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Turbo Rebuild OTK with In-depth Guide (Diamond viable)

Throne Deck By
Levexecus

+1

Cost Curve

Type

Faction

Information

My take on Rebuild, tuned for for high consistency.

Game Plan Summary


If you've never played a Rebuild deck, the idea is pretty straightforward

1. Get 4 T influence and as much F influence as you can
2. Cast Rebuild, generating tons of power
3. Draw a ton of cards, refreshing your power with more rebuilds or putting rebuild back on top with Excavate effects
4. Kill opponent with all your power. In this deck, it is a super amplified Pyrotech Explosion. Dealing 999 damage is quite a common occurrence.

You should aim to accomplish steps 2-4 in a single turn. You'll likely want 8+ fire influence (and more is always better) before casting rebuild, but I've gotten One turn kills (OTKs) with as little as 5.

For a handy reference, you need 18 power to deal 32 damage with Pyrotech. That is your power goal in most games.

When playing this deck, you should be constantly evaluating how much time you have before your opponent can kill you. The longer you delay your rebuild combo turn to generate more fire influence and accrue more draw spells in hand, the greater the chance of a kill.

Mulligan


A simple rule is to keep any hand that has rebuild in it and mulligan any that doesn't. Some hands with a really good power start (3 praxis influence generators + grand builder) are also fine and probably better than going -1 for the 2nd mulligan.

On the other end, an atrocious opening hand with only 1-2 depleted power but also rebuild is probably still keepable in a lot of situations, but you are definitely gambling on how fast your opponent will be playing.

Strengths and weaknesses


Like most combo decks, this deck feasts on any medium to slow speed deck and has poor matchups against aggro. Most of the unit removal in your opponent's decks have low impact since your units don't matter much. Pyrotech goes through aegis so it is a reliable win condition. The deck doesn't completely fold against fast aggro deck though as chronostorm, chump blocking, and the various sources of life gain can buy you a surprising amount of time.

Specific counter cards would be any form of void hate, Combrei Lawmage, and negates. On the point about void hate, if the opponent isn't pressuring you much, you can simply keep building F influence and wait to cast a huge rebuilds for 21+ power and kill them with pyrotech, ignoring the void hate.

I've only played this deck up to Diamond so far, but believe you can make masters as if you can dodge enough aggro matchups.


Deck construction


You can break the deck into 4 main areas of focus: the win conditions (rebuild + pyrotech), Influence generation, card draw, and utility.

Win Conditions


Rebuild: The namesake of the deck is unsurprisingly the most important card. 8+ F is what I consider a comfortable spot before casting it as that allows you to cast two copies of Surveying the Rift or at least 1 Wrath of Caiphus, but more F is always better if you can get away with it. Of course, often times your opponents won't give you the luxury to building up to ideal conditions so you have to go off with what you have.

Once you've gotten the destiny proc, recurring rebuild with Excavate and a draw effect or Deeptrail Vanguard is how you'll primarily keep the combo going.

You rarely want to cast this on a turn that you don't think you'll combo off. However if a opponent is playing slow enough, you can get away with casting it and then trying to slow draw back to the rebuild while accruing more F influence.

Pyrotech Explosion: The way to convert all the excess power into a win. Do not be afraid to use this on a high priority target like a Combrei Lawmage as you can easily recur this with excavate.

Influence Generation


Praxis Stranger+Shavka Evangel: Influence generators, cheap chump blockers, and fodder for Lured Away. Evangel giving you influence for free is really good as it can empower your rebuilds during the combo turn (the fate happens before the destiny). Stranger giving two influence is mainly why I prefer it over something like Horus Traver or Trail Maker.

Grand Builder: Mostly used to generate 3 fire influence, but if you have a heavy fire power start like a couple fire symbols and you feel under pressure to win soon, do not be afraid to use this to get TTT to be able to cast rebuild and go off.

Card Draw


The main thing to keep in mind with card draw is that the revenge for rebuild puts it into the top 10 cards of your deck. Try to plan around maximizing your chances of finding the next rebuild.

Temple Scribe: This guy can chump block with or without lured away, gain life, and draw a card for excavated rebuilds. The impact of this card is quite subtle, but all of these little things add up to being quite good for the deck.

Lured Away: Card draw and dealing with severe threats. Most of the time, you'll want to play a praxis stranger or temple scribe, let an attack through, and then chump + lure away on a following turn for value. Severe threats include high attack units that will kill you in a turn or two and tech cards like Combrei Lawmage, Kickflip Monk, or Katra, The First Seal.

