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Brennless Brenntinels

Throne Deck By
isomorphic

+7

Cost Curve

Type

Faction

Information

This is an updated version of the Brenntinel Reanimator deck that I posted last month, but I wanted to post this separately to preserve the original build and comments. The changes are simple: -4 Brenn +3 Lightning Storm +1 Mirror Image. Credit to flash2351 for suggesting/trying out the changes.

After messing around with other decks for a few days at the start of the month, I used this deck to climb from Gold 1 to Master in the past four days, with a combined record of 37-14. (Edit: I stopped keeping track of record, but I reached rank 1 with this list on May 15.)

A few comments:

1) I did like Brenn in this deck as an early blocker against control that also speeds you up against midrange, but Storm is generally a bit better against aggro and is much, much better against Assembly Line decks. If time-based midrange becomes more common and Assembly Line decks become much less common then I could see going back to Brenn. Also, the rise of Jotun Feast-Caller makes Storm less dead against control than it once was since you are fine doing Storm + Equivocate.

2) We play Lightning Storm over Hailstorm for a few reasons: it doesn't require PP influence; it doesn't kill Observer; it doesn't enable opponents to kill SST with Torch; and it costs 2 instead of 3, making it a more reliable turn 3 play with all our crests and making it easier to combine it with other cards in a turn. Unless Rakano becomes much more popular, I expect Lightning Storm will continue to be superior in this deck.

3) After playing with the deck more, I have a clearer idea of what the mulligan strategy should be. First, I keep any hand that has decent outs to playing a turn 4 or 5 Stirring Sand on GKT or Lavablood. This basically means having Stirring Sand + discard outlet (Song or Observer) or Stirring Sand + reanimation target + a few Crests/Strategize - either way I will see a bunch of cards and have a reasonable shot of making power drops and finding the missing combo piece. Second, I keep any hand that has Sandstorm Titan and a good chance of being able to play it on turn 4. If a hand doesn't fall into either of these categories but still has decent power, I'll keep it if it has both early interaction (ideally Torch, but Storm or Equivocate are okay too) and good card selection (ideally Strategize, but Crests/Observer/Song work too).

Details

Shiftstone Cost
Does not include campaign cost
69,400

Premium Cost
252,800

Influence Requirements
3 3 1

Power Sources
16 16 11 18

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
12 20 20 16

Card Types
20 0 30 0 25

Contains Cards From Campaigns
Dead Reckoning [Set1003]

Archetype
Control Combo

Updated
May 15, 2018

Added
May 7, 2018

Views
4,639

Eternal Version
Sealed Deck League

BBCode For Comments

Deck URL

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Comments

merovingian Eternal Version: 1.31.6
so this is the top 1 deck? i imagined that..it is so op, you cant do barely nothing against it
Lagrangian Eternal Version: 1.31.6
I had great fun with your other deck, but I struggled with really heavy removal decks. You suggested before that the correct play there is to hard-cast all the Sentinels and use Stirring Sand for card advantage not tempo - would you say that's still true?
isomorphic Eternal Version: 1.31.6
Yes, that basic plan hasn't changed. One thing I should note though is that you shouldn't be afraid to discard a couple big sentinels early - the important thing is to hit your power drops, and usually you do want to reanimate a GKT on turn 4 or 5 if you can just to smooth things out (since you'll get at least one card even if they have removal). Depending on the matchup it can also be good to have a Lavablood ready to kill a relic weapon or other threat. But once you get to 5-6 power you probably want to stop discarding sentinels if possible and save them to hardcast.
Tenken Eternal Version: 1.31.6
When Lagrangian says play StirringSands for card advantage over tempo, would you say this holds true vs decks covering Green (Harsh Rule). Obviously if they have enough removal 1for1 sucks, so maybe you should just load up on power. But even one Sentinel might sometimes draw a HarshRule.