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Stonescar Big Wheel

Gauntlet Deck By
ItsTenz
ItsTenz+7350

+21

Cost Curve

Type

Faction

Information

Edit: I was noticing that I would occasionally experience power issues and wanted a bit more power manipulation. Spiritweaver does an excellent job of filling this role and I have been quite happy with its performance in initial testing. I know that Spiteful Strike functioned as both life gain, as well as pseudo-removal, but Spiritweaver helps block against early aggressive decks, fixes power issues, is a body for Shadow Etchings, and can still help you stay alive when you've got The Big Wheel in play.

It’s been awhile since I’ve posted a deck and that can probably be attributed to just how well a deck needs to perform for me to actually get excited about it. Well, I have been on an absolute tear with this list, going as far as tying my previous 37-run win streak gauntlet record with Green Is Good (Updated) on one occasion, and then breaking it on a second. At the time of writing this I am currently on a 45-run win streak and the deck has felt absolutely amazing.

Update: I've extended my previous streak to 56 runs, Stonescar Cylix was a pretty easy update. Did some separate testing of Murgo and Ziat but wasn't impressed for this list. Dangerous Gambit and Feed the Hecaton are both reasonable considerations, but probably not a huge improvement on the other removal.

Further Update: Win streak died in the 77th run to the combination of a misplay and terrible draws.

The Deck

Stonescar midrange isn’t really anything new. The archetype has always had some appealing features when it came to gauntlet grinding. It gets to play a streamlined curve of efficient units, as well as some of the best removal in the game. Overall, it can win relatively quickly, relatively often, with relatively little need to make complicated decisions.

Sounds pretty great, right?

Well, I would say, “relatively?”.

Stonescar Midrange is not without its downsides. Historically, the archetype hasn’t had access to many good Flying units. This meant that it could have difficulties interacting with opposing flyers, as well as problems breaking through ground stalls. Stonescar midrange has also been a somewhat draw dependent deck. When you play a deck that is essentially a pile of units and removal you will eventually encounter games where you find yourself drawing too much of one and too little of the other. While these games can be considered outliers, they will pop up over a large enough sample size. These are exactly the sort of games that I hate losing. It’s frustrating to feel helpless and completely at the mercy of the top of your deck while the game slips further and further out of your control. I think that this frustration can be further exacerbated by the knowledge that an otherwise average draw would probably have been good enough to win the game instead. Personally, this made the archetype a lot less appealing for me as a gauntlet grinder.

So… what changed?

Well, that’s actually pretty easy to answer. NEW CARDS! As more and more cards have been released, Stonescar has gotten tools which have gone a long way toward addressing its two biggest weaknesses.

1. Lack of Flying units/lack of interaction with Flying units: This actually improved for multiple reasons. Shrivel is a cheap removal spell with no restrictions. As a result, you can safely include it in your deck without fear of it being too conditional. Victimless Crime is another cheap removal spell, whose condition usually isn’t too restrictive, and in conjunction with Shrivel and Annihilate creates pretty thorough coverage for problematic enemy units, including flyers.

Syl’s Stronghold helps this deck on both fronts. It functions as a value engine and removal, but its ability to grant Overwhelm to an attacking unit (especially one with deadly), can go a long way toward beating ground stalls and speeding up games. Raniya, Miviox Maniac performs a similar role. She can dominate the air both offensively and defensively (especially if you grab her with Vine Grafter), while also being able to generate value trades or lethals using her contract.

2. Draw dependency: This issue largely stems from the fact that Stonescar midrange doesn’t typically want to play a lot of “value-oriented” cards. These cards tend to slow games down, and aren’t even universally useful. On the other hand, the lack of these cards means that it can be difficult to get back into games when you start falling behind. Fortunately, cards like Statuary Maiden, Syl’s Stronghold, and Raniya, Miviox Maniac are generally useful while also being good in value-oriented games.

Additionally, there is one more card which needs mentioning. A card which I most heavily credit for this deck’s success.

The Big Wheel

This deck has a very low curve and access to a lot of Lifesteal and life gain to offset Wheel’s downside. I really can’t overstate how much work this card does for this deck. As a relic, most opponents lack a good method of removing it. This makes The Big Wheel a much better value engine compared to the unit-based alternatives. This is especially true against removal-heavy decks, which is where you tend to need value the most. The previous issues with draw dependency basically evaporate once you start drawing two cards a turn. This extra card draw can essentially out grind any opponent. If your health is high, and you are not under foreseeable pressure, this is generally the first card you should grab from your market.