Draconic Looting: Usually a straight draw three on the turn you combo off and rarely cast otherwise. There will be some desperate situations you need to cast it to dig for your first rebuild or others where you can use the cards that would be discarded like with Auralian Merchant. I rarely inscribe this for power, but the situations can still come up such as having a huge abundance of other sources of draw.

Surveying the Rift: Like draconic looting, you generally don't want to be using this outside your combo turn. This one is a bit more playable since the point where you consider casting it outside the combo is usually when you're desperate to find your first rebuild.

Wrath of Caiphus: The big draw spell. Early game you are shuffling it back into your deck for power. This is also usually the last draw spell you cast if you have other forms of draw. If you end up with multiples of this card during your combo turn and surplus power, it is correct to exchange extra copies for power to put them back in your deck to be drawn again. As with draonic and surveying, wrath can also be used to find your first copy of rebuild, but try to only do this if you have no other options.

Utility


Excavate: Primarily a recursion piece for rebuild after it has been activated for the Destiny portion. Can also be used to bring back your pyrotech explosion or even a draw spell when you're desperate. I've also had games where the 2 life gain has saved me from lethal and I was able to kill the opponent on the next turn.

Tight-Lipped: Probably the most questionable card in the deck. Exploit and Ziat, Steelwarren Reeve are quite prevalent in the meta and I wanted some protection from that. However, this deck's redundancy can usually fight through a bit of hand disruption and the cost of having non-dual powers is quite noticeable.

Market: Spindown and Deeptrail Vanguard for more spell recursion. Unmake to deal with problematic relics, usually Adjudicator's Gavel from Steyer's Eyes. Chronostorm is great for buying you a turn and can be the last T influence in a pinch. Reset the Day for another draw 7.

Cards that didn't make the cut


East Annex Smuggler: The +1 power from Auralian merchant has been generally more useful, though East Annex trades off with aggro units better. Having a critical threshold of minion damage can also mean you only need 13 power for a 16 damage Pyrotech. Definitely worth testing further.
Shavkan Dogma: This card can lead to huge F influence, but it is too one dimensional. It can't be combo'd with lured away for draw, is an awful card to draw during the combo turn, and the life gain block is quite significant when we have paintings, temple scribe, excavate, and grand builder.
Catalyze: I ran this for some extra draw for a bit and it was okay. I ended up swapping these for the 3 praxis strangers and a lured away. The nerf from 2 to 3 power was a bit rough for it.
Auralian Supplier: This card would be the best against in a control matchup where your opponent has a full hand and sparse board. That matchup is already quite good for Rebuild and this card ends up being a liability in most other situations.
Solfire: This deck doesn't really need another win condition with so much card draw and recursion. This is decent with 6 power to remove some stuff, but in most cases I would rather play Hive Delivery + Chronostorm.

Campaign Card Priority


Wrath of Caiphus (Shadows of the Spire) > Grand Builder (Stormbreak) > Chronostorm (Valley Beyond) > Deeptrail Vanguard (The Devouring)

Some budget substitutions include Nahid's Distillation, Turn Back Time, and Hold At Bay, or any of the other cards in the cards that didn't make the cut section.



How to beat this deck


The first step is to recognize that you're playing against Rebuild, but luckily the atypical power base and early drops should make it quite obvious. After that, it's all about pressure and forcing me to try to combo off sooner than I want to. The main thing to look out for would be if an auralian merchant has been played, likely fetching Chronostorm, or 6 power is being held up for hive delivery + chronostorm.

If you're playing negates, negating the first rebuild or the final pyrotech are fine options. If you're playing hand disruption, discarding the rebuild is of moderate impact as there are lots of ways to recur it. If you have the option of disrupting my hand and applying more pressure, pressure is usually the better option.


Credits


Heavily inspired by other lists such as
FTDE ep6 - Agreement - Rebuild Combo
Rebuild Again
ItzAutin Weekly Brew - Praxis Vanguard Storm v2 [Masters]
【MASTERS DECK】Rebuild+Pyrotech Explosion=WIN

Shoutout to IronMan on the Discord for some tuning suggestions.

Details

Shiftstone Cost
Does not include campaign cost
31,750

Premium Cost
212,000

Influence Requirements
2 4

Power Sources
25 19 19

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
11 36 17 6 8

Card Types
20 2 33 0 25

Contains Cards From Campaigns
Shadow of the Spire [Set1087]
Stormbreak [Set1107]
Valley Beyond [Set1125]
The Devouring [Set1145]

Archetype
Combo

Updated
June 13, 2023

Added
May 28, 2023

Views
1,723

Eternal Version
The Devouring

BBCode For Comments

Deck URL

Revisions (Since last major patch) May 30, 2023


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