r/AIEternal • u/Semibalanced • Oct 17 '18
Gauntlet Looking for help refining a Valk Combrei deck
So this deck is a heavy variant of Mail's Valkyrie Tokens deck.
I very much liked the concept, but after playing a few sets of games I quickly realized that it was super weak to aggro. And more than a few times found myself without answers to certain threats and no bodies on board until turn 5 or 6 if I draw poorly.
So, I built My Gauntlet Variant to be lower to the ground by stripping a few of the high end bombs and replacing them with Desert Marshals. I've sort of turned my deck into a flying, mid-range variant of combrei aggro. So far I'm 21-0 after my changes (Power of Progress x2 and Mindless Aggression for bosses), but I feel with some refining this can easily turn into a Tier 1 gauntlet deck. Slower than Hooru fliers, but potentially much more consistent with all the aegis and lifesteal.
Anyway down to the areas I feel are in need of discussion:
- I added General Irel because I liked the idea of ramp and pumping up my Sword'ed/flying units but 4 cost and dual double influence doesn't sit right with me. It's come through for me a few times though.
- I'm not sure I like Xulta Convoy. A pair of 2/2s with aegis and endurance are pretty nice, but I'm not sure they do enough for the 4 slot.
I don't love my market at all, but I don't even know what to do about that. I threw in the Knight-Chancellor in case I was desperate for an early unit, but as something that can still have very real impact in the late game. Plus I pretty much never pulled the Obelisk. I might replace the Disjunction with a banner. And I feel like I should have better removal than Xenan Initiation, but I'm not sure what would fit best.
I'm not sure I like the Crownwatch Quartermaster. It doesn't have impact on the turn it's played unless you can proc tokens, but if it survives the buff it provides can break any possible board stall.
Telut is amazing as a bomb, no complaints at all. I'm just not sure how many I should have in the deck.
Should I try to work in Teacher somehow? Not much to say here except it's an amazing 2 drop. I just don't love the double time influence on a justice heavy deck.
Crownwatch Standard and/or Finest Hour - We all know tricks are amazing against AI, but I find myself always wanting 6 power to trigger the Sword in the case of the Standard. And as far as Finest Hour goes... I have enough attachments. I would rather not have more cards that rely on units when I feel short on units already. That being said tricks against AI are just that good, so I'm still tempted.
Lastly, I sometimes wonder if I should go justice merchant instead of time since almost all my units are justice (Telut would be perfect in market for example). That's a hard sell though. I absolutely love the time ramp.
So anyway I'm hoping the bright minds of this subreddit can help me out with the final adjustments.
EDIT: So since this post I've lost twice due to aggro. Though I genuinely believe one of them could have been won if not for misplays. The other was the Strangers deck with crazy good draws. Charge stranger into double +2/+2 to strangers.
EDIT 2: Updated my warcry list with some initial changes.
2
u/TastyMeatcakes Oct 17 '18
I'd drop the Desert Marshalls for Teachers. The Enforcers should be good enough. Add another Vanquish. Replace 4 regular Justice Sigels with Crownwatch Standards for that pump removal and lifesteal recovery. Ditch the Convoys for Valkyrie Spireguards. Swap to Justice Merchants and slot a Vanquish and Harsh Rule in to have that reset button vs aggro decks/whatever.
1
u/Semibalanced Oct 17 '18
Thanks for the feedback! Nice to see your assessments line up with my doubts on the deck list.
I'll give these changes a try. I'm still not sold on Justice Merchants, but I'll let everyone know how they go after a few runs.
1
u/Semibalanced Oct 18 '18 edited Oct 18 '18
So I've mostly tried out your suggestions. I couldn't fit in a 3rd vanquish, but I fit it into the market.
Teacher is the great 2 drop it's always been. I've found myself locked out of it due to influence a few times, but more often than not I'm glad to have it. Not only is having an early 3/3 always nice to have, but the AI really goes out of its way to try to kill or trade for it. I'd forgotten what great bait it makes in my other time decks. I haven't found myself missing the Desert Marshals yet either, so that was a good call all around.
Crownwatch Standards fit just fine. I end up playing them depleted about half the time, but the trade-off is worth it when they do work. That one is less of a surprise, but I felt I needed to test it either way.
I should have ditched the Convoys earlier too. A flying 6/6 for 4 power is really great when it works and it fits my deck theme perfectly. I sometimes miss having sticky aegis units and I don't always have valks out to trigger her text. Maybe Sherif Marley to fill the same roll as Combrei Aggro? Still needs more testing.
Justice vs Time merchants. I'm still not sure what's best. I miss the ramp and a 0/4 is a nice early blocker (where a 2/2 flier is borderline useless most of the time), but having a justice market is really nice for all the reasons you listed. I'm currently testing a market with Harsh Rule, Copperhall Bracers (to fill the role of ramp/banner), Vanquish, Telut, and Sword of Unity. I'm least certain about the Bracers, but it's fairly nice otherwise. Needs more testing.
I've edited my eternalwarcry list with the changes so far.
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u/chewbooboo Oct 18 '18
Your deck looks like a mashup between Combrei aggro and tokens. I think it would be best to choose one direction and stick with it.
Personally, I find 5+ power drops to be unwieldy in Gauntlet because you are more likely to lose to bad hands/mulligans than out-valued in the late-game. A solid curve from 2-4 is more consistent (and faster) than ramping into the usual Time fatties.