Granted, The Big Wheel is not going to shine in every matchup. If your health is being heavily pressured or you are playing against an aggressive opponent, then The Big Wheel probably isn’t the answer. Fortunately, with its efficient units and cheap removal, this deck is already well-positioned against the more aggressive opponents, and its other market options tend to be very good in exactly those kinds of situations.

Some General Advice

1. Mulligan for access to three or four power. This can include cards like Shadow Etchings and Syl, Cabal Strongarm. Much of this deck’s strength is in its market, which requires four power to use, and which requires at least three power to access. While this deck *can* survive on two power, it’s very easy to fall behind if you become stuck on two. Three power will allow you to unlock more of your deck which will let you survive longer until you can find your fourth. Fortunately, nothing in this deck requires more than a single Fire influence to play, and all of its power produces Shadow influence, so influence usually isn’t a problem.

2. Mulligan for market access. Between Shadow Etchings, Vine Grafter, and Kerendon Merchant this deck has twelve ways of accessing its market. For the same reason as my first bit of advice, you need to be setting yourself up to be able to use your market.

3. Know which matchups The Big Wheel is good in. This deck has a lot of enticing market options, and oftentimes a card other than Wheel can look very appealing. That’s because these cards *might* be very good. However, sometimes the AI will have an answer for your unit or site and you’ll eventually run out of gas when you could have avoided it. If you’re not under pressure, and the enemy is unlikely to remove The Big Wheel, then the extra card draw will likely draw you into more market access anyway, and eventually win you the game.

4. Prioritize your removal based on matchups. This deck has three very good 2-cost removal spells, but they vary in strength based on your opponent. Annihilate can kill every unit in some decks, and almost no units in others. Some decks have problematic heroes which Victimless Crime can’t handle, and while you can target any unit with Shrivel, some decks have a lot of high health units that it won’t kill outright. You want to be using your less valuable spells first so you have better coverage for a wider range of possible threats later.

5. Time your market access and Decimates with Inspire in mind. This is pretty simple really, but can be easy to mess up. You have two cards with Inspire, Blackhall Warleader and Xenan Lifespeaker. If you are going to hit your opponent with Warleader or play Lifespeaker, make sure you do it BEFORE you pull a unit from your market or Decimate Emblem of Makkar.

Some More Specific Advice

This is just a bit of advice for the various high mmr gauntlet bosses.

Burn Scars: The 1-health units aren’t great here as the opponent has too many ways of dealing them 1 damage. Mulligan for Autotread, Vine Grafter, and market access. Statuary Maiden will basically solo this boss on its own. Not only does Maiden shut down their Entomb effects, but killing their units (which they will throw away in combat), will give you more stats… which you can use to kill more units. Just be careful to avoid exposing Maiden to Chemical Rounds on their turn. Be aware that units which die from decay damage won’t trigger Syl, Cabal Strongarm.

Company of Exiles: You want your removal and market access. The Big Wheel is good, but they do have Decay. Syl’s Stronghold and Raniya, Miviox Maniac both receive significant boosts from this boss condition.

Defender of the Spire: This is basically the only matchup you can play Syl, Cabal Strongarm on turn 2, and Champion of Chaos will always be a 5/5 Deadly, Overwhelm. Annihilate only hits two units in this deck, and Shrivel only kills two units outright, but Victimless Crime can target any of your opponents units. You want market access for either Syl’s Stronghold or Raniya, Miviox Maniac. Raniya’s contract can give you explosive lethal potential in this matchup, and her Taunt can force the opponent to trade with their Champion of Cunning.

Highly Skilled: You want Annihilate and Victimless Crime for potentially problematic flyers. Champion of Chaos and Vara, Vengeance-Seeker can be 7/7’s in this matchup. Xenan Lifespeaker and Spiteful Strike can give your units a lot of bonus stats. You want market access for Raniya, Miviox Maniac as she will be a 6/6 Flying, Taunt, which is capable of eating the flyers your opponent plays every turn. Don’t forget that if you steal a unit with Raniya, Miviox Maniac’s contract that it will temporarily get an additional +1/+1 while it has Taunt.

Labyrinth Treasury: You want market access. However, what you want it for may vary. This deck can have some slow draws, but can also curve out Sandstorm Titan, into Reality Warden, into Predatory Carnosaur. Focus on not dying first and make sure you’ve stabilized before trying to leverage The Big Wheel.

Limitless Possibilities: You mostly want your units. Market access should probably grab Raniya, Miviox Maniac or Syl’s Stronghold first.

