* Tired of being face-bashed by shamefully unfair Gauntlet bosses?
* Frustrated from importing decks that are all bark and no bit[coin]?
* Grinding your teeth (and never gold) in a seemingly futile pursuit of 3 silver ... gold ... platinums?!?!
Well Gnash, Unrelenting
your teeth no more, for Gauntletics®
is here!!! Gauntletics®
not only crushes the Gauntlet AI reliably, but can accurately measure any deck's gauntlet win rate.
NUMBER / GRINDING $$$
And now for an Eternal first in history: this deck’s Gauntletics®
certified* win rates:
Deck Data to Verify the Above
|All Gauntlet Games||190/200 = 95%||The culmination of playing 1000+ games, with many deck revisions, results in this overall Gauntletics® rating of 95%. |
|Non-Boss Games||169/176 = 96%||Gauntletics® "Lose to Win" analyzes loss factors to improve the deck.|
|Boss Games (Bossicide||21/24 = 88%||A section below details the boss approach.|
|Perfect Runs||21/31=68%||A key result, ensuring maximum reward more than 2/3 of the time.|
|Average Run Time||35 min||This is a fast-ish deck, about half the time it takes to play seven PvP games.|
|Boss Chests Average Value||796.5 gold||Including upgrade potential, thanks Siatarr+9419|
|Gold-per-minute - Perfect Run||23 GPM||796.5/35 = 23 GPM and 68% of runs will earn this rate|
|Gold-per-minute - Non-Perfect Run||12 GPM||32% of runs will net 0-415 gold (avg. 207 gold) in 5-30 mins (avg. 17.5 min.) = 12 GPM (note failed runs produce less reward but take less time)|
|Gold-per-minute - Overall||21 GPM||(.68*796.5 + .32*207) / (.68*35 + .32*17.5)|
*Note a minimum dataset of 200 games (n=200) is required for a certified Gauntletics® rating, along with a link to the dataset so that anyone can replicate the result ... six sigma blackbelt optional.
21 GPM overall for Gauntlet is higher than any other "normal" mode (i.e., after dailies/quests/etc.) in ranked. Not only is the average ranked payout lower (factoring in a 50% loss rate vs. 5% loss rate for this deck), the time to play ranked games is usually double or triple gauntlet.
Nothing beats Gauntletics®
for sheer gold-grinding power!
Above and beyond everything ... the whole point is to have fun! I enjoy Gauntlet and the stats/grinding aspect, but I also use the gold to play Draft, my other favorite. Enjoy!
GAUNTLETICS® FOR EVERYONE!
Secondly, in history(?) (where's Grammarly when you need it?) here is free access to all the patented Gauntletics® technology
for anyone who wants to optimize their own deck, and perhaps try to claim the Gauntletics®
deck crown by posting a deck with higher than this one's 95% win rate!
See patented Gauntletics® technology
for all the details.
I've seen some great decks that were clearly refined iteratively, maybe even using stats, but I have never seen anyone post data to support their deck's win rate and invite others to replicate. Science, and Moneyball, comes to Eternal!!! I hope this inspires others to try to top this 95% rate, or (even better for new players) post budget decks with great Gauntletics® stats. It only takes a bit of time to record a gauntlet run, and the payoff long-term is to produce a new level of deck quality. And, I have more gold than I know what to do with!
