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Omen of the End (10-2)

Throne Deck By


Cost Curve




A new spin on an old deck of mine:

The first major difference and the inspiration to revisit the deck is the lovely promo "Garden of Omens" a site that defends itself well and can even activate tribute if you still have units on the board. And, what is more, it is a great spell fetcher, especially for warp cards.

And so this deck is born.

Let me explain the main concept - you want to control the early game enough to not die with equivocate, lightning storm, and the defense option on both displays. With enough power, there is also End of the Story or End of the Line. If the aggro is hitting you hard, you can try to grab Ayan or DoI from the market. In general, aggro is always the hardest to beat, but I did the best I could to tech against it while still aiming for our lategame plan.

The first goal of this deck is to have a lot of power through casting End of Days, a rightfully so underused card that is only powerful in a very unique deck, such as this one. If you can activate the tribute, that is, of course the dream, but regular casting it still provides a steady stream of power, influence fixing, and massive card advantage, even if all that advantage is power. In order to tribute it, there are 3 main methods:
1. Research Assistant - the little fella for which I sometimes refer to this deck as Fumbled Necronomicon - Play him sometime before turn 5, then on turn 5, sack him to play End of Days and then you are ready to party like it's the end of the world.
2. Garden of Omens - Usually you want to use ice bolt on the enemy, but every now and again it has been the right decision to ice bolt my own unit and then play End of Days.
3. The good ole attack in - Since Onslaught is fresh in people's minds and tribute is not, sometimes just attacking and losing a unit does the job just fine.

After you have power up the wazoo, your endgame options really open up. Maindeck, Mystic Ascendant is a monster and even more so if he was on the board when you tributed End of Days. If the opponent used up their removal already and he sticks, you usually win. Alternatively, you have a beast of a market - Pit is great against most control match-ups, though I would refrain from playing it if you can't immediately play some power to get benefit from it (not too hard to achieve) Nictotraxian is a great way maintain card advantage through Market swapping, but if you think he will stick, an 8/8 flyer is pretty solid. Cirso's Cleaver is both control and a smaller win-con since it often leads to a 3 for 1 trade. Finally, Ayan is both great against early aggression while also capable with our massive amount of power of bringing back a big boy for our opponents to deal with.

Now that we've discussed the main game plan, let's discuss a few other things to know when piloting this deck -
this deck relies a lot on you knowing what is good to fetch:
1. You will fetch influence a lot in the early game and it matters what you get - Auralian colors are the first priority past colors in your hand, follower afterward by fire, then justice.
2. Display of Knowledge can be used defensively, but it can also be used as a relic fetcher - Moondial for the long hail and Eternity Core for the extra power if you need it. If you can think of another relic that might be beneficial to fetch, I'm open to the concept.
3. Spell fetching through Garden of Omens - This deck is uniquely positioned to be able to use, more often than not, each and every one of the End of cycle of cards. I've left out End of the Barrel because I don't think it has as big an impact here, but each other one is very powerful when used correctly and with Garden of Omens, they cost one less. This means that with only 10 power (often reached), you can play omen and one of these cards in a turn. Honor of Claws in the other main fetch there, though it's debatable if it's needed or not.

Will this deck take you to Masters? No idea, but if it does, it would be the funnest run ever. This deck is very fun to play, even the games that I lose and people don't know what to do with you. I put some cards that I see as possible additions/replacements in the sideboard. Feel free to edit it to make it better, but I think this deck has some real potential.

Hope you enjoy it as much as I do!


Shiftstone Cost
Does not include campaign cost

Premium Cost

Influence Requirements
2 3 2 2 2

Power Sources
6 17 4 6 6 14

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
7 17 26 4 15

Card Types
23 5 23 4 25

Contains Cards From Campaigns
Jekk's Bounty [Set1001]
Dead Reckoning [Set1003]
Homecoming [Set1005]

Control Combo

September 16, 2019

August 29, 2019


Eternal Version
Dark Frontier

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Deck URL



FEMTO Eternal Version: 1.46.9
I played against you yesterday and I must say it is an interesting deck, came here to see if it was published and here it is. Lot of things going on and is hard to say what is happening until you have a buffed mystic ascendant and a lot of worms.
Crylorenzo Eternal Version: 1.46.9
Haha, thanks! I remember that game! I can't say that happens all the time, but when it does it's great. Hope you get the chance to give it a whirl - I can't guarantee you a great winrate - I average around 50% with it myself, but there are often game where I know I could have one if I had just made a different decision.