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.
Deck Rarities
18 32 20 1
Card Types
24 6 24 0 26
Archetype
Aggro Combo
Updated
January 26, 2019
Added
January 20, 2019
Views
6,758
Eternal Version
Balance Changes
BBCode For Comments
Deck URL
Revisions (Since last major patch) January 26, 2019
Mate I love love love this deck! So many tricks, so many cheeky ways to win. Every game is different and the opponent can never fully predict where the damage is coming from. I did put the diplo seals in from the start and they've already done good work. Way more fun than regular aggro decks because you actually have to think and plan. I'm mid-masters and it's working well.
Strictly powerwise speaking Battlemage isn't that much worse than Brigand. That being said you'll have to change up the power base a bit since it has to support 2J with Battlemage.
I had thought about champion as he was in the OTK scream deck that inspired my deck. Originally I didn't play him only because he didn't have double damage, and I wanted the whole creature base to have that battle skill. I like the consistent early damage champ brings, but I like the utility Yeti Sage brings a little more for blitz.
Your changes to the power base are really the big thing for me. It makes me play much faster and more like a typical agro deck.
I don't think that mighty strikes is a good card in this list. First of all it's way too expensive, the most you'll hit are two people and that's only when you are already flooding. Furthermore board stalls shouldn't affect you too badly since the deck runs 10 cards to give a unit flying. If you still want to play one copy you could probably run it instead of plate in the market but i would advise against it.
I play around 10 games and had a 50% win rate. Guess i'm doing something wrong. In relflection, i think i was playing it too much like an aggro deck and trying to get units down each turn. Should I wait until turn 5-6 when I have everything I need for a single attack?
It really depends against what you play, the longer you wait to go all in the bigger is the chance that they get some sort of interaction which will lose you the game. That being said it's almost never a good idea to commit more than 2 units onto the board since most of the time one unit is enough dmg with some pump spells.
this deck is amazing, you can 1 hit someone on turn 4, do massive damage by turn 3. only thing is I'm noticing theirs a lot of times where I get hands that I'm lacking a color cuz I have too much of another color. if you have censari brigand in ur opening hand and some buffs or a way to give him flying its pretty much gg lol.
I swapped out a couple dual color mana cards that come in depleted, cuz you cant really do anything till turn 4 cuz ur not drawing sigils so u get held back turns. So I swapped in some sigils, added in 3 strategized that way theirs times I wont be top decking, and i added in 2 more crests so i can scout ahead. Seems a lot more smooth now. I was losing about 50-60% of the matches because mana was playing out too slow
The Powerbase definitely isn't perfect. I've been playing around with diplo seals instead of 4 depleted power and it does seem to be working better. I'm not too sure about running strategize since it's only a good card once you re flooding which statistically speaking shouldn't happen too often with only 25 power.
I actually just messed around with the deck a lot, and swapped blue for purple, so instead of berserk I'm running unblockable & lifesteal. I also added in more overwhelm & quickdraw (basically its a kill unit for anyone who blocks me, and my guy still gets to live to fight another da lol) it honestly helps so much more for some answers cuz if I'm not able to kill someone by turn 4 I still have ways to do some stuff once they start to pop off 5-7 mana in. It does essentially the same as running if it had blue in it, but its able to play out a lil more later if need be. still has zero answers for blue/puple kill/counter decks tho lmao those are our kryptonite.
I've played around with a jps otk scream list for quite some time before the last set hit. The jennev merchant nerfs were quite huge for that list, but it might still work with some adjustments.
Right now I'm trying with a Kaleb's Choice, Warhelm, Barrel Through, Rampage and Copperhall Bracers. Kaleb's Choice is great when playing against decks with Hailstorm or annihilate. I'll probably change one of the tricks for vanquish though.
Even though the rule nr 1 is don't build a fire deck without torch, i don't think this is a deck which wants to run them. Pump spells are better since you technically get their value twice or even 4 times because of dd and berserk. I'm not sure if the torch in the market is worth it, there were some cluch moments were torch was great because of the 3 unconditional dmg you get, but that being said it's very likely that vanquish would be better.
90% of the time it's kaleb or standart, depending on my max power. Both of those cards have the same function in giving overhelm to a berserk or dd unit to push a shitton of dmg. Helm is pretty much only there if i need my merchant to hit in the same turn. Plate is great vs permafrost or skycrag overall. Torch was just there for some more reach.
Ideally you want a hand with 2 units, atleast one of them being a 2 drop and the power to play them. Hands with only one unit are somewhat risky because you might brick for too many turns if it gets removed. On the other hand you dont want too many units since most games are over by turn 4 or 5 if one unit sticks and you have a couple of pump spells in hand.
Surprisingly consistent so far!
I had thought about champion as he was in the OTK scream deck that inspired my deck. Originally I didn't play him only because he didn't have double damage, and I wanted the whole creature base to have that battle skill. I like the consistent early damage champ brings, but I like the utility Yeti Sage brings a little more for blitz.
Your changes to the power base are really the big thing for me. It makes me play much faster and more like a typical agro deck.