ABOUT THIS DECK
Now that's out of the way, on to this deck, which is a Stonescar variation inspired by the brilliant Swatches deck and writeup The Actual Boss of Gauntlet
- With only one redraw, Gauntlet demands consistently available, undepleted power AND a tuned power curve of cards to match. This deck has 37 ways to draw power, and curved like a supermodel playing a Stradivarius on the hood of a Ferrari. Ideally, you will use every power point, every turn. In practice, you will miss some 2-drops, or maybe wait a turn to play a card, but plan ahead. Turn 1 plays in this deck are Crest of Chaos
, Shadow Etchings
or other undepleted power, then consider your next 2-3 turns. Use the Crest of Chaos
to smooth things out, along with plundering. A mitt-full of 5-bombs at the outset spells an early death, ideally you want a 2, 3, 4 and 5 drop in hand on turn 1. Key Point - redraw to get a starting hand that will take you to 3 power somehow. Amethyst Waytone in the market means merchants a Shadow Etchings can help create a path to 3-4 power. REMOVAL/FLEXIBILITY
- Gauntlet isn’t about winning, it's about NOT losing. Yes, you need to kill that 8/8 weaponized AI flyer, but you also need to eliminate key AI synergy cards earlier in the game to maintain a winning tempo. This deck has 18 removals, but more importantly, it has 9 different types of removal (a Gauntletics® discovery countering the trend of taking 4 of any removal) ... all with varying degrees of hardness from Vara’s Favor to Desecrate
. This distribution offers the highest chance of having something that will deal with diverse, crazily unfair and ill-timed AI threats. Open Contract
is a big reason for Stonescar with this deck, and the fact that it makes AI units cheaper just ensures it is easier to remove the costlier ones later with (guess what?) Open Contract
. The balance of fast and slow removals also means you can sometimes wait for the AI turn to perhaps make a sweeter kill. Key Point - save your hardest removal for game-losing situations, and use the softest removal possible in any every situation. Gain experience with the 86 different AI decks so you can anticipate which cards need removing.
Most Gauntlet games with this deck will feel like a cakewalk, but to get the prized triple silver boss win consistently
requires cards with great bodies and also synergies to defeat the inevitable time when a) you go second and b) screw your power and c) the AI pulls off an insane-perfect-storm-attack ... and you can still win. In addition, this deck takes advantage of key AI idiosyncrasies that are critical to winning Gauntlet, discovered through Gauntletics® R&D. The cards and synergies are given below roughly in order of importance. There are many other minor synergies you will discover with play. Even synergy-less, these are great cards and will hold up purely on raw attack/defense. Key Point - watch for the combinations described below and work toward them immediately. Moldermuck
& Tasbu, the Forbidden
Nothing makes me happier than seeing the sloppy mess of Moldermuck
turn up: it shuts down both aggro and wide AI decks, plus takes big bites out of heavy units or fliers, is un-to(u)rchable at 4/4, and loves to Combust
when reduced to 1/1 to take out almost anything scary on the AI side. When warcried with Vicious Highwayman
or inspired by Blackhall Warleader
(or swap with pistol in market) this card gets exponentially and scarily better, potentially producing a sea of decay units that nothing can get through.
is, potentially, like having 8 units instead of one, and regularly does 3-4-5 for-ones on the AI but here are some key points:
- (almost) always play Moldermuck
first of any 3-drop
- (almost) always block with it to split it and decay the AI (except for quickdraw of course)
- (almost) always attack when at 4/4 to split it, or risk having the AI remove it (like having 8 units removed, very bad)
- your attacks will make strategically less sense from 4/4, to 3/3 to 2/2 to 1/1 but there is a case for each.
- attack with 3/3 or 2/2 if AI at low health (go for kill) or to decay a flyer or other AI card needing reduction (the AI will always block Moldermuck
in any scenario where the AI unit survives, albeit in a crippled state. This allows for serious denting of flyers and other key units that any sane player would never block into decay)
- with multiple 3/3 or 2/2 mucks, I usually attack with one to have a variety of defense options available and to have a 1/1 ready to sacrifice if Tasbu arrives.
- attack with as many mucks as there are AI units that will block
, save the rest for defense
- (big factor) for attack is the presence (or not) of Tasbu, the Forbidden
where those tiny 1/1 mucks get a free card every time they splat, for a cost of 1 health. Watch out if your health gets low, because Tasbu, the Forbidden
drains one health with each death. Also watch for that glowing warp-light when Tasbu is on top of your deck, a major bonus for this card and the deck as a whole to keep tempo.
I predict Direwolf will nerf this card, it is so effective at Gauntlet because AI makes so many mistakes with relic weapons, removal, blocking decisions, etc. because of the muckiness!
& Kerendon Merchant
The former is a beefy presence, and with the latter Kerendon Merchant
OR Shadow Etchings
to pull Trusty Revolver
OR aforementioned warcries or inspires Auric Interrogator
starts pulling a free card every turn, again for one health. This is a game-winning synergy. Kerendon Merchant
is also your ticket to some key rescue cards (see MARKET below), not to mention how he can hold back a giant gang of cowardly AI units merely by brandishing his deadly wide-brimmed hat.
