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BEACON LEGION ( Dragon version )

Throne Deck By
Dante1976

+3

Cost Curve

Type

Faction

Information

Hello, greetings, i would like to present to you just one of my Beacon Legion deck going parallel with this and sort of a different version of Marvels Ironman Legion, it may not be my original built but i remain its core win condition intact and its supporting card, will explain details of each and its core element but before that a few very important notes to remind before you even try this build, This deck is very daunting to pilot, so its very important to take notes , your opening hands must contain, the time, justice and shadow faction as strictly as possible, especially time, it will makes sense as to why because achieving the 5 faction color is very challenge in your early set up

WIN CONDITION
1. Beacon of the Reach- as to where i name my deck , fancy naming it to Bacon instead, this is one of your win condition, protect this at all cost, as this is your main card generator and can help you not lose steam, in the game,
2. Creation Project - Buffs your whole team and kinda makes you advance your game, as you can nearly play anything at the top of your deck in each of your turn card advantage is one of the key elements when piloting this 5 color faction
3. The Great Rift- This card is literally your swiss army knife, it also buffs up any unit you first play each turn, Rift born is its star player, once paired with Beacon, its 90%+ winrate already all cards you generate is reduce to 1 cost only, if you can protect this MCguffen long enough for Riftborn to hatch, this is your main gunner so to speak
4. Nictotracian - this is one of the win con i made a revision to and included nicto baby into this slot of win con, its fate bonus card is just a cherry on top and having a 8/8 flyer is still good late game threat to put out there

SUPPORT CARD

1. Desert Alchemist- is a 2 cost mana color fixing card, that is why I emphasize Time faction should always be in your opening hand, i have lost game because i deviate with this rule of thumb, desert alchemist is also great for defense as it is deadly and can take out almost any big opposition
2. Desert Marshal- 2 cost ambush with the ability to silence is your early defense too, card is still great in mid and late game, like i said its silence ability is very good at any game state you are in
3. Saber Tooth pride leader - relic removal and mid game and anti aggro, 3 life gain is not much but its a great equalizer still for me
4 . Fieid medic- anti aggro card, especially with the ones using wide spread attack, this is mid range control, so this anti aggro support card are essentials for your early survival, all support card has an ambush ability, so these card can also act as a sort of charge ability as you can play them on opponents turn

Power base, is the best i can think of to include here, feel free to make a tweak on its power base, market cards are sideboard card as answers to situation that will help you survive and make you stabilize the game in your favor, I will be posting other version of the Bacon Legion cheers, mind you this decks i have use in the ladder for months now, not perfect but its very fun to pilot

Details

Shiftstone Cost
Does not include campaign cost
36,800

Premium Cost
283,200

Influence Requirements
1 2 2 1 1

Power Sources
9 14 13 8 11 25

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
4 29 34 13

Card Types
24 14 13 4 30

Contains Cards From Campaigns
Jekk's Bounty [Set1001]
Dead Reckoning [Set1003]
Trials of Grodov [Set1006]
Bastion Rising [Set1097]
Stormbreak [Set1107]
Valley Beyond [Set1125]
Enter the Arcanum [Set1135]

Archetype
Control Midrange

Added
June 4, 2024

Views
1,892

Eternal Version
Battle Lines

BBCode For Comments

Deck URL

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Comments

pal Eternal Version: 24.06.05
Very confused about the sigils here. Marks are almost always better than sigils and tomes
Dante1976 Eternal Version: 24.06.05
Thanks so much for the nice comment, appreciate the feedback, as to your questions, some early version of my bacon deck has no sigil on them, but there arer numerous instances that i draw card spell among the Beacon of the Reach that makes me draw sigil, plus of course some of the enemy spell who does the same thing, in either case, it makes up for a dud card, so thats my reason to include them, plus the factor of most of my dual faction power card comes into play depleted, and sigil naturally comes undepleted, that somehow helps with the tempo, like i said, much of my decision with the powerbase is my own decision, feel free to make revision that will suit you
Vincent8307 Eternal Version: 24.05.01
How good is this deck?
Dante1976 Eternal Version: 24.06.05
mid and end game are its optimal, since its a 5 color faction, so early games are its struggles i do have 10 version of this deck , with varies some of its win con , but all are relatively almost the same, but once you be able to establish and stabilize your game, its pretty much fun, its multiple win con makes it very flexible and makes for more fun and more interaction in the game