I did not come up with this, idk who did but yikes
EDIT: The OG list:
Invoke the excavator
1) Merchant for Diogo
2) Merchant for Celestial Omen
3) Diogo with Amplify 1
4) Celestial Omen for Invoke
5) If you have 7 power, Stonescar Excavator and activate
6) If you have don't have enough power, Merchant for Excavate so you can do step 6) next turn.
Basically this deck checks your opponent's goldfish speed. If you get run over before the combo goes off, you lose, but a lot of the time you have enough chump blockers in order to just go off and kill them first.
Switch out Excavator for Messenger Hawk. There is more Primal accessibility for the deck than Time, and it gives you additional turns. If you managed to whiff on your Invoke and now draw or play a red, you probably lost anyway.
Swap out Ixtun Merchant for Praxis Merchants (the 2hp charge hit can make the difference between getting the combo first turn instead of second+)
Adjust power base to include Power select based on 2 unit type -- this will allow you to more consistently hit your FTPP.
Put RUIN (Yes, fucking Ruin) in your market over Display to stop Warp decks. It is a Fast Spell 1 cost that can be played after they commit the Glimpse spell to Warp their deck causing any additional plans to whiff quickly..
Secondary combo if their HP is above 30:
Diogo into Celestial Omen
Pull Messenger
Pull Excavator
Use Messenger on Excavator to fill your deck with extra Excavators on your next turns
Play any merchant token blockers you can with remaining power or discard a power and use your first Excavator for ~25-30.
Block the response.
Play a second excavator. Disard two power to hit opponent twice for ~50-60
Use remaining merchants in your hand to create additional blockers.
Block any response if possible.
Play a third excavator. Discard up to 3 power to hit opponent for ~75-90
It's a turn 8 go off as you don't want to use omen before the end of turn in case you deck, and you need the mana for the excavator. Seems tier 3, at best to me. Idk, haven't really tried it, maybe I'm missing something.
Thanks for the list. I've gone maybe 9-4 with this deck so far. Lost due to good aggro decks, and not getting a red merchant.
edit: but pack master is a better draw during the combo if you need the power
Do it after they merchant, not before
- Enchanter (1drop time) silences Diogo
- Slow (double the cost of Diogo/Celestial Omen)
- Discard their units (various shadow/stonecrag spells)
- Spell negation (various Primal) targeting Celestial Omen and only Celestial Omen
Sadly the combo is buggy as hell on mobile so the deck is unplayable ...
My turn go out automaticly after the combo and i loose, even if i try to go faster as possible ...
I try it many time today and sometimes i can do the combo and sometimes not.
I think it's maybe cause my mobile lack power and is late because of animations of merchant.
This happen to me specially when invoke proc a lot of merchant even if i don't take a card in tje market.
No prob when sigils are trigger by invoke.
Because it's fun? Why do you insist on playing this deck?
The OG list
The gameplan is very straightforward:
1) Merchant for Diogo
2) Merchant for Celestial Omen
3) Diogo with Amplify 1
4) Celestial Omen for Invoke
5) If you have 7 power, Stonescar Excavator and activate
6) If you have don't have enough power, Merchant for Excavate so you can do step 6) next turn.
Basically this deck checks your opponent's goldfish speed. If you get run over before the combo goes off, you lose, but a lot of the time you have enough chump blockers in order to just go off and kill them first.