This card was in the deck, then wasn’t, and now Blackhall-street's back ... alright! So great for the synergies above, but also because playing it on curve is a game winner if the AI can’t remove it ... like immediately. Gauntletics® knows the AI won’t chump block with adequate health, always cooperatively letting Blackhall Warleader
through to its face and getting bigger-er, and inspirer-er. If you need, use removal to keep clearing the way to the AI's ugly mug. If you draw BW late, just slap him and swap him or through him in the Combust
-o-furnace ... he burns nicely. Vara, Vengeance-Seeker
& Vicious Highwayman
These cards aren’t so much about synergy (though they do pair nicely with the above), but lifesteal
… and Vara’s buzz-killing anti-aegis field that always seems to come along just when you need it. Remember, Gauntlet isn’t about winning, but NOT losing, and these cards fill that not-losing role. Vicious Highwayman
can be a 3-for-1, taking out a key AI one-health unit, then immediately attacking to swing the score by +5/-5 and gaining health. Playing Vara, Vengeance-Seeker
into non-token AI units is best (otherwise AI will sacrifice) to ensure a 5/5 lifesteal unit that also snatches a bloody heart from the AI's quivering chest to feed on. Consider saving removal post-Vicious Highwayman
to keep him buff, and the AI will quickly crumble.
This card should be called “Expose” because the best thing about it is seeing the entire AI hand, not just removing their best card. Play it early and carefully check your hand against the AI to plot out your next few moves (another Gauntlet difference in that you have unlimited time). For example, if the AI doesn’t have any 1 health units, safely plunder your Vara’s Favour. Swap Exploit
to the market when the AI is not likely to have vital cards in hand, unless a plunder somehow helps.
... listed below from most important and frequently-pulled to least, though all of them will save your 3-silver-chest ass many times.
is key for the synergies above, but note it doesn’t really work well with Moldermuck
despite what you might think. It also makes a copy of itself when it dies, which is sweet if you have another Auric Interrogator
. Generally pulled in the early game, otherwise you are going for …
, which is a late-game a-bomb with lifesteal, amazing spells (including a hard kill) and 4 health. Pull it at 6, 5 or even 4 power, especially if you have card draw that will get you that power in short order. By the time you draw it, you will either be winning majorly, or on the point of losing … either way, it provides a satisfying resolution. Amethyst Waystone
is pretty useless, except when it is ABSOLUTELY CRITICAL. Don’t be tempted to replace it with something else, even when you don't use it for 10 games in a row. I could be wrong, tell me in the comments!
Kill that weaponized, 8/12 lifesteal flier with regen, usually in desperation.
was in the main deck multiple times, then fewer copies, and now has a somewhat infrequent, but still-useful market role in wiping out a flock of token units before the AI can buff them all. Being fairly unpopular, this card was voted most likely to be exchanged for something else, which leads to other ...
ROOMS FOR IMPROVEMENT
Like I said above, I would love to see somebody track stats and post a better or improved deck. I know there have to be better decks out there, and here are some of my current research ideas for this one ...
I am VERY interested in for this deck, because the stat-reduction of Moldermuck
will chain react. I'm currently testing a couple copies, but have no certified results yet. :-)
seemed soooo great in this deck for a long time (e.g., to pull a boosted Auric Interrogator
from the grave, or double-buff Vara, Vengeance-Seeker
). However, it often showed when it wasn’t welcome, and in the market felt way slow, so it was expunged. Maybe somebody can convince me to bring Dark Return
back from the grave?
is probably the weakest card in this deck, based on Gauntletics® data showing it goes to the market most often. It also loses any warcry/inspire buff it may have had after burrowing into the AI's brain, re-emerging as plain old 3/5 again. I hate including any card that can’t fully take advantage of synergy, but it does block those pesky 12/12 flyers, and so has a role, I’m just wondering if there are other candidates … Impending Doom
Icaria, First Reaper
was a centrepiece of this deck prior to being nerfed to cost 7, do you think it still belongs? Gauntletics® says no. Love to hear all comments and suggestions.
