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Destruction Spire

Throne Deck By
RumblerX

+3

Cost Curve

Type

Faction

Information

There are some Spire virtuosos out there, and I'm looking for help. I feel this is a good start, but early turns are so clunky since it's admittedly greedy. I'd like a way to smooth out draws a bit better. Suggestions?

Edit: Giving this list it's trial runs. Let's see how awesome this is!
Edit: Ayan wasn't good enough, I felt like I needed early game help so blightmoth got the nod.
Edit: D'Angolo's Might was also underperforming in big ways. vs. Aggro decks it's abysmal to draw. Vs Syl aggro specifically it just kills me. It was cut, and Wretched Rats has taken it's place as a stem from aggro.

Details

Shiftstone Cost
Does not include campaign cost
100,100

Premium Cost
364,800

Influence Requirements
2 3 2

Power Sources
13 13 19 20

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
22 28 25

Card Types
42 1 12 0 25

Contains Cards From Campaigns
Whispers of the Throne [Set1085]
Shadow of the Spire [Set1087]
Bastion Rising [Set1097]

Archetype
Unknown

Updated
January 20, 2022

Added
January 7, 2022

Views
2,301

Eternal Version
Cold Hunt

BBCode For Comments

Deck URL

Revisions (Since last major patch) January 20, 2022


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Comments

imestr8 Eternal Version: 21.12.16
Welcome to the spire side. I think a lot of the suggestions that Arrow gave below are very good, and I will echo them in my comment. But first I want to tell you I think you have a great start. That being said, I think there are three areas that we can improve on: Reliability of getting the engine card, draw/filtering in order to get the most advantage we can after spire shadows and payoffs that win the game quickly, to capitalize on that advantage. You can also look through some old spire decks I have posted to get some ideas. The first is a grindy deck, the second is more of a combo deck: Expedition Destruction Spire and The Merriest Mandrake Combo.

The way I approach building these kinds of decks, is by first analyzing the engine card/s. So, I'll start with some conceptual points about Spire Shadows:
- Spire Shadows is the kind of card that can only be played once in a game. (technically 3 times would have the same effect)
- It only affects cards in our deck, so we'll need a way to dig for our well costed cards to get an advantage
- A cost advantage can only be capitalized in the next few turns from when Spire is played. So we need to find a way to close out the game before it goes very long. Essentially, if we have 6 power in a turn, it doesn't matter very much if we can save 5 power on our unit, because we still have 5 more unused power that turn. So our advantage would only be very marginal. Marisen is a great example of this concept. In essence that card does the same thing* whether it costs 4 or 8. If we play a 4 cost Marisen on turn 8, then we are really not capitalizing on the benefits we got from spire.

There are so many suggestions I can make for improvements, but I want to keep them relatively conceptual and not tell you to minus these 20 cards, add these 20 cards.

With the above points considered, we need to be playing spire in the market. Fire offers us the best market spell for getting to our engine, with Blazing Salvo. It's the "best" market spell due to its cost. It would allow for Spire to be played on turn 3 ideally. From my past experience with these decks, we really want to have played spire by turn 4 every game, so then we can look at merchants to help in addition to the salvo. Likely want to be playing 8-12 market effects to get to spire.

Moving to the second part, we need to get to our well costed cards quickly and efficiently. On the one hand, we can use cards like Arrow mentioned bellow, and those would work great. On the other hand, they aren't complimentary to Spire Shadows effect. Since they are not affected by the cost reduction, putting too many of those types of cards in our deck would dilute the power of Spire Shadows. There are draw engines that I think can work in destruction influence as well as xenan influence. You can see both in the decklists I posted above but to summarize here, Merriest mandrake is great before Spire and incredible after spire, but requires a huge commitment in the deck. Cards like Aurelian supplier fit the same slot, being great before spire and even better afterwards.

Lastly, moving to payoffs. The biggest notable one I can mention is Sol's Rest. There are cards like Azindel, the wayfinder that can help you have a lot of power, but 8 power is also relatively accomplishable, when your auralian merchant costs 0. The idea behind the cards is that you use sol's rest to get an extra turn and return everything back to players' hands. You can immediately play all the 0 drop units, one of which is merchant, which allows you to go to market again. This kind of approach can win against certain types of decks outright. Ones that would be playing out their units in order to win, because you really stress the amount of power advantage you got from Spire, often playing 4x more cards in a turn after. It's less effective against all spell kind of decks, because they are using their resources differently. I used talir's unwinding to follow up the sol's rest in the merriest version, but have since printed a mono time version of that card that does a very similar thing.


Hope this all helps you with your Spire Shadows adventures.
ArrowofKira22 Eternal Version: 21.12.16
Yeah all in all i can only copy all the things that where mentioned, the options for those kind of decks are almost limitless since they scale with any draw ridiculously. One thing I'd like to mention that maybe is harder to grasp is the "lifetime" this deck has, since you only change the cost of cards in your deck and the curve of your deck basically shifts to a aggroish deck, you have to imagine only having a couple turns before your firepower and high tempo plays decay. So making sure you can put out as much damage or value as possible before the opponent catches up again is essential. What you biggest payoff is depends on the type of deck you're building with it, for example in the Merriest Mandrake Combo deck imestr8 shared, a lot of the plays basically spiked with a Sols Rest or something to reset the whole engine, and then using Shimmerpack to translate all the advantage to push damage. All in all it's a question what you envision with the deck and how you want to outscale your opponent.
RumblerX Eternal Version: 21.12.16
OK, I guess my next question would be then is with spire in the Market and Salvo as our market card to fetch it turn 2 do the merchants stay relevant? I feel like I keep them because Time offers; simply put, the best market cards the game has to offer along with Spire Shadows. And the 2 drop slot offers next to nothing I'd really be interested in aside from the shadow removal spells. Also as Kira suggested, having played Logistics expert enough now to know that she's not great late. The amplify effect is nice, but rarely has it been game changing, so she will probably see the axe. Sol's Rest however was never on my radar and I'll have to take a look at that idea. Shoving Siege Supplier back into my hand for free cards either that turn or the free turn seems so powerful.
Thanks a ton for the insight fellas. I feel like it's helped quite a bit.
ArrowofKira22 Eternal Version: 21.12.16
Yeah that is a fair question, but generally auralian merchant can absolutely stay because she does either help you get early ramp similarily to Logistics expert while being an additional tutor for spire shadows, also if you only run 4 tutors and you have to grab spire shadows from the market, there might be a good chance you never get market access again for the rest of the game, which might be also detremental for your entire gameplan if you need a market card as finisher or additional scaling tool like burden. Basically shes great after and before you play spire shadows so those cards you really need to keep in the deck if possible.
ArrowofKira22 Eternal Version: 21.12.16
Since you're in destruction colors you have some fun options like marketing the spire shadows and add blazing salvo, that makes it more consistent, but only a bit slower, alternatively try to find space for Cull the deck or Quarry so you can search for it t2, like logistics expert shouldn't help you that much out early so that can be a draw card, even when the ramp might be nice to have. Otherwise Supply lines might be fun in the market too with marisen, but then it gets really silly and the deck becomes more highrolly.