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Overwinder Manacles

Throne Deck By
Mechavelli

Work in Progress
+14

Cost Curve

Type

Faction

Information

The name of the deck highlights the two most important cards for our strategy, Overwinder and Black Iron Manacles. The point of these guys is to set up a situation where you're activating multiple instances of Overwinder's effect and dealing damage thanks to Manacles. You can easily get 10+ damage per turn if you have a full board hitting for face. If your opponent blocks you with a big butt, plunk a Disassembler down and suicide your Grenadins to get Overwinder working. A timely Solitude or two can end games in a snap.

Card explanations:

Combust: your most reliable removal. Darude blocking your clankers? Combust. Cirso gobbling them up? Combust? Combrei Healer? Give her something to heal, in the void.

Dark Return: You're going to be milling not only the opponent, but yourself. A LOT. So sometimes you won't have your combo pieces in your hand, or your opponent plays Deathstrike on your Overwinder, etc etc. Play Dark Return and take your pick of the dozens of units you've milled. You're bound to find something for any situation.

Tripwire Grenadin: This little guy is your MVP against aggro and Aegis-heavy decks. He pops aegis, kills Oni Ronin, and activates Overwinder on summon instead of on attack. Word of warning: Entomb effects don't seem to activate Overwinder, so running Ticking Grenadin is a no go here.

Calderan Gunsmith: Should be obvious, but once you have a good field going, you pop her down and see your opponent cry at how he's suddenly milling 20 cards. If you have Manacles down, that's game. She's also fantastic with Dark Return, as you'll probably mill her. Just grab and burn.

Gearcruncher: This deck can run out of gas, and by gas I mean expendable Grenadin bodies to throw at your opponent. Well, this big guy solves that problem, and actually makes suiciding Grenadins all the more attractive. Suicide them, get some damage in, pop this guy, refill your entire field. Bonus if you pop a Calderan Gunsmith down on the next turn. This kind of thing makes grown men cry.

Finally, the Waystones. The granite one should be obvious, as more Grenadins = more mill, but the amethyst one is especially good. It gives you draw power, procs Manacles since your opponent draws twice, burns with nightfall, helps you deck your opponent out, and gives you a nice shadow influence for your troubles. In short, miraculous.

Let me know if you have any comments or suggestions for the deck. I'm aware that this is jank-tier, so don't expect to win 50% of the games you play. Maybe around 30-40%. Most of all, have fun!

Details

Shiftstone Cost
Does not include campaign cost
26,800

Premium Cost
124,800

Influence Requirements
2 2

Power Sources
19 18 12

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
28 26 10 5

Card Types
22 4 24 0 25

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

Archetype
Control

Updated
March 11, 2018

Added
March 9, 2018

Views
6,861

Eternal Version
Dead Reckoning

BBCode For Comments

Deck URL

Revisions (Since last major patch) March 11, 2018


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Comments

Nachodaddy Eternal Version: 1.31.6
Oh my this is what I've been dreaming up in my head. Looks awesome and will try it tonight once the servers are back up. Thank for the awesome deck and the detailed description is nice!
leobanz Edited Eternal Version: 1.31.6
Though a really fun combo deck, there are quite a few problems I've ran into even while Gauntlet grinding. Most of the time, you can't have enough power to get to 6/7 for casting the key finishing cards, Aggro decks with spot removal sets you waaaay back, and having too little cards that interact with your opponent's board usually leads me to really bad situations which stress me out. But still, when it goes off, it's a ton of fun. Hopefully the build will become much more consistent once the new set's cards come out.
Gaze73 Edited Eternal Version: 1.29
I'm just about to try this deck but I can suggest that since you're running combust and devour you might as well run 4x madness too. Edit: Tried it, Madness is great, and so is the deck.
Mechavelli Eternal Version: 1.29
What did you remove to make way for madness? Thanks for the compliment!
Gaze73 Eternal Version: 1.29
1 Dark return, Dreamsnatchers, Quarry.
CardBoop Eternal Version: 1.29
What a delightful deck. Thanks for sharing! I'm actually having a decent winrate with it in Gold III (control heavy meta)
Mechavelli Eternal Version: 1.29
Glad you're finding success with it!
BadBug Eternal Version: 1.29
Masterpiece ! great deck
Mechavelli Eternal Version: 1.29
Glad you enjoy it!
Quelsen Eternal Version: 1.29
Discard grenadins was the first thing i tried to brew when i got my hands on the new cards but i couldnt realy get it to click. Then i found your version and it took me from daimond 1 to masters without losing once:P Gotta give mad props for making the discobomb work!
Mechavelli Eternal Version: 1.29
That's really impressive! I'm glad I could be of service haha
RayDimir9653 Eternal Version: 1.29
Nice deck description, I really like your style
Mechavelli Eternal Version: 1.29
Haha thank you! I try to have fun in every way I can. Just because it's jank doesn't mean it has to be bad, ya know?
HellFire Eternal Version: 1.29
I am loving this deck, the slow and painful Manacles trickle really hurts the control meta that you can see in low diamond. I feel like running that top end requires a bit more power, so I swapped out the 2 snatchers with 2 seeks and one Solitude with a Devour for consistency.
Mechavelli Eternal Version: 1.29
Sounds good to me! Let me know how those changes pan out for you.
RayDimir9653 Edited Eternal Version: 1.29
How is Light the Fuse in this deck?
Mechavelli Eternal Version: 1.29
I feel like Light the fuse is a trap because it's such a delicious source of damage but has the potential to never proc. One thing to keep in mind is that discarding Destiny cards doesn't activate them, so they wouldn't really be that useful. I do hope that one day we get more support for that card, since it's a nice victory condition and burn decks are always fun!