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[Masters] VoidRamp Worldpyre

Throne Deck By
imestr8
WSG (We Stream Games)

+2

Cost Curve

Type

Faction

Information

This is the last iteration of the deck I took from d3 to Masters for this season. It's an absolute blast to play, probably a giant pain in the ass to play against. It has a pretty great game against anything that isn't a fire based agro deck. Apparently, it is also insanely expensive from a shiftstone perspective, so it may be a difficult deck for newer player to commit that many resources into.

The core concept of the deck is to combine two different ways of playing high costed cards much sooner than you should be able to. The first is the void ramp strategy around vows, the second is worldpyre. What is especially good about the combination is that you can rely on either one to carry you the whole game, they work incredibly well together, and are resilient to answers, since each approach requires different hate cards to fight against.

With that in mind, the color combinations center around Time primarily, but can vary on this concept. I'm sure there is someone out there that will take this and break it even further. First iteration of the deck was TP and then TPj, it was trying to be more of a control deck, but the cards felt like they didn't work together well. It was trying to accomplish too many different things, so when the series of cards weren't what you needed, they really fought each other. Leaning more into the TJ shell that was used by big ramp decks a while ago worked much better, although I can see versions of this going with TSj and also being fantastic (especially because of access to extra helixes).

Card Breakdown


Engine Cards
You must have some combination of these in your opening hand.
4 Calibrate - Smooths out all your draws and makes the deck a lot more consistent. A must have and the second best card in the deck, IMO.
4 Arcanum Hourglass, 4 Forgotten Find - Hourglass is better than Forgotten Find, I would absolutely not run either of these in the market.
4 Torgov's Trading Post - Do not be tempted by the call to ancients option of this card. It is the worst of the three options, especially with Calibrate in your deck. Second thing to not forget is that the weather the storm option breaks opponent's unit aegis. This is actually much more important than shuffling 6/6s into your deck. The only time Call to ancients is very good is against the most dedicated control decks. A fantastic distraction, while it sets up your void and pretty much always makes a 7/8 if it stays in play for the full journey.
4 Worldpyre - An engine, but also a great distraction.

In-betweens
They are the special cards that unify the engine and pay off cards. The way these cards combine together is what made this version significantly better than my earlier ones. If you are tinkering around with different color combinations, this is the area you need to focus on.
4 Marshal Ironthorn - Has a ton of fantastic interactions, especially with helixes, Ravid and ascendant.
4 Mystic Ascendant - Weakest of the three cards listed in this section, which says a lot about how strong the other two cards are.
4 Ravid, Insect Master - Easily the best card in the deck. Ramps power and influence. Draws cards with when he grabs helixes. Chump blocks forever. Can grab Vows to help continue putting power in your void.

"Payoff" Cards
4 Sol's Rest - Awesome card against most matchups. It's very easy to decimate, so this can buy you multiple turns or immediately win you the game by locking out your opponent.
1 Martyr's Chains - Weakest of the cards in the deck IMO. There have been a different amount of them in the deck. It may be best for this to be removed, although a benefit is that you can grab it with Calibrate.
4 Aid of the Hooru - Your biggest payoff and typically the last nail in the coffin.

Notable Power Cards
3 Elysian Cylix - I wish I could fit one more of these and one more vow, but can't seem to find the space for both.
4 Combrei Vow, 4 Hooru Vow, 1 Praxis Vow - Engine power. You can calculate these as double or triple power drops.


There are a lot of gameplay decisions and directions to consider when playing this deck. So I will add a father edit to try and address some best practices.

Edit: final update on the deck. I think this is likely the best this deck can be, results are ok, good enough for top 100 Masters, but likely not worth the investment for someone who doesn't already have more of the cards.

Details

Shiftstone Cost
Does not include campaign cost
122,150

Premium Cost
405,600

Influence Requirements
3 2 2

Power Sources
3 19 16 9 20

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
5 13 23 32

Card Types
17 11 21 4 27

Contains Cards From Campaigns
Dead Reckoning [Set1003]
Trials of Grodov [Set1006]

Archetype
Combo Midrange

Updated
July 11, 2020

Added
July 9, 2020

Views
1,315

Eternal Version
Argent Depths

BBCode For Comments

Deck URL

Revisions (Since last major patch) July 11, 2020


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Comments

MeEternal Eternal Version: 20.07.16
How important are trading post and forgotten find? I don't have the stone to craft them and was wondering if there were replacements.
imestr8 Eternal Version: 20.07.16
They are important for the "ramping with power from the void" but you should be able to replace the vows, trading post engine with a more traditional combrei ramp. It will deviate from one of the concepts of this particular deck, but it would still be a playable worldpyre deck. You'd be looking at cards like enter the monastery and trail maker for example.
MeEternal Eternal Version: 20.07.16
Hmmmm, okay. I was thinking I could still run the hourglass and vows, with maybe other discard support? I'm not sure.
imestr8 Eternal Version: 20.07.16
Ok, so I'd say the answer is that you can replace post, but the lack of forgotten find does impact the vow engine quite a lot. There aren't a lot of cards that can play power from the void, the only other direction I would see would be using shadow for katra. But that would be even less budget friendly. Maybe just replace those with trail maker for now.
MeEternal Eternal Version: 20.07.16
Sounds good. Thanks for the help!
imestr8 Eternal Version: 20.07.16
I see what you are saying. I'll try one or two things and let you know how it plays out in an hour or so. My suspicion is that some number of forgotten find will likely still be really good, being able to play double landfall the same turn as one of the middle cards goes a long way.
psly4mne Eternal Version: 20.07.07
How does this handle aggro? Just take the loss and move on?
imestr8 Edited Eternal Version: 20.07.07
The fire based aggro matchup is by far the worst. Mainly the ones that go all in on the speed. When I was tinkering around with numbers, I noticed that the matchup can be improved heavily, but requires a significant commitment in removal spells. But then the deck becomes worse against everything else. It has a great matchup against tempo aggro and time aggro though, as you don't have that frustrating "1 turn too late for everything" feeling you get against fire.

That being said, if the aggro player starts attacking your site, you may end up having a much better game than expected. Generally speaking, if my opponent didn't start with turn 1 2/1 fire dork on the play, I felt like I was a heavy favorite to win a game.