Mindless Aggression: You really want your two-cost removal here as it allows you to deal with a turn 2 Lethrai Ranger on the draw. Vine Grafter and Champion of Chaos make for great walls on the ground. Market access should usually grab Raniya, Miviox Maniac. Play defensively until they run out of gas.

Power of Progress: Prioritize your removal. This opponent has a lot of potentially threatening units that your Deadly units can hold back, but you can often draw enough removal to kill all of their relevant threats outright. The Big Wheel can be risky as this boss can potentially generate a lot of stats very quickly. Raniya, Miviox Maniac might be the safer market option, and you have Combust for emergencies.

Sibling Rivalry: Annihilate, Shrivel, and market access for Combust are your answers for opposing scions. If you can efficiently stop their initial onslaught, then The Big Wheel can do its job, otherwise Raniya, Miviox Maniac can either steal their scion or Champion of Chaos potentially resulting in some very swingy turns.

Sudden Death: This matchup and Burn Scars are the primary reasons that Autotread is included in this deck. Vine Grafter is an excellent blocker here, with its Regen shutting down Bandit Queen or Infernus. Shrivel can also help with that. Spiteful Strike and Xenan Lifespeaker can do a lot to buffer your life total in this matchup, and Raniya, Miviox Maniac can help as well. Her contract can also deal A LOT of damage. Statuary Maiden shuts down painful Entombs from Ticking Grenadin and Umbren Reaper.

Some Deck Stats

This is not the fastest gauntlet grinder out there, the very nature of The Big Wheel inherently lends itself to longer games. It is also generally slower to have a deck composed of ground units, which have a greater likelihood of a board stall. The deck is very powerful, and doesn’t really have bad matchups, but it does come at the cost of speed. My average run time was about 26.5 minutes, which only resulted in a GPM of around 30. If you just want to win like, all of the games like, all of the time though, I don’t know of a deck that can do it better.

-ItsTenz

P.S.- I finally got around to updating my Green is Good list if you're interested in an update. You can find it here Green Is Good (Updated)

Details

Shiftstone Cost
Does not include campaign cost
40,450

Premium Cost
229,600

Influence Requirements
1 3

Power Sources
16 25 16

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
5 38 20 2 10

Card Types
38 1 15 1 25

Contains Cards From Campaigns
Into Shadow [Set1004]

Archetype
Unknown

Updated
February 14, 2024

Added
November 28, 2022

Views
9,039

Eternal Version
Battle Lines

BBCode For Comments

Deck URL

Revisions (Since last major patch) February 14, 2024


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Comments

maslovk Eternal Version: 24.06.05
New Execution Pit fits perfectly in this deck. Surprisingly even ultimate wins me 1 game where I was close to death and was on power flood.
Sabrewulf81 Eternal Version: 23.11.09
Hi, nice deck, I don't undestand, how many run have you won with this deck?
ItsTenz Eternal Version: 23.12.06
I haven't kept track of the total number of runs I have completed overall, but my biggest streak was 76 complete runs or 532 games without a loss.
Sabrewulf81 Eternal Version: 24.01.31
Ho Wisp now the deck whit this new cards spiritweaver, is the best guntlet deck like always With best win rate?
Sabrewulf81 Eternal Version: 23.12.06
Best way to win stalking Beast? Every time I found this match up is very very hard to beat it! Thanks in advance
ItsTenz Eternal Version: 23.12.06
Prioritize getting The Big Wheel out of the market first. That is probably the biggest thing. Playing around Deep Freeze is probably the second biggest thing. Don't play out every unit you can or you risk your whole board getting Permafrosted. Be willing to trade your units more aggressively before they hit 6 power to lower the impact of Deep Freeze as well. Annihilate can target all of their units, but Victimless Crime can't hit Uther, Lipa, or The Winter Fox, so use Crime first. I believe that's the most important stuff.
Sabrewulf81 Edited Eternal Version: 23.12.06
Sorry sir, last help with hearth of the Walt!? Please, I take the wheel and He took it away from me and played a lot of units with a lot of life
And strange return is hard too, sorry sir for the many question!
ItsTenz Eternal Version: 23.12.06
Against the Vault deck Champion and Vine Grafter are really strong. They have Shatterglass Mage so you usually don't want to play Wheel on turn 4. Statuary Maiden is pretty strong against them because they have a lot of very small units and they don't have any hard removal if you make your guys big enough.

