I based this list somewhat off of
Praxis Dragons, and I made most of my climb last month with that deck and did very well, but felt that the early game cards like Initiate of the Sand,
Rakano Outlaw, and
Oni Ronin have little-to-no impact after turns 3 and 4. Against aggro, one will probably just block a Pyronight and get no other value. Against midrange, they chump.
This deck works off the theory that warp cards are good in all board states and better than other types of card draw. A
Hipshot off the top may remove a unit from the board or just deal 2 to the opponent, without taking a more valuable resource out of your hand and it likens the probability of drawing power or another threat next turn. This can help maintain card advantage while dealing with the opponent's threats. Warp units also help refill the board more quickly after a harsh rule.
Waker of Ancients also helps by pulling dragons out a turn earlier, sometimes at a discount thanks to
Crimson Firemaw.
This deck is semi-competitive. In silver and gold, I maintained a 70% win rate which fell to 60% in diamond. Favored against Praxis (64% of 11 games) and Tavrod or other armory decks (67% over 9 games), slightly favored over stonescar (67% over 6 games), but not favored over feln (33% over 9 games).
Cards:
Waker of Ancients: I think the meta under-values this card. Praxis Dragons has strength by being able to put down multiple 5-attack units that one's opponents can't block and this makes that happen significantly more efficiently. Best to play on turn 3 if there's no other play in case a
Crimson Firemaw is two cards down. Also fine to play just to help plan out one's next turn.
Cinder Yeti: I used to play
Avirax Familiar in this slot, and I found the +1 max power relevant enough most of the time, but it didn't provide a relevant body. Yeti also does some of the same job as
Praxis Displacer, though not nearly as good. Still, having warp makes this card valuable for this deck.
Hipshot: A poor torch, but a good thing to have on top of the deck turn 3 or later against aggro, but bad to have in hand. 2 or 3 of this is probably correct.
Dawnwalker: This deck doesn't really care about the Dawnwalkers, but they do help keep up the tempo and provide blocks on the ground.
Crimson Firemaw: The 4-cost discount on your next card is very often relevant. In many cases, one could have a warp card on top and want to play it and the discount may make that possible. This can make a
Hipshot free and add the extra needed damage to an
Obliterate,
Purify, or
Torch.
Flamestoker: This card gives this deck a favorable match-up against amory, particularly Tavrod. Good to play before the opponent is expected to harsh rule. It makes
Hipshot and
Heart of the Vault fatal to Tavrods, which is necessary.
Heart of the Vault: Whether we want this or
Predatory Carnosaur, I'm not entirely certain of, but it fits the theme of warping, dealing damage, and drawing cards, so it fits nicely thematically, at least.
Behemoth is great for decks that care about overstat'd units or playing lots of power, but this deck cares about neither. We would have to cut Flamestoker which helps against armory decks, Heart of the Vault which is a decent body/removal/card draw, or Obliterate which is good ol' fashion removal/burn.
That said, maybe a re-imagining of this deck with Xenan Obelisk, Worldbearer Behemoth. Of coarse you'd need Mystic Ascendant to capitalize on Behemoth. Would probably end up cutting the dragons... and now you have a slower Praxis Midrange. Anyway, just running this experiment in my head, we either abandon the tempo-based strategy this list currently has to get more value out of Behemoth or we decide that the value Behemoth generates on its own makes a cut worth it. I'm not sure what the answer is.
3 Torch (Set1 #8)
4 Power Stone (Set1002 #4)
4 Purify (Set2 #176)
4 Waker of Ancients (Set1002 #16)
4 Amber Acolyte (Set1 #93)
4 Cinder Yeti (Set1002 #1)
4 Crimson Firemaw (Set1002 #3)
4 Sandstorm Titan (Set1 #99)
2 Xenan Obelisk (Set1 #103)
2 Soulfire Drake (Set1 #47)
3 Waystone Infuser (Set2 #63)
3 Workshop Forge (Set2 #182)
1 Worldbearer Behemoth (Set3 #87)
1 Flamestoker (Set2 #32)
1 Passage of Eons (Set1001 #3)
4 Predatory Carnosaur (Set1 #118)
2 Great-Kiln Titan (Set3 #49)
3 Fire Sigil (Set1 #1)
4 Granite Waystone (Set3 #1)
3 Time Sigil (Set1 #63)
4 Amber Waystone (Set3 #51)
3 Crest of Impulse (Set3 #251)
4 Praxis Banner (Set2 #171)
4 Seat of Impulse (Set0 #54)
I only have 1 flamestoker as well but I would definitely add it to the list if I had another. Passage of Eons is surprisingly good as a one-of i've found. Any matchup against control or midrange usually ends up in a board stall where drawing Passage of Eons can just win you the game immediately. Especially effective against Feln Reanimators that have vara up or I once used it against a elysian board that had cirsco and a huge weapon on him where I was able to win after playing the card. Could still be wrong to have in the deck, but it's been doing me good so far.