The ShiftstonedEternal Power Calculator is a deck-building tool that visualizes your odds of drawing enough Influence and Power based specifically on the cards found in your deck.
Deck Rarities
19 26 16 3
Card Types
5 10 35 0 25
Archetype
Control
Updated
February 24, 2018
Added
February 23, 2018
Views
1,819
Eternal Version
Draft Changes
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Revisions (Since last major patch) February 24, 2018
I ran this through a few games and came up with a couple of changes I think are helping.
I ditched curse of taxation entirely. While it's neat and all, this recent patch is making aggro much less prevalent. And since aggro is the only archetype that will run low power and may stay on 3-4 power for an entire game, thus making it the only decent target for curse, I feel it just underperforms. It's something of a win-more card that's reliant on your opponent being unlucky. Also ditched one Banish. Again, the meta shifting away from aggro makes the lower power requirement of this feel really bad when drawn later in the game. Dropped 1 Subvert (explained later).
For these I swapped in 3 Moondials, a Vanquish, another Find the Way and a Sword of the Sky King.
This deck has one big problem, and it's card draw. Currently the only decent forms of card draw are wanted poster and pilfer technically. Pilfer has a decent chance of being utterly useless (I think I hit power 9 out of 10 times I played it) and wanted poster was recently nerfed, making it a little less good. Not necessarily bad, just not as good. I can't bring myself to remove them since, again, card draw is a problem. Enter Moondial. Being TT at 3 can be rough, but as slow and durdly as this deck aims to be, it gives you a decent engine to draw into more removal, your win cons, etc. Plus you get one free draw from the nightfall it provides. Vanquish I might run a couple more of. For the same reasons listed above, as aggro is becoming less of an issue. 2 or 3 may be the max. Sword of the Sky King provides an additional win con, synergizes extremely well with Stronghold, and can be fetched back with disjunction. There were a number of games that I found disjunction to be entirely worthless, and having an additional weapon makes it a little less clunky. I tossed in an extra find the way as power fixing is difficult in this deck, but you don't necessarily want to run Seek Power either.
Lastly I adjusted the power slightly. I dropped all Amethyst Waystones as they tend to help my opponent as much as they help me, and without Nightfall synergies it just never felt really good to play. Especially if my opponent was running something faster or more midrange. For those I dropped in 2 Seats of Vengeance and 1 more time and justice sigil. This makes find the way feel a little better and seats activate a little more. Especially with another find the way.
Subvert felt weird to me and was often dead in my hand when we got past turn 6 or 7 as I had usually drained their hand and they were playing a card a turn. It made most hand interaction dead, but cards like vara's choice and deadly setback at least have board interaction. In some weird world I could see bouncing a card back to their hand and subverting, even though that card will now be silenced. But that seems extremely situational and not worth relying on. This may be something I cut, but I'm undecided.
So far I haven't had any deck out games, and it feels like those are rare as the opponent or yourself will scoop long beforehand. So you almost entirely have to rely on getting Last Word/Sword in order to close out a game. For this reason it may be reasonable to run 2 Last Words, or introduce some new win cons OR double down on decking out via dreamsnatchers/Solitude.
I'm somewhat debating Azindel's Gift. The goal being to force the opponent into one card a turn and Gift does that extremely well. Though by turn 7 I've often already got them at that point, so I'm thinking it might be redundant.
Agreed on Moondial. I mentioned in another comment about removing Curse of Taxation - if we get more ways of interfering with a mana base, it might be worth it. I had the same thought on Azindel's - it was actually in at first and in most games it was dead by the time it was played.
I'm gonna make some changes and then update the deck. Thanks for the feedback!
I've noticed that if I play it on curve against aggro or Praxis ramps it's actually ranges from "cool, not bad" to "saved my life and the game." However, you can definitely remove it to balance the deck for whatever you need. Once the game has more ways to affect your opponents mana base, it could be really strong.
I ditched curse of taxation entirely. While it's neat and all, this recent patch is making aggro much less prevalent. And since aggro is the only archetype that will run low power and may stay on 3-4 power for an entire game, thus making it the only decent target for curse, I feel it just underperforms. It's something of a win-more card that's reliant on your opponent being unlucky. Also ditched one Banish. Again, the meta shifting away from aggro makes the lower power requirement of this feel really bad when drawn later in the game. Dropped 1 Subvert (explained later).
For these I swapped in 3 Moondials, a Vanquish, another Find the Way and a Sword of the Sky King.
This deck has one big problem, and it's card draw. Currently the only decent forms of card draw are wanted poster and pilfer technically. Pilfer has a decent chance of being utterly useless (I think I hit power 9 out of 10 times I played it) and wanted poster was recently nerfed, making it a little less good. Not necessarily bad, just not as good. I can't bring myself to remove them since, again, card draw is a problem. Enter Moondial. Being TT at 3 can be rough, but as slow and durdly as this deck aims to be, it gives you a decent engine to draw into more removal, your win cons, etc. Plus you get one free draw from the nightfall it provides. Vanquish I might run a couple more of. For the same reasons listed above, as aggro is becoming less of an issue. 2 or 3 may be the max. Sword of the Sky King provides an additional win con, synergizes extremely well with Stronghold, and can be fetched back with disjunction. There were a number of games that I found disjunction to be entirely worthless, and having an additional weapon makes it a little less clunky. I tossed in an extra find the way as power fixing is difficult in this deck, but you don't necessarily want to run Seek Power either.
Lastly I adjusted the power slightly. I dropped all Amethyst Waystones as they tend to help my opponent as much as they help me, and without Nightfall synergies it just never felt really good to play. Especially if my opponent was running something faster or more midrange. For those I dropped in 2 Seats of Vengeance and 1 more time and justice sigil. This makes find the way feel a little better and seats activate a little more. Especially with another find the way.
Subvert felt weird to me and was often dead in my hand when we got past turn 6 or 7 as I had usually drained their hand and they were playing a card a turn. It made most hand interaction dead, but cards like vara's choice and deadly setback at least have board interaction. In some weird world I could see bouncing a card back to their hand and subverting, even though that card will now be silenced. But that seems extremely situational and not worth relying on. This may be something I cut, but I'm undecided.
So far I haven't had any deck out games, and it feels like those are rare as the opponent or yourself will scoop long beforehand. So you almost entirely have to rely on getting Last Word/Sword in order to close out a game. For this reason it may be reasonable to run 2 Last Words, or introduce some new win cons OR double down on decking out via dreamsnatchers/Solitude.
I'm somewhat debating Azindel's Gift. The goal being to force the opponent into one card a turn and Gift does that extremely well. Though by turn 7 I've often already got them at that point, so I'm thinking it might be redundant.
I'm gonna make some changes and then update the deck. Thanks for the feedback!