A NOTE ABOUT CARD COUNTS
Go ahead and muck with card quantities, but know the deck was finely Gauntletics®
tuned after literally hundreds of games. For example, whenever power flooded/screwed, a 2-drop missed/over-abundant, or a certain removal wanted/unwanted, it was recorded in the Gauntletics® engine
and the deck re-tuned. You can trust that this deck is highly optimized, if not perfect. Still, don’t Moldermuck
with this deck, at least until you have played dozens of games. You may or may not notice an immediate change in results, but long-term you will likely see a reduced win rate.
The whole point of Gauntlet is to tell the boss to take this job and shove it.This deck shines in boss matchups, with a Gauntletics®
bossicide win rate: of 88%. Some sociopathic bosses are particularly unstable however, requiring complex and special tactics (i.e., luck):
Defender of the Spire (start with 5 influence in every faction)
- Somewhat unfair AI gimmick/deck, but can be overcome by Torch
ing baby Champions, and saving harder removal for Champion of Cunning
... er Champion of Cheating.
Limitless Possibilities (units get a random battle skill)
- If the AI lucks into destiny-ing a big unit early, it’s THE worst end to a Gauntlet run, though you might luck into destiny and not the AI. So, if they DON'T play a 7/7 on turn 1 scan your units for their random skills ... a little charge, lifesteal, regen or double damage applied at the right time will make all the difference.
Power of Progress (play 2 power cards per turn)
- Normally redraws are determined by power, but especially here, you ideally want 3-4+ power to be able to really OD. Especially save hard removal for those nasty units that either spawn 5/5 sentinels, double in strength, draw a card, etc. with every empower.
Company of Exiles (play spell, get a unit)
- Not soooo bad, just redraw for spells not power, Exploit
their big spells, and prioritize spells in market swaps. If you lose tempo, you will lose the game to a nauseating sea of random spells and units that will make your head spin.
Sibling Rivalry (free scion at 5 influence)
- Easy, just save a removal for the Scion. The fairest deck. The rest aren't a problem.
Burn Scars (all units have decay)
- Dump Blackhall Warleader
which is nullified here, prioritize getting a Moldermuck
to block an AI perfect storm, which will be the only way you can lose.
The collecting aspect of Eternal is engaging for me, but feels very challenging, and doesn't seem to be something most people talk about (e.g., collecting all the cards from a particular series). I've never paid for anything, so it takes a long time to craft the legendaries for any set, let alone four of them. With all that in mind, many people will need substitutions to consider for the various legendaries. Here they are, from cheapest on up ...
Cost 2 Replacements for Blackhall Warleader
This card wasn't in the deck for a while, so is highly replaceable with:
a) more Exploit
... or any other 2-spells you like.
b) Syl, Cabal Strongarm
which goes well with the other big units
can go back into the deck and put something else in the market that does mass removal like Malediction
d) Darkblade Cutpurse
because of the heavy shadow influence.
for the lifesteal and the plunder.
Cost 4 Replacements for Vara, Vengeance-Seeker
Add another Eremot, Mindsplinter
and I like Strange Burglar
for sacrifice potential with Moldermuck and to buff Auric Interrogator
. Dakus. Dark Purveyor
and Wretched Rats
also have the buff potential that the other cards want. Note cards like Ancient Flame are o.k., but aggressive, which doesn't help with not losing. The key in Gauntlet isn't winning, it's not losing.
Cost 5 Replacements for Tasbu, the Forbidden
, Vicious Highwayman
These are pretty hard to replace, you may have to simply increase other card quantities, but for 5-cost units you could try Warband Chieftain
for his entomb, Xumuc Shaman
(which Swatches loved in the deck that originally inspired this one) and Elder Astrologer
have very interesting potential for synergy.
Cost 7 Replacements for Dizo's Office
Nope, irreplaceable, buy one (it's all you need for the market) with your first 5 successful runs!
Enjoy! That's the whole point, and feel free to copy the spreadsheet
and submit a better deck (with at least 200+ runs) and post any suggestions.[/coin]