Gaunlet is a fun activity to do in the background, or when you just have a few minutes. However, getting a loss in gauntlet really sucks, and makes playing Gauntlet feel inefficient. I wanted to make something that was fun to play, and would get fairly quick wins, while eliminating losses.
So the first step to figuring this out is how do we lose in gauntlet.
Based on past experience and testing found a few ideas.
1. Power screw/flood - Not drawing power, or drawing to much power. To address this I tried to include cards that get you more power, or filter power out of your deck. These include Hojan, Crownbreaker
, Icaria, Valkyrie Captain
, Spire Chaplain
, Lystia, Flighty Mistral
, Reliable Troops
and to some degree Shiftstone Sniper
2. Aggro - Sometimes if your deck is to slow you will lose to the AI just having a perfect aggro draw, containing both strong creatures and removal. The solution to this was having a good number of low-cost creatures that create value, and keep you alive, Ex. Lifesteal from Hojan, Crownbreaker
and Unseen Commando
are key here. Iron Priestess
has also been included in this slot as a utility creature. Emerald Waystone
may also be useful as sometimes that 1 extra armor can make the difference in a really tight match with no downside.
3. Value - This most often happens with the final match, where the bonus is well suited to the opponent's deck and not to your own. Goal here is to just play the strongest value J creatures which create incredible value overtime. Amilli, Cloudmarshal
, Minotaur Platemaker
and Unseen Commando
are really good cards here.
Things to note, is that no card in this deck is irreplaceable. The deck is fairly flexible and because multiple cards fit a specific role, the deck can often function without them entirely. However, if you were to craft one of the cards, I would recommend Unseen Commando
as it functions as survivability against aggro, but also as a great aggro/clock card itself.
I understand that gauntlet is a good way to build a collection, and those who have a smaller collection may want to play this deck, I have included some cards in the sideboard which can be included if you are missing cards. Also note, any such card that provides value even at the uncommon/common slot can be subbed in.
Note on Control/Kill cards. I started with quite a few and slowly have removed them. The majority of kill in J is very specific, and not very flexible. Having too many control type cards can create dead hands. Ideally, the idea behind this deck is that it has a 100% winrate, and thus including to much control can lead to a loss in some cases. Avigraft is the recommended removal choice as it can target a wide variety of units.
I have yet to take a loss with this deck, out of 5 gauntlet runs so far, but will update the decklist as needed if a loss ever does occur.