For Strange Return you primarily want removal and market access. If you can land Wheel while you're not under pressure it's pretty easy to outcard them. If you're under pressure you might need removal or Raniya from the market. Try to bait the AI into taking good double blocks that you can ruin with Spiteful Strike and fast speed removal.
Sabrewulf81 Eternal Version: 23.12.06
Thanks sir, if you want I'd love to add you as a friend in the game. My name is Sabrewulf81+4577
Sabrewulf81 Eternal Version: 23.12.06
Thanks sir for sharing this deck, but with the new update of green is good what do you think is more Sure to win stonescar Or green?
ItsTenz Eternal Version: 23.12.06
I expect that Stonescar will have a better win rate, however, it will be like by fractions of a percentage point. Green is Good was usually still a faster deck to clear runs with though because of all of the flyers. Helena being reverted will only speed it up even further by comparison to Stonescar. So if your goal is to get as much gold, as quickly as possible, Mono J will probably be your better bet. Mono J is the harder to properly pilot of the two decks though and Stonescar's removal package makes it better for players that aren't familiar with AI decklists. Realistically though, just play whichever of the two that you enjoy more because both can win most of the time and both will do so fairly quickly.
TheLegacy Edited Eternal Version: 23.11.09
Between this deck and your Green is Good gauntlet grinder, which one would you prefer? Both decks would require about ~30K shiftstone for me to make and I can only build 1. Right now I have a mono time grinder which gets me a 7 out of 7 run about 85% of the time. The one thing I don't like about it, is that it very often stalls the board and I have to wait a while until I can market my combo pieces. Although it can win very quickly with good draws.

Also, when you beat the final boss in Gauntlet, do you automatically concede on your first round on your next start, to "reset" the MMR? I've been doing that, but not sure if it's exactly needed.

Thanks for your decks as they're super helpful for gauntlet enjoyers like myself.
ItsTenz Eternal Version: 23.11.09
Honestly, it really depends on my mood as far as which one I would rather feel like playing. Green is Good tends to have tighter games if they go longer, but the fact that you're winning with flyers often means you get to ignore most of what the opponent is doing. However, it is also the sort of deck which gets a lot of value out of knowing what sort of cards are in the opposing deck, as it will influence a lot of your Market decisions.

Stonescar on the other hand, tends to win in a very oppressive fashion, often while killing all of the opposing units. A lot of the cards in the market are also just generally strong in a lot of spots, and Wheel can win most grindier games. That makes stonescar the more forgiving deck to pilot, but it also tends to take longer to win.

I would expect either deck to be an improvement as far as win rate and speed over mono time though. If you were to tell me to sit down and grind as much gold as possible in an allotted time, I would probably opt for green as I believe it can do it a bit faster. If you wanted me to see how long I could go without losing, then I would opt for Stonescar. The decks have different enough play patterns that I usually just pick the one which I feel more in the mood to play.

I never bother conceding after I clear a run. To begin with, I'm not even sure that it would realistically effect anything, especially with the updates in Battle Lines that made a bunch of less common bosses start showing up. It seems to me that mmr may not work entirely the way that it previously had since the update. Secondly, playing against the low mmr versions of decks just feels incredibly dull to me. They feel like punching bags that you just hit until they break. Like, I want to clear runs, but without any sense of possibility of losing, I feel like gauntlet wouldn't be able to maintain my interest. I think that if I was forced to play the low mmr versions of decks for more than a day, I would probably just stop playing gauntlet altogether. A large part of my enjoyment with the format stems from trying to optimize decklists or making things work better, if I could win reliably with unoptimized and underpowered decks, it would remove much of the incentive for me to engage in the part of gauntlet which I enjoy.
Somnambulist Edited Eternal Version: 23.04.12
Heyo again, Tenz. Some edits I'm curious to get your opinion on. I've been running Toxic Wisp in place of Combust to boost Autotread into a killing machine. Little situational and obviously weak to removal, but I've found the loss of Combust to be negligible outside of a few rare circumstances where they have some monstrous card out before you have any denial. The return is Autotread clearing everything and it's discard being more valuable. I'm also running 2 Dangerous Gambit in place of 2 Annihilate with some added versatility and without much loss given the lifesteal.
Salador Eternal Version: 23.04.05
Great looking deck and amazing write up! I'm looking forward to having some fun with it while giving gauntlet (and stonescar) a chance after a long time. Thanks Tenz!
maslovk Edited Eternal Version: 23.03.01
Your thoughts on Dangerous Gambit instead of Annihilate?
ItsTenz Eternal Version: 23.03.01
I'd considered Gambit but am a bit leery of the additional health loss . I do think that if I was going to try Gambit that I would replace Victimless Crime before Annihilate. Annihilate ends up being better agains Sibling Rivalry because it can kill their scion. Elvish Raiders sometimes can be difficult because several of their units are heroes. Syl's Stronghold also provides access to crime out of the market. I'm not 100% saying that Dangerous Gambit shouldnt be included in some capacity, but my mental math on the card so far had it worse than the other 3 maindeck removal spells.
Giannig Eternal Version: 23.03.01
I haven't lost a single gauntlet run since I crafted this deck. 12-0 or some shit, I didn't bother counting. Great deck and really thank you for sharing!
ItsTenz Eternal Version: 23.03.01
Yeah the deck is great if you really do not enjoy losing. I suppose the deck is great regardless, but I haven't built or seen anything that wins more consistently.
Chokes Edited Eternal Version: 22.12.09
Any thoughts on Morbid Deal?
ItsTenz Eternal Version: 22.12.09
I suspect it's not worthwhile. The fact that it's slow and requires the unit to be exhausted probably renders the card too narrow and unlikely to be better than the other current options.
ElysiaVesper Eternal Version: 22.10.12
Cool deck! I've been playing a more budget version of it, minus 4 Blackhall Warleader and the Emblems and plus 4 Passionate Stonehammer, and it's been preforming very well and is a lot of fun to pilot. I also really enjoy the writeups for your decks, optimizing for gauntlet is a very interesting challenge.
TravelFox Eternal Version: 22.10.12
I modified your list by remove 4 Autotreads and add 4 Vara's Favors. The resulted deck is very smooth for me.

