I was unbelievably excited for Sentinels, okay?
Having already played this deck enough to do some incredible moves that I thought would be complete and total pipe dreams, I'm absolutely ecstatic over how fun this deck can be to pilot, just by way of being a completely endless supply of titanic units. I'm completely confident this deck will have an unrealistically huge allergy to Harsh Rule, which I haven't encountered today presumably because everyone wants to actually have fun for once, but until people decide to start stinking up the meta with that again this is going to be my favorite thing in the world.
Exactly two
Mysterium Orb is important because you
want to see this card, but it is sadly redundant in multiples without any cards that combo with relics. That said, the second one draws you a card with
Novaquake Titan, and is effectively a Torch with
Great-Kiln Titan. And at the end of the day, if your explorers aren't exploding, it's more ramp, and Praxis has discovered what to do with its ramp. It's also what takes
Monolith Guardian from being 'really really good' into 'completely and totally asanine', because 7/7 Overwhelm Endurance for 4 is not something that should ever be okay.
Trail Maker is low-key one of the strongest cards I've gotten to play with in this set, if I can be honest. It's effectively
Power Stone's extremely important role-- ramp on 2, play one of your huge 4-drops-- that gives up being a relic and thus being ping-able to get you an influence, and this is a rather influence hungry deck-- FFFTTTT. Importantly, if it isn't self-evident, the influence sticks around if he himself dies, so him being removed and your plan being shoved off a turn isn't the end of the world.
Gear Master is a card I saw a lot of people severely underestimating during the event, and I understand why. It's a 4 drop when you're already playing
Sandstorm Titan and it doesn't immediately impact the board and it's extremely removable and blah blah blah, I know. Yes, I'm still running 2 of her. Because warping in Heart of the Vault for what is effectively '6/6 deal 2 damage draw 3 cards give a unit +1/+1' is absolutely completely and totally insane, and shenanigans aside the deck is in need of something to let you reload. She does that well, and even if she doesn't get to, she ate removal that would've been flung into your Titans. 'They gotta run out eventually' becomes your catch phrase if you run this deck.
Waker of Ancients is probably less good than it is fun. That said, SST,
Crimson Firemaw,
Monolith Guardian once you have a relic,
Emerging Colossus,
Great-Kiln Titan these are all cards that are devastatingly powerful to see come in without costing you card advantage. I have yet to get the absolute dream play of warping in
Novaquake Titan, but the idea that it
can happen is what makes me refuse to budge Waker's spot in this deck.
Let nobody say in my home that
Great-Kiln Titan isn't one of the best cards for Sentinels. It's immediate and free card advantage guaranteed unless you're a fool who messes up play order and gives your opponent the chance to Annihilate him mid-combat or something, it's bonus reach in a deck that stopped having room for any when he pulls a relic, if he's allowed to live for even one extra turn you've probably already won, it's insane. Even if he pulls power off the top, that means he's a Waystone Infuser that's been benching half the titans in this deck judging by that stat-line, and where I come from we respect Waystone Infuser.
Heart of the Vault currently only a two-of because I only have 2, that said it feels weirdly right because anything to take down this frankly nonsensical curve.
Emerging Colossus currently hasn't
quite proven himself? 9 is an awkward spot in this deck because if you make it there he probably can't punch as freely as you'd like. That said, he might dredge you up a literally free Heart of the Vault, so this and the last part are probably related.
Novaquake Titan is somehow not a weird bricky meme. When this guy comes down, he takes the whole house with him. Guardian, SST and Heart all bond for him to come down reasonably 'early' considering all your ramp, at which point boy if you haven't won the game I want to know what deck your opponent has.
Open to comments, criticism and suggestions! I really want to see my giant idiot robot sons be as powerful as they can get.
