What makes Power so important in a deck that tops out at 4? (Or 6 if you include Sword of Unity’s Spellcraft...)
Turns out that playing Initiate of the Sands into Trail Maker into 3 more units, and playing Stand Together or Sword of Unity before Turn 5 beats most slow decks. It is just too much pressure and they can’t even answer it with Harsh Rule [because of all the units with Aegis].
This deck is all about curving out into Stand Together or Sword of Unity. Once you do that, they lose because they are too far behind in the board and can't play a board clear. So the Power is really important to make sure you can accomplish that.
This deck seems to play pretty fast. How would you characterize it? Is it? Midrange? Aggressive midrange? Something different?
I will say this is a Midrange deck, but most of the time it plays like a hyper aggressive deck. In this case I don't think the deck is great - really it is mediocre - but I made it to target slow decks, just to punish slow decks in the tournament.
And also you have the Plan B of using Ironfist Chancellor each turn if you stall. It is not that hard to protect him. And in particular if you ever play Sword of Unity on him, he becomes a nightmare for any deck.
Did you consider including any Standards for the synergy with Alessi?
I don't want Standards in this deck because it is all about curving out. The extra cards are way less important than having the board early and casting Stand Together on it.
Part IV - Haters gonna hate
Camat0's TJP Hatebears is a three-color build that prioritizes Time and Undepleted Power for Turn 2 Teachers of Humility () and Turn 6 Predatory Carnosaurs (), with a little Svetya, Orene of Kosul
() in between.
What were your thoughts when constructing the Power base for TJP Hatebears?
To make a power base that can support Initiate of the Sands on Turn 1 and Teacher of Humility on Turn 2, I needed to make a sacrifice and and only splash the other colors.
As you can see I don't play [higher Influence] cards like Valkyrie Enforcer
) or Hooru Pacifier
). I would love to have them in the deck, but I just can't support them.
That brings up a great point that newer deck builders may be able to learn from. When building a three color Power base, you often want to prioritize cards in a certain color. So you are probably better off playing weaker cards (with lower Influence costs) in the secondary colors.
For sure. In general I say that people play less Power or fixing [ie: Influence sources for secondary colors] than they should.
Although you have one Crystallize
in the Market, every other card in this deck is either Time
or only has a single influence in any one color (including
This allows you to hit your priority Influence requirements quite reliably. And all this is accomplished without any additional card draw beyond Seek Power.
The key in this Power
base is Diplomatic Seal
. It is this card that allows you to build three color Power
bases for aggressive decks.
Right, because the Undepleted Power lets you play your one and two-cost units early. It is also worth mentioning that you have a lot more potential for Undepleted Power, in the form of Seats instead of Crests.
So you are maximizing your chances of playing important units on curve at every stage of the game. It is a very different approach from the FJS Control deck we were looking at earlier.
Yes, as you say I only have 2 Crests, and the reason for that is to have most of my power Undepleted. With 2 Crests and 4 Seek Power, I will draw less than two of them in most of my hands - making the deck curve out most of the time.
What does the future hold for TJP Hatebears?
This is a very powerful deck and I think it is good, but it is not great. I'm not sure what is missing yet to make this deck great, but for sure I think it has a lot of potential.
We are all looking forward to seeing what you come up with next.
Epilogue: By Law and Conquest
Before we finish, can you describe for the readers what you might have done differently this time to prepare for a competitive event using the Conquest format? Was there anything extra involved in preparing four decks?
I'm not sure what is the best strategy for conquest yet. I do think you can try to target the metagame like I did last week, with all decks that are strong vs Control and clunky decks in general. But I don't think that is the only way to do it or the best one.
On the other hand, I think you need to play strong decks. That doesn't mean they can't have weakness. But you can't play a lineup with four decks that lose to the same thing. Let's say your lineup is weak to Stand Together and your opponent has two decks with that card - then even with the ban you will end losing. Try to play decks that can beat anything a reasonable amount of the time.
Thanks for taking the time to chat camatO. You've given the readers a lot to think about.
Congratulations on your first place finish in the debut of Eternal Community League's Sunday Challenge. Hope you will Answer the Call and return to Shiftstoned again next time we ask for an interview.
Video of the ECL Sunday Challenge can be viewed on The Great Parliament's Twitch channel.