I do this change for two reasons:
1) Autotread can't be played on turn 1 usually (there are only 8 powers in the list that can get turn 1 fire influence and not depleted), and if we play it on turn 2 and want to trigger its ability, Vara's favor is usually a better choice.
2) This deck really needs to do something in turns 2-4, and using Vara's favor to kill a weak creature is a nice choice in turn 2. It also guarantees you have enough powers in the late game.
ItsTenz Edited Eternal Version: 22.10.12
This deck really does want to hit four power reliably, which is something of a point in Vara's Favor's... favor.

However...

I don't feel like the reasons you've listed for Autotread's removal hold up. The deck was already operating smoothly, so exchanging one card for a potentially similar card is unlikely to change that much. The fact that Autotread often can't be played on turn 1 (sometimes it can), isn't super relevant when Vara's Favor can't be either.

"If we play it on turn 2 and want to trigger its ability, Vara's favor is usually a better choice."

I strongly disagree with this statement. Having a 2/3 body that can grow and continue to kill units is HUGE. Tread develops a board, whereas Favor does not. Against Burn Scars and Sudden Death, the two boss matchups where you want the 1-damage effect the most, Autotread is VASTLY superior to Vara's Favor. These are matchups where there is a very real possibility that you will play Tread and activate it almost every turn for the rest of the game. The fact that the effect is repeatable is HUGE because generally the decks which contain good targets, have several. There is also a non-zero chance that Autotread results in a smoother curve against these decks because it is a 1-cost enabler for Stonescar Banner.

"This deck really needs to do something in turns 2-4..."

I don't really follow this part. Like, yes? Every gauntlet deck needs things to do turns 2-4. That's like... the reason every card in the deck costs 4 or less, and is literally composed of only things you can do turns 2-4. Dealing 1 damage to an enemy unit on turn 2 is almost always worse than actually developing a unit though, but Autotread lets you do both. I would argue that playing an Autotread onto an empty board without an immediate target is even more of something to do that just holding onto Vara's Favor or dealing the opponent 1 damage with it.

So yeah, Autotread is a repeatable damage source that also exists as a legitimat threat in many matchups. It is also able to carry the various buffs that this deck can provide with Xenan Lifespeaker, Vine Grafter, Spiteful Strike, and most importantly Blackhall Warleader. With the inclusion of The Big Wheel, having the cards to activate Autotread usually isn't a huge concern, and it's inclusion as the only non-shadow unit in an otherwise mono-shadow deck was because it fulfilled multiple roles.