-3 Seek Power
-4 Trail Maker
-2 Groundbreaker
-4 Xenan Initiation
-4 Common Cause
+4 Amaran Shoveler
+2 Waker of Ancients
+1 Gear Master
+2 Reliquary Raider
+2 Worldbearer Behemoth
+4 Crest of Impulse
And it has been working so far. I don't think you need Seek Power in a two colored deck anymore, since there is no shuffle effect, you will still top deck lands all day. Add that Crest of Impulse. So good.
Temple Scribe and Friendly Wisp I'm not as fond of specifically here because they gunk up what you want to do on turn 2, that being Trail Maker or Power Stone (or Sauropod Wrangler if that's your style I suppose). More recent edits of this deck I've made have been running 2-4 Family Charter, since hitting 6 is never really an issue with all this ramp, and the initial scout can be done turn 1 instead of 2.
Also on the topic of draw, my latest incarnation of this deck is way harder on sentinels and features Amaran Shoveler, who absolutely does wonders just... getting you to the cards that win you the game, once you actively are thinking 'I need to topdeck not-power'. I should probably get around to writing something up for that version, it's gone through a lot of shit.
I don't get it, some people say this deck is crashing the ladder and some advise not to use it there.
Can someone write his opinion on it ?
While the end game is ridiculous it takes too long to get there versus aggro decks and has no interaction to do anything beforeyou get there. Playing a 2/2 gearmaster at turn 4 is going to get steamrolled by any aggro or midrange deck that has already developed their board. Plus by the time i have amassed the mana you best believe they have plenty of removal ready at hand. Trail master is great for ramp but it doesn't do anything other than being a 2/1 weenie to either stand there or chump block and lose your mana. The main games i've been able to win is when the other opponent is slow as well or i'm lucky enough to get a turn 2 power stone into a turn 3 monolitih guardian which is very tough to beat and gives plenty of time to play stronger titans after.
I think potentially putting in some Purifys*may be helpful but i think units with some effects may also be necessary. Not quite sure but i feel something is missing or I'm just not going for the right opening hands.
Lemme know your account name/number so i can add you if you want to talk about it in game.
My actual in-game info is Kirik+9469 if you're still interested. I'd be totally down to have someone actually double-checking my work, since there's doubtlessly things I'm not considering at this point.
-3 seek power, -2 Wakers, -2 xenan initiations, -2 Groundbreakers, -1 emerging colossus
+3 Amber Acolytes, +2 Diogo's (my favorite), +1 monolith titan, +1 SST, +2 Heart of the Value. I'm also trying Worldbearer Behemoth but if I could get a 3rd Great-Kiln I would swap that in in a heartbeat.
I also swapped 4 time sigils for the new +2 health alternative
That being said I've also had a great time using the deck, and I did have the incredible pleasure of warping in the Nova against an absolutely insane board. The satisfaction of watching my opponent auto-concede cannot be put into words. Thanks for the great deck.
This deck is extremely fun, it's not where it needs to be to actually compete in ladder but there still remains a lot of brewing to do still. I'm thinking some type of purities or adding early game explorers.
I made a Sentinel deck of my own just the other day and I'm in love; slamming down hideously large stats on a constant basis is addictive. I don't own any cards heavier than HotV yet (i actually crafted my first two copies of it just to "justify" making the deck at all), but Scourstone Sentinel has been a fun substitute.
Scourstone Sentinel is a card I've been toying with a lot in various builds of this deck. I think Sentinel Bond has started to pick up, I've noticed, because there's... yeah there's shenanigans to be done. Turn 2 Power Stone, into turn 3 Monolith Guardian, into turn 4 Scourstone Sentinel, now you have something with 9 attack and overwhelm to beat with on turn 4 and in 3 turns you can drop the Novaquake. This also leaves you with 2 power free for Xenan Initiation even. It's wild and I love it.
Sentinels are a pure archetype, they meme so well. Bless these bigbois.
I appreciate the compliment by the way! I like hearing that typing all that out wasn't a waste, heh.
maybe with some adjustments it wil go better.
Sorry for bad English, blaem google translate!