The ShiftstonedEternal Power Calculator is a deck-building tool that visualizes your odds of drawing enough Influence and Power based specifically on the cards found in your deck.
Took me a few secs to figure out the list (was really lost when I went to the Market). Nice job, just as fun as the Rakano Trove list I found the other day.
You're playing 5 colors and have access to a wide array of removal options, yet choose to play Searing Strike... I can't get behind this idea. Equivocate, maybe?
I think you may be misjudging the deck a bit. The first 3-4 turns play out more like a combo deck, as such, there are a lot of overlapping actions that need to be considered. Slowing down against an aggressive deck to fit removal into the turns really hurts decks like this.
Personally, I thought that searing strike stood out as a very clever removal spell. Able to interact with most of the aggressive units, without slowing the deck down at all
Eremot's designs can definitely help against some aggro decks, but killing your own initiates can also be painful.
It's probably good in a JPS version that doesn't play initiates.
The current power base is built to optimize for turn-1 ramp unit, turn-2 merchant, turn-3 Keelo.Crest's don't work well for that plan, but they are quite reasonably if you are just going for turn-3 merchant or turn-4 triumphant stranger from hand. I tend to redraw opening hands that have all-banners, but usually you can find an order that lets you play undepleted power when you want to play a merchant.
The deck had a really bad matchup againt sling, but the meta seems to have shifted such that very few people are playing snowball, torch, hailstorm, and turn to seed. As a result, getting Triumphant Stranger ASAP is a solid game plan.
My biggest change from before is that I now play a lot of power (34). This helps with the consistency of getting enough power and influence to get started, and merchants trade away excess power later. Searing Strike is a flex slot but it helps against some aggro decks and it doesn't slow down your opening at all.
Personally, I thought that searing strike stood out as a very clever removal spell. Able to interact with most of the aggressive units, without slowing the deck down at all
It's probably good in a JPS version that doesn't play initiates.
The current power base is built to optimize for turn-1 ramp unit, turn-2 merchant, turn-3 Keelo.Crest's don't work well for that plan, but they are quite reasonably if you are just going for turn-3 merchant or turn-4 triumphant stranger from hand. I tend to redraw opening hands that have all-banners, but usually you can find an order that lets you play undepleted power when you want to play a merchant.
The deck had a really bad matchup againt sling, but the meta seems to have shifted such that very few people are playing snowball, torch, hailstorm, and turn to seed. As a result, getting Triumphant Stranger ASAP is a solid game plan.
My biggest change from before is that I now play a lot of power (34). This helps with the consistency of getting enough power and influence to get started, and merchants trade away excess power later. Searing Strike is a flex slot but it helps against some aggro decks and it doesn't slow down your opening at all.