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Destiny Combo: Lifeforce Edition

By Aetherllama
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Information

The aim is to get Talir and Voda in play to set off a huge destiny chain. First we need at least 8 power, which we usually get with Mask. Then, get a Merchant in the void, play Talir, and Last Chance the Merchant to draw Voda with destiny. Alternatively, with 11 power you can play Talir then Merchant both from hand. Alhed will make your units huge, and you can finish off your opponent with Xenan Initiation on Talir.

Previous version: Destiny combo

Tips:

You should usually redraw unless you have merchant or mask.

Its good to keep a sigil in hand so you have more undepleted powers.

Wait until your opponent isn't leaving up fast removal if you can afford to.

Play quickly on the turn you combo off.

If you are going to modify the deck, be careful not to add too many cards that don't get destiny from Talir or Voda, since it will make the combo fizzle more often. Currently, all the spells draw a card, so they don't interfere too much.

Details

Shiftstone Cost (Does not include campaign cost) 67,350
Premium Cost 245,600
Influence Requirements 3 3 1
Power Sources 22 15 12
Deck Rarities 19 20 15 17
Card Types 40 5 10 25
Contains Cards From Campaigns
The Tale of Horus Traver [Set1002]
Into Shadow [Set1004]
Archetype Combo
Updated October 15, 2018
Added July 18, 2018
Views 8,709
Eternal Version v1.39 - Into Shadow
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Deck URL

Revisions (Since last major patch) October 15, 2018

Main

Comments

mrclgoes Eternal Version: 1.39.0.5742
One of the most important feedbacks about this deck (as said above) is to keep a sigil in hand before combo off so you have more undepleted power as it allows you to reorganize the board in the case of poor draws breaking the chain by any chance and combo off again.

Another important feedback is to know when you have OTK and break the chain to win it straight away.

You should almost always go for the OTK while comboing off because you can't have your dudes exposed at the board. So you may consider to not combo off if your opponent does not have a dude himself on his board.

Aetherllama Eternal Version: 1.39.0.5742
Thank you for the feedback. If you have a Lumen Reclaimer in the deck, there is no reason not to combo off if you are able to. Even if you can't OTK and they sweep the board, you will have a hand full of Devours and Last Chances so you can combo off many turns in a row if necessary.
Gaze73 Eternal Version: 1.39.0.5742
I pulled off the combo once in 10 games, and when I did the combo ended after 7 draws. I even added 4 scorpion wasps against Tavrods and 3+1 disjunctions to deal with relic sabotages, other masks and sky king swords but there's just no way to win unless the stars align.
mrclgoes Eternal Version: 1.39.0.5742
you just don't know how to play with it them. I won 19 straight games with this deck with minor changes on my decklist comboing off in 18 of them.
Gaze73 Eternal Version: 1.39.0.5742
When I have 18 power, Talir in hand, but no Last Chance, all I can do is wait but the card never comes. The other time I have Last chance but never draw Talir. Sometimes I have both in hand but only 7 power and then I die. Sometimes I have no merchant in the void because I simply drew no merchant. When I play turn 3 merchant and my mask gets sabotaged or burglarized, I lose. These days merchants also get shakedown. You can perhaps win 19 straight in casual. If you think it's so great then go ahead and take a top 10 spot in the current tournament.

