1/2 cliffside porters with lifesteal and hopefully killer. If you manage to get here your burn opponent usually lost. Turns out 100 jumpblocking 0/1s are not so bad against aggro. Its still the worst matchup.
If your opponent takes long to setup and is not unitless -> get Ghar. Hitting iccarias is really important while they are in hand because this deck can only counter them quite late (u need 5 killer damage and then they still burn you for 5).
Makto is completely trashed by the Master sandmage. Kill him once. When he comes back hes silenced.
Do not be affraid of controll matchups. I have won games against opponent with 2 martyrs chains in play. At this point you ll have cliffside porters with 10 battleskills. If one of them is deadly you start trading 1 for 1. No opponent can win that trade.
Unitless matchup is okey and very skilldependent. Some times you have so many units they cant clear them all cause of revenge. Sometimes you only have 4 waves and then you draw power after power after power and lose. Its a good matchup but not by very much. If you are very high in masters you really should consider stand together or the 2 mana choice that gives ages.
I'll make a more detailed post on reddit when I hit masters this month. (edit: I still can't make my own post on reddit. I'm really sad)
p.s. And yes I realize that once people know what Im doing they will royal decree my porters and Ill have to get another echo unit in the market to compensate. So far no one understands that they are the actual threat and people keep deleting units i dont care about instead of the porters. They dont even torch them when I revenge them. Its rediculous how meek those porters seem to most people till they straight up kill everyone.
edit: They start going for the porters and it's okey. Have one of them in the graveyard (which is easy cause there will always be 2 dieing and you only revive one usually) and decree suddenly doesnt look so good. Actually by now I know the meanest card for my deck is tocas. You basicly have to hope they are dumb enough to trade or twist it so you can pristine light it. Otherwise tocas is almost gg. (getting killer with crown is a very unreliable counter obviously)
My favorite silly thing is when you accidentally draw 20 cards in a pristinelight turn and just discard 15 cards.
Ghar. Silence flyers (which is a huge problem from opponents now-a-days... and shifted, he WRECKS late game hands..
Pristine. The onslaught trigger makes this card one of the most essential to the deck to be able to draw units that you suicide..
Tomb?.. for 1, you can have your 0/1 porters and still attack for one damage each.. (most times they are drawn beside xenan lifespeaker) so you’ll have lifegain or killer or something attached... and the payoff, 8/4 flyer with lifelink.. would otherwise cost 8 mana, so you’re cheating in a win-con..
Unfortunately you can not replace these cards without changing the entire deck really.. (my opinion, not fact)
But I started playing this deck before I had the prestine lights.
I think tomb is one of the most replaceable cards in the deck. Most matchups the palace outshines it.
You wont hit masters without pristine light or ghar. But its certainly playable.
Exchange tomb for harshrule and maindeck 2 extra meditation. It wont be the same but its pretty much with what I started.
Happy you enjoy it!
If I had to pick one card to replace so far it would be Gustrider but I'm not sure what I'd replace him with. Ghar is the secret MVP of this deck. Might try swapping Reweaves in for Gustrider, being able to drop a shifted Ghar off of any Porter seems like it could be pretty big (not to mention the guaranteed sac if you're playing a Pristine Light that turn too).
This suggestion is the first so far I really think might improve the deck. (and that is after ive been playing with this like 200 hours...)
You should really not replace the ghustriders. They suck in the opening hand and you should allways discard or strategize them early in the game.
Lategame though you can first get cliffside porters and then on the second go of pressgang get ghustrider and make it a draw 2 discard 2 cliffsideporters.
That combo is REALLY strong. Also you sometimes need the extra card draw to get to your revenge units. It's one of the strongest one-drops and belongs in basically every press-gang deck IMO.
You are very correct with street urchin being terrible for this deck. If they twist it once you can at least remove it with a cliffside + xenan.(often times they twist turn 3 which means by then you sometimes allready have the porter in play and can directly answer the twist with xenan + revenge, perfectly killing off your porter) But ye Pilver effects are really bad when you run so much revenge.
The "Kill you with discard-damage" kind of discard opponents are a little easier to handle because they rely on relics and you have 4 prideleaders, and lifesteal actually helps you.
In this matchup the prideleaders and alchemists are better then the cliffside porters because they apply pressure faster. But yes that is a below 50% matchup. If it gets more dominant reclaimer might have to be necessary. Even having just one in the deck while also having 4 dark returns and 2 immortalizes basicly garantues that you are able to play it because when they try to discard your whole deck you just have to wait for it to appear in the graveyard and get it back.
Now I just have to save up some SS to craft this...
4 mana with all factions covered at 1
- cliffside porter + revenge AND 2 mana primal + shadow influence
- one of your 3 or 4 drop units
- 2 mana carddraw
- I added a very detailed how to play section. Its not all the thoughts going through my head in game but the most important stuff. Which cards to keep and which cards to scry away, discard, trade and strategize is going to be a loooooooooooooong time of playing.
(the thought process is basicly: how many killer units with what kind of damage will I have at the end of this turn, so which units should I suicide my first cliffside porters into and which units are gonna die by pristine light and do not need to be taken care of. But also you NEED to actually kill your porters, so sometimes you actually do have to suicide them into the big stuff that your pristine light kills anyway. Its crazy complicated.)