/!\ IMPORTANT REMINDER : THIS IS A CASUAL DECK/!\
This decklist is open for suggestions as long as you keep in mind the main idea of it.
I won't change the whole deck just cause some people said "that's not how you're supposed to play a warp deck, look at
Glimpse the Possibilities and stop swarming with 1-drops while you can do so much better" -> i know you can do that, i just wanted a different approach on Warp with some hot takes.
Summary
I) Introduction
II) Core Build - Basic Idea
III) The "little to no variation"
IV) Some possible changes
V) Conclusion
VI) Changelog
Introduction
Hi ! I'm BeerMoney and i'm presenting to you a casual deck for gauntlets and casual games in throne themed around warp and getting a big board for basically nothing. But i think to understand how i came to this point and to whom this deck is designed and with what in mind it's a good thing to take a look at who i am more personally in terms of card games and Eternal...
I'm a returning player on Eternal, i played a bit casually during the Fall of Argenport expansion and left the game ; just to return now, in Empire of Glass ; still for some casual play. I'm basically a card game player that plays decks doing things really gimmicky and/or doing it excessively : hard controls decks, hard aggro decks, infinite combo decks or even decks that heavily plays around a mechanic ; you get the idea. Oh and i love when i can perfectly do what the deck is supposed to do and only that, even if it means controlling the board of a sad aggro player for 60 turns. So if my deck is basically linear from start to end with little to no variation, it's good.
So after i rebuilt my near-infinite otk based on the time/primal/fire draw-themed puzzle where you draw nearly-infinitely and gets near-infinite damage, i wanted to do something off with the warp mechanic : i thought it was fun... then i saw
Ghodan, Undefeated and all the 1/2-cost flying units in Time and Fire : it went from fun to perfection. I had the start of the deck.
So now, let's finally talk about it !
Core Build - Basic Idea
The basic idea of the build resides in a few cards and 1 idea : do a big swarm fast.
How to do that ? As i said before
Ghodan, Undefeated is a part of the key here. Allowing to warp any units is really strong and help us a lot ! But there is something lacking : you can swarm, but you can't attack on the turn you swarm. That's annoying. So well why not adding
Frontier Jito to the mix ! With Jito+Ghodan you can basically transform every 1-drop in your deck into Alluring Embers. Except, you can go even further...
Introducing core cards 3, 4 and 5 :
Xenan Obelisk,
Ancient Clocktower and
Workshop Forge !
Now you can :
-Play nearly every unit in your deck for free.
-Give them Charge and Warp and a massive buff with Obelisk and Clocktower.
So now, you'll be swarming with some 5/5 flying warp charge units for 0 instead of small 1/1s for 1. The idea is simple, yet terrible.
The "little to no variation"
As i said during the introduction, i like my decks with "little to no variation"... But this deck is probably what gives the most variation out of all the casual decks i play in multiple card games.
It has a sort-of control aspect to it with a lot of cheap healing in the form of
Excavate +
Ancient Clocktower +
Arcanum Elite. Also,
Excavate is used with :
-
Brenn's Scrying for more scouting/getting the warp train back on tracks and also triggering
Ancient Clocktower.
-Units to put them back into play after they got removed to make your board more annoying to manage.
-
Passionate Stonehammer if you have too much sigils in hand to change them into draw or not enough power to change some cards into sigils.
Arcanum Elite acts more as a bit of help to get through some really hard early game phases, but it works decently and you're even forced to trigger it with
Passionate Stonehammer.
All of those cards gives to this deck a secondary gameplan where you can try to stall a bit to create better boards, that's basically the whole gameplan variation the deck can have.
Some possible changes
I'm actually thinking of removing
Hidden Shiv, even if it helps with Clocktower to get both aggression and sustain it is kinda annoying in a lot of situations and i feel like i end up plundering it too much to keep it in the deck.
I might end up adding any card that is here instead :
-
Journey Guide to fix some early-game issues the deck can have, i don't really know if there is better options for that though as i haven't searched enough on this path yet.
-
Torch or
Bad News for early and late game aggression respectively.
-
Temporal Adept or
Waystone Infuser for more consistency can also be added.
-
(W.I.P.) Removing Time Sigils and change the powers even more for more T5 Ghodan consistency.
Community suggestions :
-
(W.I.P.) Alluring Qirin as suggested by puchpuchacz can also be a really nice addition instead of the Shiv, can allow you to Ramp pretty quickly while having a new unit that synergizes.
Conclusion
I'm still in the early phases of the deck so nothing is really refined but it's already a deck that is fun to play for me, so it's already doing it's job pretty well ! If you have any suggestions to make it even more interesting to play feel free to do so, as long as it's not like what i said in the reminder on top of this "deck tech".
Changelog
29/04/21
I actually did a complete power overhaul, i think the power list is fine this way ; maybe 3
Time Sigil & 4
Fire Sigil if the
Alluring Qirin is played in the deck but outside of that change i think i'm done with the powers. I'm actually testing the
Alluring Qirin (again, shoutouts to puchpuchacz for the idea !) but only have 2 copies of it so i still don't really know if it's worth yet. Also testing at the same time
Fire Sale as a double-edged 1-off which sounds like it can really help in some cases but definitely not convinced yet on the call.
Thanks for the idea ; I'll add it on the list of possible changes !