Anyway, regardless of how good it is it will probably be fixed soon because the combo is broken and uninteractive, so enjoy while it lasts.
Aetherllama Eternal Version: 1.39.0.5742
It's able to win most games in my experience, but you make it much less consistent by adding disjunctions to the main.
Zequinn Eternal Version: 1.39.0.5742
How do I win against it?
Aetherllama Eternal Version: 1.39.0.5742
Silence merchants, kill mask, hold up fast removal for talir.
chaostehjace Eternal Version: 1.37
I also had the game crash on me playing this in gauntlet, love the deck though!
Edgeukated Eternal Version: 1.37
I dropped a devour and a Lunar Magus to include 2 Cover of Darkness. When combo hits and you have a bunch of new members of your team on the field, makes it nice to go ahead and just shoot for the win unblocked, especially if Voda survived a turn
mrclgoes Eternal Version: 1.39.0.5742
theres no need for it. This deck usually kills the turn the combo goes off.
Erik9099 Eternal Version: 1.37
I love this deck, I brewed up my own version with a more midrange shell, and I think I'm starting to like Talir even more than I like Kenna. One concern of mine is the win-con, if you're facing temporal control or if your opponent just has access to 10 power and a harsh rule then you can't win. I'm not a big fan of the overwhelm + killer plan because harsh rule decks often don't have any units in play anyways, and any deck not playing harsh rule will just die to all your huge units (also gets stopped by desert marshal). What do you think about 1 copy of Diogo Malaga in the market? You can get it with a merchant when you're combing off, and you'll easily hit the power to activate it thanks to vodakhan. Then you just sac all your units (tailr and voda last) and replace them with charging double-damage fatties, and swing for easy lethal. I'm running world bearer behemoths and 1 copy of thundering kerasaur, so it shouldn't be too hard to find enough overwhelming fatties to just OTK the opponent through chump-blockers. I could see running 1-2 Alheds, just to make it 100% that you'll win once you combo off, but I'm not sure it's necessary. I highly doubt you'll get into a board stall where your opponent has enough beef to beat the combo. I do like the idea of chaining alhed ultimates into each other to get some truly massive beaters, but as I said I doubt it's necessary.
Aetherllama Eternal Version: 1.37
Glad you're enjoying it so much.

I've never lost post-combo which is why I play this minimal win con version, maximizing the value of my cards pre-combo. I used to play venom rider in the main to beat unitless, but found it to be unnecessary. If they harsh rule then I just activate all my masks and kill them.

Alhed doesn't really do anything because he doubles the stats when you draw the unit, adding another Katra would make your board way bigger than Alhed. I've made my whole board 80/80+ with just 2 Katras.

Worldbearers seem reasonable as an alternate way to ramp.
ABadMagicPlayer100 Eternal Version: 1.37
Been playing this a lot recently. It's super fun to get a surprise win from 1 against praxis or skycraggro
Werewolf Eternal Version: 1.37
This is a monstrosity and utterly fantastic in every way.
TheNose Eternal Version: 1.37
Been trying the deck in Gauntlet and made the game freeze while comboing off (on PC). 5 times. In an hour. Would not recommend playing this in ranked.
Awesome deck still!
mrclgoes Eternal Version: 1.39.0.5742
I used to have this problem with the old version. With this new one theres plenty of time and I havent had any crash so far.
Aetherllama Eternal Version: 1.37
I've never had that issue.
TheNose Eternal Version: 1.37
I swear it froze three times within the same game. Maybe I should record and report it.
attorneyatlol Eternal Version: 1.37
I just had a couple freezes during the combo in Gauntlet too.
Comment Deleted
RamenParty Edited Eternal Version: 1.37
Xenan Fanatic has been working wonders for me as a wincon. Might be worth trying.
Comment Deleted
Aetherllama Eternal Version: 1.37
Seems sweet, but I'd rather not play any more cards that don't get destiny.
ABadMagicPlayer100 Eternal Version: 1.37
I actually found it super difficult not to deck, so I replaced the Lunar Maguses. Makes the chain fizzle more naturally, except you can continue with Cull or Dark Return if you have spare cards.
Aetherllama Eternal Version: 1.37
Just play one Lumen Reclaimer if you are worried about decking out, but realize that you can win even with an empty deck if you play quickly enough.

There are 15 cards without destiny and only the 4 temple scribes which draw an extra card, so the chain naturally stops every 7 cards on average or 14 cards if you start with a draw 2. Using merchants on destiny cards also prolongs the chain.
ABadMagicPlayer100 Eternal Version: 1.37
I get what you're saying, but having played the deck I am offering other options to you/other players. Since you're hitting power with destiny you can continue the chain if you want, but easily prevent decking if needed. I also occasionally have issues with the animations lagging and stopping me from being able to do anything e.g. choosing to sac Becky or cast Xenan Initiation
RamenParty Eternal Version: 1.37
I agree, I ended up cutting a devour