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The Witching Garden

Throne Deck By
TemporaryWitness

+1

Cost Curve

Type

Faction

Information

I've been having a lot of fun (and a decent amount of success) with this deck on ladder recently. The idea is that Garden of Omens helps you cast a lot of spells quickly, and after you've done so, The Witching Hour is playable. The garden can even Resurface the Witching Hour to the top of your deck! All the other cards are there to help us survive until we can play Hour, find our big spells, or reduce the cost on Hour.

Card Choices:
Grenadin Drone
Assembly Line
Scavenge
These effectively count as playing multiple cards for the Witching Hour. Scavenge is the worst of all the cards, so I reduced the number from 4 to 2. I've found that just playing one or two of these per game is usually enough to make the deck work.

Devour
Strategize
Honor of Claws
These are here to help us find our other cards. Strategize is pretty good because early on I often have a Witching Hour I can't cast, a scavenge that isn't helping, or a random torch that isn't good against my opponent. Later, I've usually drawn enough cards that I can put back power. Honor of Claws is similar, but draws another card. Devour makes a good use of all the token generators. Wisdom of the Elders isn't included because of the double primal requirement, which can be tough in a three faction deck where we want to play Tasbu and the Witching Hour.

Torch
Annihilate
Desecrate
The removal suite mainly includes shadow cards again because of the influence requirements. Torch is too good not to include though. I'm no control afficianado, so this collection may just be wrong.

Garden of Omens
Tasbu, the Forbidden
The Witching Hour
Garden of Omens acts as another removal spell, helps us find The Witching Hour, helps us cast our spells faster, and eventually even makes another threat. The Resurface usually finds hour or Honor of Claws. Tasbu is another payoff for having a lot of shadow influence, and he's also good with the token generators. It's also good to have a creature that has a big body for blocking. The Witching Hour is the main payoff for all these other cards. What I love about this deck is that I'll often play it once or twice each game, where as most decks I've had it in in the past just might have been able to get there eventually. Just make sure that you leave enough room on your board for the riders. The deck makes a lot of tokens and also wants sites, and if you don't have room on your board, the riders you don't have room for aren't played. You don't get to sacrifice other creatures.

The Market:
Crest of Cunning
Combust
Re-Read
Black-Sky Harbinger
Dizo's Office
Crest is there because sometimes you don't draw power and you need to hit your power drops. Sometimes you need the influence as well. Combust is the cheapest and most effective removal spell to have in the market, and it makes use of the tokens again. Re-Read is usually for getting back The Witching Hour, as that often becomes free after you play it once. Black-Sky Harbinger helps against aggro, and Dizo's Office is more expensive removal that also finds you more threats. The lifesteal also comes up often. There are a lot of times where I've wanted an Unseal or something similar in the market, but I'm not sure what to take out for it.

Details

Shiftstone Cost
Does not include campaign cost
44,650

Premium Cost
192,800

Influence Requirements
2 2 6

Power Sources
10 12 21 17

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
23 25 9 4 10

Card Types
13 0 36 5 26

Contains Cards From Campaigns
Homecoming [Set1005]

Archetype
Control

Added
September 18, 2019

Views
744

Eternal Version
Dark Frontier

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Comments

Straeker Eternal Version: 1.46.10
You could cut some card draw in favor of a few copies of combust in the maindeck, and put unseal in place of that in the market. Also I would suggest feln banner over crest in market, unless you really favor the scouting.