League - Chapter 30: Dark Frontier
May 1-31, 2019
“The Shadowlands will rot yer insides and dry you out if you’re not careful; it’s a deadly place to wander without a guide.” – Jekk
The ShiftstonedEternal Power Calculator is a deck-building tool that visualizes your odds of drawing enough Influence and Power based specifically on the cards found in your deck.
I am not a big fan of Isolate. Darkweave Enchantress is fun. Put it instead of Kosul Recruit. Retribution is great. Eviscerate is ok. Reinforcements i don't like so much in limited. I think the best to do is: + Enchantress + Retribution + Eviscarate - Kosul Recruit - Training Ground - Devour.
21-19 was my final. I had power issues in about a third of my games, including my wins. A lot of times I needed 2 of one faction and got it too late to matter.
Hey man! Good job on that 35-5 ratio---very impressive! I reviewed the new cards yesterday. It appears that five cards in the new packs. I will post the new batch later! I am so strapped for time this week. I hope to find the time to get to Ranked Masters (Currently D2) and complete my 40 league games this May... :( Thanks for your help!
1) 6 prints of your deck (Fire, Time, Justice, Primal, Shadow and Multi-None-Power).
2) Remove all trash cards.
3) See all non-trash cards and remove 2 faction.
4) See if is better to make 3 faction, 2 faction splash or mono faction splash.
5) After i choose the faction combination i go to the spells and start removing spells until i have beetween 3 and 7.
6) After choosing the spells i go to attachment and choose to have beetween 0-3.
7) After choosing the spells and attachment i go to site (if any), then the units.
8) After all non-power cards have chosen i go to the powers and i normally like 18 powers. Can be 1 Seek Power + 18 or 2 Seek Power + 17 (depend on the number of high cost units.
OBS 1: Rules 5 to 7 can be different if you need a special type of deck.
OBS 2: Note the number of double influence you have. Example: 3 cards in your deck need 2 S and 2 cards need 2 T. Also see the number of cards from each faction to help your mana base.
For the units:
1-2: 4-6
1-2-3: 8-10
1-2-3-4: 11-13
1-2-3-4-5: 14-16
1-2-3-4-5-6+: 18-19
For Attachment: 1-3 with max. 1 that cost 6 or more.
For Spells: Min. 1 or 2 buff, Min. 3 removal. Max. 1 that cost 6 or more.
1) With your list:
I start with Fire. Useless and/or Weak:
Firemane Cub
Hidden Shiv
Rambot
Urn of Choking Embers
Hipshot
Stoneshaker
Spitfire
Swift Stranger (not enough Strangers)
In this part i think your current primal aren't enough to play Primal.
Then i go to the other 3 factions and see they are good and better than your Fire.
Now the Deck:
3) Spells:
Useless or weak:
Endure
Be Gone
Harbinger's Bite
Pilfer
Svetya's Bravery
Lost Scroll
Teleport
Dispel
Scavenge
Gathering Light
Xenan Augury
Spirit Drain
Siraf' Choice
Then i keep the 6 remaining.
4) Attachments:
Useless or weak:
Jack's Knife
Crownwatch Longsword (i know some players like it)
Iron Hook
Shepherd''s Horn
Eternity Core
Sanguine Sword
Spiked Buckler
Umbral Edge (good in ramp deck)
Aerialist's Khopesh (you have enough flying in your deck)
Playable card, but cut due enough 6+ cost units:
Oathkeeper's Hammer
Improvised Unit
5) Units:
Useless or Weak:
Cost 2 or lower:
Fire Strangers
Ironfist Faithful (have enough Flying)
Knifejack
Oni Samurai
Sanctuary Prist
Ephemeral Wisp (good in ramp or sacrifice deck)
Packbeast
Sporefolk (good in reanimator deck)
Trail Runner
Playable, but cut due enough cards in that cost:
Workshop Tinker
Cost 3:
Useless or Weak:
Loyal Watching
Miner's Canary
Replicator Engine (good if you have 4 copies)
Treasury Guard
Umbren Deathweaver (good in self-mill deck)
Playable, but cut due enough cards in that cost:
Copperhall Shieldman
Guard Dog
Sandcrawler
Cost 4:
Useless or Weak:
Champion of Vengeance (Worst Champion. Bad even in 2 faction)
Consuming Greed (not enough relics)
Valkyrie Militant (not enough weapons)
Playable, but cut due enough cards in that cost:
Copperhall Recruiter
Towertrop Patrol (have enough flying units)
Cost 5:
Useless or Weak:
Ancient Excavator (not enough relics)
Umbren Thirster (not enough lifesteal)
Playable, but cut due enough cards in that cost:
Broken Wing Brawler (have enough flying)
Direwood Prowler (is not for this deck)
Cost 6 or more:
Useless or Weak:
Voyaging Lumen (not enough lifesteal)
Playable, but cut due enough cards in that cost:
Dormant Sentinel (have enough TT units in your deck)
Sandcrawler: Good card, but you have enough 3 cost units.
Dormant Sentinel: Playable, but you have enough 6+ cost units and he is TT.
Xenan Augury: Bad in early games and you already have Devour. Remember to chump block and sacrifice the unit for Devour. Also Devour can stop lifesteal from the opp too (if you block and sacrifice).
Lost Scroll: Good in ramp deck, but your deck is not ramp.
Sanguine Sword: Playable in decks with more units to sacrifice because if you don't sacrifice he will be bad.
Iron Hook: Ok card, but you have better removals.
Awakened Sentinel: Warp, Endurance and a good body. I really like use it in limited.
