Pledge at least $1 to eternalwarcry.com on Patreon and the ads will be removed as a thank you!

Kalis Control

Throne Deck By
Appleslice

+1

Cost Curve

Type

Faction

Information

The Deck
Here's a spicy one for you! Enjoy beating your opponent in the face with a huge Bloodrite Kalis.

Despite the strange appearance, at it's core this is a control deck. It is very important to play it as such, or you will be left at the end of the game with a huge Kalis in the void, wondering what happened.

The deck has a very efficient power curve, but many depleted power sources. Turns 3 or 4 are often critical for having undepleted power, in order to play Smugglers, Crownwatch Press-Gang, and Vault of the Praxis. Hands that don't have access to this or sufficient influence should often be redrawn.

Remember, Kalis is essentially your only win condition. It is ok to let it get killed or discarded, since it can be recurred. Just don't let it get Rain of Frogs (etc...) or you will be very sad.

It may not be tier 1, but it surprisingly competitive. However, I don't recommend it for grinding ladder as the games can take a long time.

Four Functions of the Deck:
Removal
- Torch
Efficient removal. Helps a lot against aggro decks. Especially Haunting Scream, since you need more fast interaction.
- Combust
Hyper efficient removal. Recovers huge amounts of tempo at a low cost. The card will almost always be on.
- Harsh Rule/End of the Line
Originally the deck didn't contain Justice or Harsh Rule. The card synergizes exceptionally well with relic weapons, and should be used to protect a large Kalis, or get the final hit(s) to the opponent.

Tokens
- Grenadin Drone
Efficient and fetchable with Press-Gang. It is often correct to hold this card to play the same turn as a Kalis, or to play the same turn as a Vault of the Praxis
- Slumbering Stone
Similar to Grenadin Drone, but better into a Harsh Rule. Can be used to preemptively protect Kalis, especially against Haunting Scream decks
- Ephemeral Wisp
Recursive chump blocker early. Keeps you alive, and protects Kalis. Also, often turns Power into Vault of the Praxis triggers
- Crownwatch Press-Gang
Can get up to 6 bodies in a single card over multiple turns. Provides amazing card advantage and mana sinks in a deck with such a cheap curve. Synergies very well with Vault of the Praxis and Smuggler's Stash
- Assembly Line
While considerably more expensive than Grenadin Drones, having access to 3 bodies in a single card is nice.
- Torrent of Spiders
Regularly generates 4-5 tokens, but only in late game, so it is better served from the market. It is often the 3rd-4th card retrieved from the market.

Card Draw
- Devour
Hyper efficient card draw, and life gain. Easy to turn on with so many tokens.
- Vault of the Praxis
This card let's you go toe to toe with actual control decks. It is slow and clunky, but given time to set up, will take over a game. Also, can be returned with Unearth the Past in a pinch.
- Crests
While not strictly card draw, this deck utilizes selection extremely well, to put together the inherent synergies. With such efficient power costs, the depleted nature of Crests is easy to work around.

Combo Pieces
- Smugglers
The bread and butter of the deck, and the only way to access Kalis. The provide fantastic utility, and the first two will often get Kalis and Smuggler's Stash, which instantly becomes an engine. While they are great, you don't often need more than two, so you can usually pitch extra's to themselves.
- Bloodrite Kalis
For all intents and purposes, this card is the only way to finish the game. It will regularly be 8/8 to 10/10 on the first pass, and 20+/20+ on the following. With Harsh Rule and removal, it ends the game in short order.
- Unearth the Past/Disjunction
Makes an enormous Kalis. Even recovers Kalis through most attachment hate. Shines later in the game, and can often be pitched early to a Smuggler. Can also return Vault of the Praxis.
- Smuggler's Stash
Another way to recur Kalis. Also gets additional fodder to grow Kalis even more, or continue the Smuggler train.

Common Play-Patterns and Combos:
Bloodrite Kalis + Tokens = Large Kalis
Bloodrite Kalis + Unearth the Past = Accumulates stats from previous use (can reach 50+/50+)
Bloodrite Kalis + Smuggler's Stash = Similar to unearth the past, also gets units to sac/smugglers
Smuggler's Stash + Crownwatch Press-Gang = Triggers destiny when drawn from void

1st Smuggler -> Bloodrite Kalis, 2nd Smuggler -> Smuggler's Stash = Smuggler's Stash returning Bloodrite Kalis + 1xSmuggler + Token card

Powerbase:
Note: The numbers sources of each influence and power type are roughly correct, but could be shifted to be more optimal
- Crests
The selection is amazing. The deck wouldn't function nearly as well without them.
- Banners
The deck needs undepleted double influence power. With so many cheap units, it's very common to be able to activate a banner in a situation that a Seat would not.
- Sigils/Seek Power
The deck needs additional undepleted power to play on key turns, and having access to Seek Power is crucial for a 4 influence deck.

Notable Excluded Cards:
- Madness
With so many sacrifice outlets, Madness seems like a shoe in. Ultimately, the card doesn't do enough on it's own, and there are more powerful effects, like Harsh Rule.
- Stonepowder Alchemist
This card was in the market at one point. It helps a lot to have life gain, and an extra resilient body to fetch from the market. There were more important market cards, but it might belong in the right meta.
- Quarry/Cull the Deck
I loved having the card selection these cards provide. But they are too tempo in efficient, and clash strongly with the Powerbase.
- Merchants
Why Smugglers instead of Merchants?
While you could play a Merchant or two in addition to the Smugglers, they are primarily there to get Kalis and cards that recur Kalis. You only need one Kalis total, and the second one is practically useless. It's better to have Smugglers/Merchants instead of additional Kalis, and the flexibility of Smugglers to get other colors is handy.
- Random XYZ card
I either didn't mention it here, or didn't think of it. Let me know in the comments if you have any sweet tech!

Flex Spots Depending on Meta:
- Torch
Good when lots of aggro/scream decks, but can be cut during slower meta games.
- Assembly Line
Can be exchanged for other token makers based on meta.
- Vault of the Praxis
Excels against slow/controlling decks. Liability in aggro metas. Could be moved to market.
- Stonepowder Alchemist
Adds crucial life gain against aggro decks.
- Harsh Rule
This is the card that lets the deck play the control role, as it can single handedly recover from a bad position. It is fantastic against mid-range and certain aggro decks, but struggles against low unit control, or decks centered around charge units. As the most compelling reason to play Justice, in certain metas, it may be correct to cut Justice all together. It is very likely that there are other builds of the deck. Perhaps adding Primal for Tend the Flock <-- I love this card, and hope to see it work!

Details

Shiftstone Cost
Does not include campaign cost
32,650

Premium Cost
154,400

Influence Requirements
1 2 2 1

Power Sources
9 11 12 12 19

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
33 6 34 1

Card Types
23 3 29 0 25

Archetype
Control

Updated
March 26, 2019

Added
March 15, 2019

Views
427

Eternal Version
Community Store

BBCode For Comments

Deck URL

Revisions (Since last major patch) March 18, 2019


Advertisement

Comments

No comments currently.
Login to make a comment.