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Aerial Eggs: The Egging (anti-control)

By dog

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Information

This is my own variant of TieTuesday's Aerial Eggs, I get asked for the deck sometimes so I'll be posting it here. Credit to TieTuesday (https://www.twitch.tv/tietuesday/) for the original concept.

The basic idea of this deck is to counter control decks and removal in general while placing various flying units on the board. I opted to play more defensively with this variant, attempting to get a decent threat going (usually two or three large units) and then making that threat very difficult to remove. The most flexible cards in this deck are Unseal and Hailstorm which can be adjusted based on the current meta. Below will be a look at most cards in the deck and what their purpose is.

Accelerated Evolution: An important piece of this deck, preferably used on a unit with aegis. Great quality when used on Shelterwing Rider or Jotun Feast-Caller in particular. It can also be used to give Unseen Commando endurance to evade Torch and Hailstorm. Important to note this can be used on an opponent's unit to break aegis.

Desert Marshal: Good card to slow down the opponent's early game if needed or just to silence problem units. He also patches up a weakness of the deck by being able to ambush killer attacks or relic weapon attacks if Hooru Pacifier isn't on board, with the added benefit of being able to silence those killer units in case of recursion.

Unseal: I added this as a cheaper alternative to protect units, and because Stand Together on its own seemed to still be a struggle against many decks. It gives some more options to work with as well, such as shutting down Rain of Frogs, Rise to the Challenge or denying card draw for example.

Hailstorm: Primarily used to stabilize against aggro, it's a must have in this deck due to its slow start as long as aggro has a decent presence in the meta. There's some freedom to use it when you have units on board because many of them have four or more health, although at slight risk of being finished off by the opponent's spells.

Hooru Pacifier: An amazing addition to the deck, they can protect you from relic weapons or other weapon shenanigans while evading many popular removal spells due to their stats, and is a powerful flying unit for the cost. Against colors that are heavy with weapons you should play very carefully with them, not blocking or attacking unless you're certain the opponent has no response. If their attack is buffed in any way (including by Unseen Commando) they become vulnerable to Eilyn's Choice and Vanquish, which is something to be cautious of.

Stand Together: This can be used to counter removal on units or as a combat trick. Particularly useful on Shelterwing Rider after their aegis has been broken. As with most fast spells, try not to use it until the moment you need it and keep power in reserve for it where possible.

Unseen Commando: One of the most vulnerable units in the deck, but offers amazing support due to units in the deck either having two or more battle skills, or being able to acquire them easily. On his own he is a decent threat and can help stabilize, but his true power lies in the ability to place him before declaring attacks, giving many of your attacking units +1/+1 before the opponent can even attempt to remove the commando. At best, if you can protect them they will win you games. At worst they're a removal magnet that will keep your aegis units even safer.

Shelterwing Rider: Quality stats and battle skills for their cost and becomes a monster when buffed. They're a bit easier to shut down than other aegis units because of their text but that just makes them a better target for Stand Together and Strength of the Pack. Even if you can't get them back in fighting shape they will play well as a blocker.

Svetya, Orene of Kosul: Very good for both helping to build your board and to ensure unit draws late game. Negating weapons and spells on turn 4 puts a stop to much nonsense and buys some time to draw more answers. Strength of the Pack will set off her summon effect once again as well.

Jotun Feast-Caller: The goal of this card is to play him when you require draws and your opponent has spent a lot of removal already, to either turn the table or secure victory. Another great target for Accelerated Evolution and Strength of the Pack.

Strength of the Pack: A win condition that is almost always never expected. When this clones a unit the clone will be played with all the buffs the original had and all the battle skills, including aegis even if the original unit has had theirs broken. It can also be played in a very tricky manner because it can target the opponent's units, which works best when followed up by a Vanquish or Accelerated Evolution to give your clone the edge.

This deck excelled when Feln control and Argenport midrange were prominent in the meta and got me to master without much trouble. I've found that it is quite weak to most aggro decks and some midrange decks that don't rely so much on spells or weapons, so don't expect to win a lot with this if those become popular.

Any suggestions or input is welcome.

Details

Shiftstone Cost 55,000
Premium Cost 214,400
Influence Requirements 1 2 3
Power Sources 11 14 17 15
Deck Rarities 16 14 23 4 10
Card Types 24 0 24 27
Archetype Midrange
Updated July 9, 2018
Added April 9, 2018
Views 3,657
Eternal Version v1.36 - The Fall of Argenport
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Deck URL

Revisions Last Change: July 9, 2018

Comments

Zauzzie Eternal Version: 1.31
An easy fix for mana problem would be remove 1 unseal and 1 hailstorn and add 2 Find the Way.
this deck as few 2 spots and it helps make sure your seats come in untapped as well. They will also make sure you hit 7 lands a lot easier.
dog Eternal Version: 1.31
hadn't thought of that even though i've been using find the way in another deck of mine, i'll try it out next time i use this deck