Arranged version of
Purpose Control v2.2.0
My
Worldpyre Deck.
The basic idea is that...
Worldpyre can generate effects as soon as it is played, provided there are 8 Power. It does not have to worry about Relic being destroyed. It is an effective way to play. Alternatively,
It is important to do RAMP in all plans.
Plan A is Empower, specifically using
Riftfeeder Wasp and
A New Tomorrow to win.
Marshal Ironthorn work well with Empower.
Plan B is Large amounts of Power, where you win by generating huge tokens with
Builder's Decree or
The Great Parliament.
The newly adopted
A New Tomorrow can be called from
Discover Talents and is good in combination with
Worldpyre. The scout's effect allows you to choose which card to use next, but in most cases
Hive Delivery,
Aid of the Hooru is a good choice.
As always, you can call
Aid of the Hooru from
Discover Talents. Of course, it can be combined with
Worldpyre.
Plan C is a backdoor route, using
Temporal Distortion to use Power inexhaustibly and act even on the opponent's turn. Because there are a lot of spell cards in the deck. If all spells become Fast Spells, then playing a card that creates a token on the opponent's turn has the same effect as Ambush, and the opponent cannot respond.
In my testing, it can generate 20-30 Power in 8-9 turns.
TIPS:
If it is at 4 power at the beginning of the turn, it gains 1 power by the Power card. Then you can play a 5-cost
Riftfeeder Wasp, which
Riftfeeder Wasp is still 3/3, but you get two Power Cards, and since
Riftfeeder Wasp is not a important finisher in this deck, your priority is to play the Power card on your next turn.
Have fun!
Heavy Hail, Combrei Lawmage, Auren Condemnation
It is also a good idea to change the market card.
If the market is blued(Primal), the next card can be used.
Obstructive Flicker, Vision of Austerity, Heavy Hail, Honor of Claws, Scourge of Frosthome
https://eternalwarcry.com/decks/d/GTsiN1j-aCM/purpose-control-v2-2-0-added-deck-info
Thanks for sharing, ill try it