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five guys is YUMMY

Gauntlet Deck By
jellydoor

+3

Cost Curve

Type

Faction

Information

this is a newer take on my previous rakdos midrange deck. i swapped enough cards that i thought it justified a new post. this deck has a lower curve and is a lot more explosive.

so the theme is obvious here -- we love burgers and fries and dudes with five strength.
the meat of the deck are all of our five guys paired with Spiritweaver and Mightweaver. you can easily end the game on turn 4 with decent draws (an unanswered Darkblade Cutpurse on t2 with mightweaver follow-up on t3 is always 10+ damage).

Raniya, Miviox Maniac is an absolute all star. i have no idea why she does so much for 4 power... her contract basically removes 2 blockers from combat (you steal 1 and they have to block it with another), usually letting you end the game on the spot. also, the AI don't differentiate between "your" units and "theirs" so they'll double block their own stolen unit in order to kill it, giving you a 2 (sometimes even 3) for 1. AND on top of it all, we gain 2 life per dying unit... bonkers card.
EDIT: sadly i decided to move raniya to the market... she's super powerful and i love the card but we just didn't need to play 4 copies. vine grafter took her place which i've been really happy with. regen on grafter plus on another card in hand massively boosts our survivability and having market access basically makes them copies of raniya anyway.

Unstable Hellion is also insane. he always attacks with at least 5 power, so he always benefits from our weavers. his entomb trigger also benefits from weavers so the AI will often die even if they block a double damage hellion.

thoughts on some of the other cards:
Spiteful Strike -- i found our units pretty much always die when they attack so i wanted to give them a bit more survivability. although, it's a little awkward with all of our 2 power units since it doesn't get them to 5 power to benefit from our weavers. could maybe swap for Rapid Shot but i usually have only 1 mana to spare on a given turn.

Kerendon Merchant -- he doesn't synergize with anything in the deck but he's market access on a 2/2 deadly body. you end up top decking with this list a lot since there aren't many spells to hold onto, so pulling him on an empty hand can feel bad. we have enough units that he could be swapped for 4x Skullmarket Delivery (i don't recommend Shadow Etchings because of how many fire units we run).

Evening Hare -- 5 power overwhelm is basically the most ideal attack/battle skill combo to pair with mightweaver, nightfall is good for extra draw, and the summon ability is huge, making every single unit in the deck an immediate, must-answer threat. i've been testing a bit with Old Scratch to decent success but he servers a totally different purpose than hare; scratch provides recursion/resiliency while hare provides explosive/aggressive power. this slot could also be Impending Doom for a more consistent/evasive threat.

a card i haven't tested that could potentially be very good is Looming Fireshell. i can see it hitting 8 power and ending the game on the 2nd attack. however, it's a bit slow since it requires an attack to do anything but it does have 4 toughness so it'll survive most damage based removal.

market:
not much to say, just the usual staple cards. raniya and massacre are probably firm keeps but the rest can be swapped with whatever else you prefer.

EDIT: swapped some things around after playtesting with 241ackerman's suggestions. while i love raniya, 4 copies of her was a bit overkill. as i mentioned above, you usually win the game after playing her a single time so i swapped her with vine grafters. grafters are slow but regen is a great battle skill to have on our fragile units. another little bonus is the +1/+1 from grafters gets our 2 strength units to 3, making them hit our coveted 5 strength breakpoint when paired with spiteful strike.
lastly, i swapped rumors with ignite. the regen from grafters felt like enough of a survivability boost that we didn't need the recursion. i also picked ignite over torch because i wanted fast removal for additional combat trickery and we don't ever really need to go face with burn.

Details

Shiftstone Cost
Does not include campaign cost
31,800

Premium Cost
164,800

Influence Requirements
2 3

Power Sources
20 20 15

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
10 29 27 6 1

Card Types
45 0 9 1 25

Archetype
Aggro Midrange

Updated
February 25, 2024

Added
February 22, 2024

Views
921

Eternal Version
Battle Lines

BBCode For Comments

Deck URL

Revisions (Since last major patch) February 25, 2024


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Comments

Sabrewulf81 Edited Eternal Version: 24.01.31
hello sir, how many run in a row you have win with this deck sir? Have you try to change saloon massacre with big wheel?
jellydoor Eternal Version: 24.01.31
i haven't pushed the deck to the absolute limit but i've run through 3 gauntlets without a loss, so it can do at least 21-0.
and the market is already saturated with 4 cost cards, i don't want to add another one. saloon massacre is also our only board wipe so it's pretty much not replaceable. if anything i'd swap stronghold or statuary maiden for big wheel if you wanted to try it. i think wheel is a bit too slow as this deck often wins by turn 5 or 6 so there's not really enough time to get value out of wheel (on top of the fact that we have no synergy with the life gain where lifeforce/bolster lists massively benefit from it).
241ackerman Eternal Version: 24.01.31
Raniya costing me the follow up turn cost me a game, and rumors not being live removal t1 feels really bad. I’d almost rather market raniya (cuz I only really need 1) and use that space to double up on market access. And I think torch is just better rumor. You mentioned your options for market access and I think you should consider vine grafter, AI does not like attacking into it, and giving regen does solve your problem of dying in combat.
jellydoor Eternal Version: 24.01.31
raniya without her contract is still a very solid unit so i like having multiple copies. her taunt lets our big hellions push a lot of damage through.
i do agree rumors not being immediate removal feels bad sometimes but i use that opportunity to get rid of any removal/damage spells from their deck. like i said, i tested with both torch and ignite and they're probably better, just currently enjoying rumors.
vine grafter is a solid suggestion but i've never liked how slow they are. i will definitely test them, though, probably swap 3x in for rumors.