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.
Great deck ManuS! I was wondering what you usually are aiming to hit with Poaching Drake, and whether he comes in handy often enough to justify his average stats. If the deck is aiming to be aggressive on-curve, I wonder if Minotaur Platemaker would work as well in Drake's spot? He's a bit beefier (pun intended) and can buff your other units on board, most notably Hojan, Crownbreaker ;p
No disrespect, but I really don't like this deck that much. Maybe I was just terribly unlucky for the last 35 games, but it almost never comes together as you'd like. It wins some, and the flying is nice, but the single primal influence consistently screws me, and I almost never want anything out of the market. As good as Sediti seems (and I guess he is, right? 5 for a 6/6 just can't be bad, by itself), in practice, he has performed like the most overrated card out of Dark Frontier to me.
It's obviously not a bad deck, but playing this after Jennev Peaks and FJS Midrange before the new set rolled out, you can definitely feel the decrease in power.
Anyway, thanks for letting me ramble on, and Manus is a great player and deck builder, as always, so please don't take this as a dig on you.
No worries why would I take non-hostile rational criticism personally?
I can see what u mean tbh I dont think the deck is insane either but i also never said so. i felt the deck is pretty solid but has a questionable early game and lack of way to come back and only seemsok vs say hooru control. but somehow it seems to be doing well. tobbo just made it into the Top 64 with it so did Gloszu, OrrinB and a few others. but i can see how the deck can not perform at times for sure.
Altho I dont get how u never want anything out of the market when the market is the most generically useful stuff: a threat, a cheap removal, a powerplay and 2 situational utility cards.
well both of those decks are pretty bad by now in no part to decks like this^^
Let me clarify what's happening with the sideboard for me.
Svetya and Reinforcements are never what I want to get. I'm either trying to get board position back or I have too much mana and need a power play. I never found myself with enough room to say to myself, "If only I could lock the board position in and they couldn't play spells..." On top of that, it would take the turn after I wish for it to play it, anyway.
I've never needed a Vision of Austerity as I'm seeing almost no relics out there currently, however, it's always good to have and I agree with its inclusion in this list, regardless. I've just not needed it yet.
The palace is also a good choice, but I've always either had one of three situations when trying to market: 1) I'm in a situation where I'm struggling to get to six power as it is, and it's not looking good... 2) I've got plenty of power and I already have one or two palaces and am struggling for the board position to just make the ones I have useful. And 3) I could use a palace, but playing one will just put my board position behind and they can stomp out the palace, as is, anyway.
Lastly, there's the Pristine Light. I do like this card, but the board state has never been in a position to warrant its use. By that, I mean that wishing for one and playing it on the following turn will only partially remove some of their threats, but all of mine (slowing my board state down, as well) and not really fixing the situation I find myself in. In these cases, I generally just wish it was a Harsh Rule so I could start the board over and at least have a chance at retaking it in subsequent turns.
For me, every single time I got the merchant I thought to myself, "Well, this is a dead card to me...."
Reinforcements is a bit experimental and could be cut but in theory it serves a similar purpose as a counter by just locking spell heavy decks like control out of their most impactful plays while u r ahead on board to kill them in the meantime.
svetya is mainly just so u can get a unit if u need one.
if u need a powerplay well thats what palace is for.
the 3 cases u mentioned are usually solved by either getting a palace for the time u hit 6, getting a svetya to use the palaces u alrdy have or well get svetya so ur palace doesnt just get stomped. so maybe u gotta get svetya some more. and u can get palace on turn 3 for later no problem. its not like u need to play the card u market for right away. just look for what ur hand is missing the most long term.
the card is mainly a 3 cost vanquish and vs random time and SS midrange decks it is often a 2 for 1 or better. pretty straightforward really. and thanks to the onslaught clearing ur board as well isnt that big of a deal.
I really appreciate the clarification here. Perhaps I should be getting Svetya more. I do feel as though if I'm in need of a unit, Svetya isn't big enough, however it does give me something to palace on (if only I can survive without chump blocking with her).
I see what you're saying about the pristine light. I think I've been looking at that one wrong. I've been thinking of it as an aggro solution and it only blows out their more midrange units (and mine) leaving me open for the raping next turn. Your mentioned use is much better. That having been said, I've been playing against a lot of aggro and that's not the greatest matchup for this deck I don't think. Perhaps a version that includes a hailstorm in the side and Rime Conclave smugglers instead of the winchests is worth tinkering with?
Skycrag aggro seems like a bad matchup yeah. not sure if hailstorm would be a great solution but some permafrosts main would be a start i guess. justice midrange have naturally struggles vs fire aggro tho so thats usually a weak spot not easy to fix.
Well, stats don't lie, so if they've done well, they've done well (not to mention making 1st with this, too).
A couple of things I can remember from past matchups is that Levitate seemed useless every single time I got it. Everything already has flying, and, though I know they're primarily there for the Hojan Crownbreakers, they never live past the turn I play them, making the Levitate one power for one card or at its best, I get to push a whopping 2 damage through with the Kothons.
Other than that, I just remember really bad states happening, like once when I had to mulligan to six and ended up with a hand that had nothing until a Sediti on turn 5 with no onslaught (it was literally my first play).
Just a couple of things I remember.
