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Almost's decklist (2nd)

Piloted by
Almost
Eternal Titans

+10

Cost Curve

Type

Faction

Information

Seeded into the 30th spot after qualifiers for the Top 64

Tournament Information

Details

Shiftstone Cost
Does not include campaign cost
23,050

Premium Cost
188,000

Influence Requirements
1 1 1 5 1

Power Sources
5 8 13 13 13 24 8

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
19 26 23 4 5

Card Types
36 0 5 4 35

Contains Cards From Campaigns
The Tale of Horus Traver [Set1002]
Into Shadow [Set1004]
Whispers of the Throne [Set1085]
Buried Memories [Set1105]

Archetype
Unknown

Added
September 12, 2021

Views
6,443

Eternal Version
Hour of Glass

BBCode For Comments

Deck URL

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Comments

Glytched Eternal Version: 21.09.02
Love this deck. Lots of interesting decisions to make. Saw you in the Throne tournament, impressive run. Thanks for sharing.
Comment Deleted
Almost Eternal Version: 21.09.02
What do you mean by a sealed deck?
Comment Deleted
Almost Eternal Version: 21.09.02
Huh. Well as you pointed out I placed second, so I'll take it as a compliment of my piloting skill.
eragon7573 Eternal Version: 21.09.02
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.
imestr8 Eternal Version: 21.09.02
Congrats on the amazing run. An excellent deck with ideas that have defined part of the meta and have single handedly changed keelo decks forever :)
htraos Eternal Version: 21.09.02
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?
imestr8 Eternal Version: 21.09.02
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
MoodyQuake Eternal Version: 21.09.02
Also in my draws banners are tapped a lot maybe like 2-3 scout lands? Sorry for spam just thinking
Almost Eternal Version: 21.09.02
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.
MoodyQuake Edited Eternal Version: 21.09.02
Maybe Eremots instead of searing strike? Also means u need red later in game which might help curve
MoodyQuake Eternal Version: 21.09.02
Fitting name for 2nd. Lol. I love the idea of this deck I was rooting for you in finals
Almost Eternal Version: 21.09.02
This is a remake of my old deck: Turn 3 Triumphant Stranger

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.