My power issues with this deck have been relatively rare, and not yet bad enough to lose me the game. This deck is built to both minimize the probability of screw happening, as well as to maximize the ability to survive long enough to pull through it. As such, I don't personally feel like the extra power provided by Vara's Favor is a large incentive to include it over Autotread. Realistically though, the change probably won't have the kind of impact that can be relevantly observed on a game by game basis, so if you prefer Favor, I hope it performs well.
TravelFox Edited Eternal Version: 22.10.12
I have tried the original list and lost to AI due to being stuck at 2 power, twice. It sometimes happens that you start with 1 or 5 power, then you mulligan, and get 2 power without shadow etchings. Syl in your list actually needs 3 powers to cast, so she helps when you want the fourth power, but she can't help if you want the third one.

That is why I made this change. After my modification, I get 31-run win streak so far, and not lost yet. This breaks my personal records already. So, I do appreciate your sharing, and good job, this is a very solid gauntlet deck.
alamat01 Eternal Version: 22.10.12
This is the kind of deck I love and is often neglected. It treats the market as a tool box. Most gauntlet decks I see treats the market as a solution to cover deck inherent weakness, hence having only 4 market access cards for the rare occassion those weakness rears its ugly head. This deck wins by giving you multiple advantages via market while building your own base with cheap creatures and kill spell. Nice combination of control and aggro.
ItsTenz Edited Eternal Version: 22.10.12
I actually find it amusing that you say this. I didn't really go into the deck's history for the sake of brevity, but this deck was NOT actually a result of trying to make a reliable Stonescar grinder. This deck actually arose from a desire to abuse The Big Wheel as much as possible. Originally, it wasn't even Stonescar. I think I went through 4 or 5 other versions of the deck with Mono J, Feln, and several Argenport shells. The problem with the Argenport versions was that it almost always better to grab Poacher's Menagerie instead of The Big Wheel, and I also found myself actually dying to Wheel damage on occasion. This necessitated the inclusion of Xenan Lifespeaker and Spiteful Strike, which also needed a high unit count. Stonescar just had some really good units which carried Lifesteal well. At one point, I was actually running Cen Wastes Smuggler as well, with the intent of maximizing my ability to access my market, but I ran into diminishing returns on my market access. But yeah, this deck has one of the most powerful markets I have ever played with in gauntlet, just a bunch of absolutely gamebreaking 4-cost cards, three of which are pretty good in most matchups.
Gref Eternal Version: 22.10.12
I rate this deck tenz/10.
maslovk Eternal Version: 22.10.12
Thanks for update! Looking forward to compare it with
https://eternalwarcry.com/decks/d/hFcBBApbO8E/feln-mother-gauntlet
Do you still make Gauntlenticks measures?
ItsTenz Eternal Version: 22.10.12
As far as stat tracking is concerned, I've just been recording my results and timing some of my runs when I know that I've got half an hour or so where I won't have to get up in the middle of the run. I've played a lot of Feln flyer decks in gauntlet, though I can't recall if I've played that specific one or not. I think that they're generally solid but they also tend to have two fairly large issues over a large sample size. The first is that they often don't have a lot to do on turn 1, so it becomes very easy to drop games going second against some of the really explosive AI draws. (Thinking about Mindless Aggression, Sudden Death, Power of Progress, and Defender of the Spire here.) The second is that Feln tends to be kind of power and influence hungry and more susceptible to power issues. While the inscribe on Direwood Pack helps, the steep influence requirements on many of your cards means you don't have the luxury of being able to play Etchings. I think that Feln flyers is also a somewhat draw dependent archetype in the same way that Stonescar midrange originally was, it just has less concerns about stalling out on the ground. I'll be curious to hear more though once you've gotten more runs in.
maslovk Eternal Version: 22.10.12
First impressions:
Good solid deck. Faster then Feln one, but a bit less stable. I've completed runs in 22 and 18 minutes. Third time lost to stunlock AI, because had no endurance\aegis, any permafrost = removal. I've chosen first hand with 4 powers and zero merchant accecces and hadn't drawn any within 10 turns; all my units were instantly stunned. Will test more.
ItsTenz Eternal Version: 22.10.12
Well, that doesn't sound like the sort of hand you want to be keeping in that matchup. Market access is extra important there because it is a very grindy matchup, and you should be going in with that mindset. The removal package is generally pretty good as they don't have a lot of genuinely threatening units, and this is the sort of matchup where The Big Wheel shines.
pal Eternal Version: 22.10.12
Man i love seeing and playing your decks, tenz!
I think i might have picked up a version of this some time ago when you shared it with derrick
ItsTenz Eternal Version: 22.10.12
Ha, yeah, that wouldn't surprise me. I've been sharing it with whoever was interested, but only finally got around to doing a write up.
pal Eternal Version: 22.10.12
Hope you share more of your brews