Maybe it's just not the deck for me, like, maybe I'm just not that good with it or have had an above average array of less than exemplary match ups/hands.
well the hojan interaction is very important and if it dies well thats ok then u just cycle it or deal the 2 dmg with kothon that u mentioned. u can also at times not play hojan on 2 and delay it till 3 with levitate. levitate is pretty important and good because at worst it cycles so it is never completly blank and useless and otherwise it makes hojan super powerful since even if he dies often on sight there are plenty of cases he doesnt.
Try and watch the tutorial vids made by Manus and practice first in casual. Primal is a non issue, all you have to worry about is the 5 justice influence for sediti. Sediti provides a good body and his curse forces the opponet to commit in attacking to avoid us from getting card advantage. He is one of the top tier card from dark frontier.
You misunderstood. I said the one primal screws me. Meaning, I get it on my way to five instead of a dual faction or straight green source, so I can't get the 5th turn Sediti. Have you played this deck?
I have played the deck, the fact that 1 card out of 75 CONSTANTLY screws you might be that you just are REALLY unlucky? Personally have had great results with this exact list, so I can't share your feelings on this one. Sediti feels like an absolute powerhouse to me, as you said, 5 for a 6/6 flyer isn't shabby on it's own (nor is it great though), add the Warp effect and you get a solid card; Then the onslaught, that if you manage to activate, can win games on it's own, and you get this monster unit.
It's obviously not a bad deck, but playing this after Jennev Peaks and FJS Midrange before the new set rolled out, you can definitely feel the decrease in power.
Anyway, thanks for letting me ramble on, and Manus is a great player and deck builder, as always, so please don't take this as a dig on you.
I can see what u mean tbh I dont think the deck is insane either but i also never said so. i felt the deck is pretty solid but has a questionable early game and lack of way to come back and only seemsok vs say hooru control. but somehow it seems to be doing well. tobbo just made it into the Top 64 with it so did Gloszu, OrrinB and a few others. but i can see how the deck can not perform at times for sure.
Altho I dont get how u never want anything out of the market when the market is the most generically useful stuff: a threat, a cheap removal, a powerplay and 2 situational utility cards.
well both of those decks are pretty bad by now in no part to decks like this^^
Thanks for the appreication.
Svetya and Reinforcements are never what I want to get. I'm either trying to get board position back or I have too much mana and need a power play. I never found myself with enough room to say to myself, "If only I could lock the board position in and they couldn't play spells..." On top of that, it would take the turn after I wish for it to play it, anyway.
I've never needed a Vision of Austerity as I'm seeing almost no relics out there currently, however, it's always good to have and I agree with its inclusion in this list, regardless. I've just not needed it yet.
The palace is also a good choice, but I've always either had one of three situations when trying to market: 1) I'm in a situation where I'm struggling to get to six power as it is, and it's not looking good... 2) I've got plenty of power and I already have one or two palaces and am struggling for the board position to just make the ones I have useful. And 3) I could use a palace, but playing one will just put my board position behind and they can stomp out the palace, as is, anyway.
Lastly, there's the Pristine Light. I do like this card, but the board state has never been in a position to warrant its use. By that, I mean that wishing for one and playing it on the following turn will only partially remove some of their threats, but all of mine (slowing my board state down, as well) and not really fixing the situation I find myself in. In these cases, I generally just wish it was a Harsh Rule so I could start the board over and at least have a chance at retaking it in subsequent turns.
For me, every single time I got the merchant I thought to myself, "Well, this is a dead card to me...."
Anyway, that's just been my experience.
svetya is mainly just so u can get a unit if u need one.
if u need a powerplay well thats what palace is for.
the 3 cases u mentioned are usually solved by either getting a palace for the time u hit 6, getting a svetya to use the palaces u alrdy have or well get svetya so ur palace doesnt just get stomped. so maybe u gotta get svetya some more. and u can get palace on turn 3 for later no problem. its not like u need to play the card u market for right away. just look for what ur hand is missing the most long term.
the card is mainly a 3 cost vanquish and vs random time and SS midrange decks it is often a 2 for 1 or better. pretty straightforward really. and thanks to the onslaught clearing ur board as well isnt that big of a deal.
I see what you're saying about the pristine light. I think I've been looking at that one wrong. I've been thinking of it as an aggro solution and it only blows out their more midrange units (and mine) leaving me open for the raping next turn. Your mentioned use is much better. That having been said, I've been playing against a lot of aggro and that's not the greatest matchup for this deck I don't think. Perhaps a version that includes a hailstorm in the side and Rime Conclave smugglers instead of the winchests is worth tinkering with?
Anyway, thank you, again, for the clarification.
A couple of things I can remember from past matchups is that Levitate seemed useless every single time I got it. Everything already has flying, and, though I know they're primarily there for the Hojan Crownbreakers, they never live past the turn I play them, making the Levitate one power for one card or at its best, I get to push a whopping 2 damage through with the Kothons.
Other than that, I just remember really bad states happening, like once when I had to mulligan to six and ended up with a hand that had nothing until a Sediti on turn 5 with no onslaught (it was literally my first play).
Just a couple of things I remember.
Maybe it's just not the deck for me, like, maybe I'm just not that good with it or have had an above average array of less than exemplary match ups/hands.
well bad mulligans to 6 happen.
And the vids don't change the hands you get unfortunately.
with 3 seek powers at it...