Game Plan Main goal is to have at least 1 Pledge unit turn 1, you always want to have it and pledge it. Second is that you want your ramp for 2 and for 4. So turn 2 and 3 your ramp Turns, that means that you want to play ramp for 2 to increase your total power: - Apprentice Mage: - ramp uint. - Devotee of the Sands - you always want to shift it turn 2. Dodges Lightning Storm - Glasshopper - it's not really "ramp" effect, it's a unit cost reduction, it is more viable in cases when you have Moonstone Vanguard or you Pledged it. Coz you can't play 4 cost ramp on turn 3 off the Roach. On turn 3 you want to play your 4 cost ramp: - Eternity Core - once again it doesn't afraid on unit removal and it gives +4/+4 to Tunneling Gargantua that can be played on t5-6. - Call for Aid - good in all aspects, it ramps, it cycles, it gives life and it is fast.
So having ramp on t2 and t3 opens us in multiple options, you can refill hand with Honor of Claws and more likely draw into threats or you can apply pressure by playing Moonstone Vanguard or Colossal Pteriax on turn 4. The longer games goes, the more power you will have and more cards will be drawn as well as Glasshoppers that will bring your threats in hand.
You will be shocked how consistent you can be on ramping plan.
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Hi, I'm a fan of your decks. I'm playing only your low budget decks. Now I'm diamond I, with your (Pauper) Rakano Aggro, but is not possible to reach master. So I'm searching a deck to reach the goal. Do you think that this deck is good to go master? I am following your advice to play forge and not craft common cards, but I like this deck and I'd like to play it, but I haven't a lot of cards at the moment. I need 8k shiftstone to build it. I want ask you if, for you, is a right decision to craft this deck. Which of your decks, you think, are good for reach master? Thx
I don't play competitive Ranked, as well as I haven't tested lists in meta higher then Diamond. It's better to search for meta decks that designed for ranked meta. - I choose cards that overall fit synergy theme of the lists. That means that they are overall good-to-average. But sometime cards in deck doesn't answer meta threats. - My lists are for new players to help adapt with game. This means that they are starting point, not even middle step. So main purpose is to help new player to see different strategies on a budget. In the end when you have good card pool my lists can help you with daily quests or gauntlet. - Mid Budget lists us a more pricier and fancy versions of Budget lists. This particular list is a build around campaign cards, to get most from cards you get.
Hope I answered your questions. If you still consider building this list, you can get taste of it by playing (Budget) Time to Ramp or [Pauper] Time Ramp they all play same way except threats you get are different and much more impactful in this list.
Elysian is a bad factions to have market, but still you can have few cards in it. 1 Threat, 2 Combo breakers, 1 Removal, 1 Mass Removal is my basic suggestion for a market. Mokhnati, Daraka, Pillar of Amar should do the work on budget. Twilight Hunt, Savagery, Permafrost, Equivocate, Honeypot can fill removal slot. Hailstorm, Cirso's Choice not the best mass removal, but we have what we have. Royal Decree, Rain of Frogs should solve combo problems.
Its fun. The draw seemed to work well. Decks like these are great to learn synergies and mechanics without a crazy high cost. Only spent 800 shift and had it built. Thanks!
Hey, just wanted to say thanks very much for making this budget series. Very helpful to a newcomer like myself. I've only just started trying throne out, but I was able to use this as a shell and made it to 11 wins in the December ECQ.
One question I have is Power Stones vs Call for Aid - I didn't include the stones because I haven't done their campaign yet, and added the Bear Guard Bayonet instead. I liked the flexibility of the bayonet, plus giving Overwhelm to one of your Killer units was a nice option, but found my early plays were sometimes more awkward. I really like that Call for Aid cycles itself, but do you think I'd be better off running Power Stone over that?
Power Stone is crucial, you aim to skip turns with plays you make with this tempo list. Your aim is to completely skip mid game and smash 6-7 cost drops while opponent has 3 cost units. I think you can have replacement with similar effect in slot 2 and 4, but you need have them in slot 2 and 4. Bayonet needs a unit to be played on, so in best case scenario it's a turn 2 play, if you pledged. And even if you haven't pledged first turn it's still a viable deck.
I really want a praxis pledge.But i only have 30k shiftstones.And it dosent seem to work nicely without all cards that go for a total of 80k shiftstones.Do you have any working Budget build for praxis pledge?
I don't think that Praxis can go on budget coz you need to play HoTV & probably Darya. So this two are already near 26k dust. Moonstone Vanguard is not good enough as of now, it dodges torch, but it's pretty much all he does, so you will need to replace it with probably Cycalis, here you have another 13k.
I can try to build one, but problem with praxis is that they have small amount of good pledge units.
Which of your decks, you think, are good for reach master? Thx
- I choose cards that overall fit synergy theme of the lists. That means that they are overall good-to-average. But sometime cards in deck doesn't answer meta threats.
- My lists are for new players to help adapt with game. This means that they are starting point, not even middle step. So main purpose is to help new player to see different strategies on a budget. In the end when you have good card pool my lists can help you with daily quests or gauntlet.
- Mid Budget lists us a more pricier and fancy versions of Budget lists. This particular list is a build around campaign cards, to get most from cards you get.
Hope I answered your questions.
If you still consider building this list, you can get taste of it by playing (Budget) Time to Ramp or [Pauper] Time Ramp they all play same way except threats you get are different and much more impactful in this list.
One question I have is Power Stones vs Call for Aid - I didn't include the stones because I haven't done their campaign yet, and added the Bear Guard Bayonet instead. I liked the flexibility of the bayonet, plus giving Overwhelm to one of your Killer units was a nice option, but found my early plays were sometimes more awkward. I really like that Call for Aid cycles itself, but do you think I'd be better off running Power Stone over that?
I can try to build one, but problem with praxis is that they have small amount of good pledge units.
In process of re-evaluating deck.