1 Training Ground (Set4 #59)
1 Argenport Stranger (Set2 #246)
2 Bannerman (Set5 #252)
1 Barrel Through (Set5 #82)
1 Bold Adventurer (Set1 #77)
1 Devour (Set1 #261)
1 Fall Short (Set5 #84)
1 Illumination Wisp (Set4 #61)
1 Longshot Marksman (Set2 #142)
1 Herald of the Parliament (Set4 #118)
1 Kosul Recruit (Set5 #91)
1 Makeshift Barrier (Set5 #254)
1 Karmic Guardian (Set1 #341)
1 Loyal Falcon (Set5 #99)
1 Streetwise Informant (Set2 #240)
2 Wurmstone (Set4 #86)
1 Awakened Sentinel (Set2 #57)
1 Downfall (Set4 #135)
1 Elder Astrologer (Set5 #175)
1 Mithril Mace (Set1 #171)
1 Grinva, Breaker of Will (Set5 #250)
1 Minotaur Ambassador (Set1 #346)
2 Powerbreach Sentinel (Set5 #70)
6 Time Sigil (Set1 #63)
6 Justice Sigil (Set1 #126)
6 Shadow Sigil (Set1 #249)
1) 6 prints of your deck (Fire, Time, Justice, Primal, Shadow and Multi-None-Power).
2) Remove all trash cards.
3) See all non-trash cards and remove 2 faction.
4) See if is better to make 3 faction, 2 faction splash or mono faction splash.
5) After i choose the faction combination i go to the spells and start removing spells until i have beetween 3 and 7.
6) After choosing the spells i go to attachment and choose to have beetween 0-3.
7) After choosing the spells and attachment i go to site (if any), then the units.
8) After all non-power cards have chosen i go to the powers and i normally like 18 powers. Can be 1 Seek Power + 18 or 2 Seek Power + 17 (depend on the number of high cost units.
OBS 1: Rules 5 to 7 can be different if you need a special type of deck.
OBS 2: Note the number of double influence you have. Example: 3 cards in your deck need 2 S and 2 cards need 2 T. Also see the number of cards from each faction to help your mana base.
For the units:
1-2: 4-6
1-2-3: 8-10
1-2-3-4: 11-13
1-2-3-4-5: 14-16
1-2-3-4-5-6+: 18-19
For Attachment: 1-3 with max. 1 that cost 6 or more.
For Spells: Min. 1 or 2 buff, Min. 3 removal. Max. 1 that cost 6 or more.
1) With your list:
I start with Fire. Useless and/or Weak:
Firemane Cub
Hidden Shiv
Rambot
Urn of Choking Embers
Hipshot
Stoneshaker
Spitfire
Swift Stranger (not enough Strangers)
2) Then Primal:
Snowrager
Backlash
Gruanform
Reinforced Towershield
Yeti Snowchucker
Fledgling Avisaur
Foothills Alpha
Galeprowler
Rejection
Jotun Warrior
Iceknucle Jotun
In this part i think your current primal aren't enough to play Primal.
Then i go to the other 3 factions and see they are good and better than your Fire.
Now the Deck:
3) Spells:
Useless or weak:
Endure
Be Gone
Harbinger's Bite
Pilfer
Svetya's Bravery
Lost Scroll
Teleport
Dispel
Scavenge
Gathering Light
Xenan Augury
Spirit Drain
Siraf' Choice
Then i keep the 6 remaining.
4) Attachments:
Useless or weak:
Jack's Knife
Crownwatch Longsword (i know some players like it)
Iron Hook
Shepherd''s Horn
Eternity Core
Sanguine Sword
Spiked Buckler
Umbral Edge (good in ramp deck)
Aerialist's Khopesh (you have enough flying in your deck)
Playable card, but cut due enough 6+ cost units:
Oathkeeper's Hammer
Improvised Unit
5) Units:
Useless or Weak:
Cost 2 or lower:
Fire Strangers
Ironfist Faithful (have enough Flying)
Knifejack
Oni Samurai
Sanctuary Prist
Ephemeral Wisp (good in ramp or sacrifice deck)
Packbeast
Sporefolk (good in reanimator deck)
Trail Runner
Playable, but cut due enough cards in that cost:
Workshop Tinker
Cost 3:
Useless or Weak:
Loyal Watching
Miner's Canary
Replicator Engine (good if you have 4 copies)
Treasury Guard
Umbren Deathweaver (good in self-mill deck)
Playable, but cut due enough cards in that cost:
Copperhall Shieldman
Guard Dog
Sandcrawler
Cost 4:
Useless or Weak:
Champion of Vengeance (Worst Champion. Bad even in 2 faction)
Consuming Greed (not enough relics)
Valkyrie Militant (not enough weapons)
Playable, but cut due enough cards in that cost:
Copperhall Recruiter
Towertrop Patrol (have enough flying units)
Cost 5:
Useless or Weak:
Ancient Excavator (not enough relics)
Umbren Thirster (not enough lifesteal)
Playable, but cut due enough cards in that cost:
Broken Wing Brawler (have enough flying)
Direwood Prowler (is not for this deck)
Cost 6 or more:
Useless or Weak:
Voyaging Lumen (not enough lifesteal)
Playable, but cut due enough cards in that cost:
Dormant Sentinel (have enough TT units in your deck)
Dormant Sentinel: Playable, but you have enough 6+ cost units and he is TT.
Xenan Augury: Bad in early games and you already have Devour. Remember to chump block and sacrifice the unit for Devour. Also Devour can stop lifesteal from the opp too (if you block and sacrifice).
Lost Scroll: Good in ramp deck, but your deck is not ramp.
Sanguine Sword: Playable in decks with more units to sacrifice because if you don't sacrifice he will be bad.
Iron Hook: Ok card, but you have better removals.
Awakened Sentinel: Warp, Endurance and a good body. I really like use it in limited.