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5/7 stars, would area effect again
Submitted by
BaraBob
, Mar 14 2016 10:17 AM | Last updated Mar 21 2016 07:52 AM
fleepa0 likes this
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Tau Astra Militarum
Fun
Winning deck at Games Hub Edinburgh store championship, 13/03/16, and at Knightly Gaming store championship 19/03/16.
Warlord
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Total Cards: 0
With Starblaze being the only warlord that had not won a store championship, I joined all the other players around the world in deciding to take up that challenge. So an hour before the tournament I sat down at the dining table looking to make a deck to try blaze a way for some Tau glory.
With most of the AM cards having spent the time in Straken or Worr decks, I had not realy played with Starblaze since just after the cards were released so had no real plan for which way to take the list. A quick skim through website showed Kaloo's awesomely named '5 Star Attachments, would Blaze again', and looking at the deck I realised it was 51 cards. Bingo! This was clearly a list after my heart. Please check his (probably better) list here: http://goo.gl/gJl1cI
I think what Starblaze does best is to snipe warlord, and one of the best ways of doing this is through the Staging Ground + Ambush Platform + Catachan Outpost combinations.
From my previous games w Starblaze I'd found that the main uses of the warlord ability is to bully the first planet with Assault Valkyries or voltron Ratlings. I changed things around a bit to suit my preferences, including swapping the Crisis Guard for Assault Valkyries and Broadsides.
With only 12 players we did 4 rounds with no cut. Sad times. I played two matches against Worr, one mirror match against Stablaze, and the final match against a Nazdreg deck with big scary orks. Both of the Worr matches were dealt with using Area Effect, either through ambushed Gun Drones or promoted Broadsides. It is still a touch match as Troop Transports can easily get around you planet wipes, but staging grounds can be key in ensuring you can drop in something similar later in combat. (Tip to the AM players: don't leave home without those Inquisitorial Fortresses!!!) Worr usually have a reasonable amount of control cards, but the dual threat of ranged kills of warlord or board wipes gave sufficient hard choices for my opponent to ensure I could play around them.
The Starblaze mirror match was by far the hardest of the day, where Gareth rolled the first two red planets and would have taken the third if it was not for a timely drawn 3 shield card that kept a Gun Droned Ogryn alive from a Broken Recruit attack. This was a prime example of how the deck is wonderful at command, but if you don't have enough units to hit reasonably hard with you can lose quickly.
The final against Nazzy was unfortunately a slight anticlimax as I managed to completely dominate the command. With the first couple of planets single icon only I could afford to go for the long game and focus on surprise damage on her warlord. Bloodies Naz with a timely For the Tau'va when she though safe after my ranged units committed with Starblaze and were exhausted. The game was effectively over once Nazdreg was bloodied and I had a ranged unit with an attachment on each of the planets and two Catachan Outposts to ensure enough damage. The 'Ard Boys could have delayed it for a turn, but they decided to stay at home in the deck.
Lessons from the day: - Staging Ground wins games - Area Effect wins games, especially when swarm decks is the flavour of the month. - Running 5 limtied cards is not too many. I'm almost always happy to see two in my starting hand. - I would love to include an additional copy of For the Tau'va. It is one of the few cards that can completely turn a game around - I miss not having EATs in the deck. The signature support feels pointless without them. - I'd add at least one more Assault Valkyrie, possibly going to a full set. - Auxiliary Armor is fantastic with two shields, but the deck need more shields!!! Having played a deck with 9 2-shield cards in the previous tournament, this deck is rough by comparison. - This is the right mix of supports, although Staging Ground still suffers from '2 is too many, but 1 is not enough'. - Sowing chaos is definitely still a card, and I was lucky to avoid it on the day. - Promotion on a Broadside is the best kind of promotion
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Congrats on the win. I have to be honest, I kinda forgot I even made that Starblaze deck. I've made so many different variations on the deck but haven't had the time to test any of them for more than 2/3 games. As such, I have ended up with a skewed view as to whether or not they were decent.
I'd be inclined towards taking out a Promotion for another Tau'va, but then I'd go one step further and switch the Broadside for a Crisis Suit/Valkyrie, which then ruins your deck's title. Taking 2 promotions with the broadside definitely makes a whole lot of sense.
I might revisit Starblaze after the new pack especially given the Taurox, the AM attachment and the Enclave, but I'm still lukewarm towards him
Congrats on the win. I have to be honest, I kinda forgot I even made that Starblaze deck. I've made so many different variations on the deck but haven't had the time to test any of them for more than 2/3 games. As such, I have ended up with a skewed view as to whether or not they were decent.
I'd be inclined towards taking out a Promotion for another Tau'va, but then I'd go one step further and switch the Broadside for a Crisis Suit/Valkyrie, which then ruins your deck's title. Taking 2 promotions with the broadside definitely makes a whole lot of sense.
I might revisit Starblaze after the new pack especially given the Taurox, the AM attachment and the Enclave, but I'm still lukewarm towards him
I even tried linking your decklist. Not sure why it does not come up as a link.
I think Broadsides make more sense in Starblaze in the current meta. That extra AE can make all the difference, I I would probably increase the number of copies of them if playing the deck again. Most likely 2 Valkyrie and 2 Braodsides.
Promotion is just a good card anyway. Turns out winning command is good
So I see that there are no Deadly Salvage cards in here. Was that on purpose? Or was it that the cards were not easily available?
if the latter, would you play/change anything with Deadly Salvage? Sae'lum Enclave looks like a winner, and maybe even Inspirational Fervor?
Thanks,
Cards have not been released in the UK, so was not legal for tournament. Not sure about enclave, is it a one-off card or a full playset card? It's hard to find the space in the deck as it is, and I'm really reluctant to have dead cards without shields. I'd rather just win command and gain resources there and deny it to the opponent. Probably not Fervor either. Does not help snowballing the planets, but not winning them in the first place
I even tried linking your decklist. Not sure why it does not come up as a link.
I think Broadsides make more sense in Starblaze in the current meta. That extra AE can make all the difference, I I would probably increase the number of copies of them if playing the deck again. Most likely 2 Valkyrie and 2 Braodsides.
Promotion is just a good card anyway. Turns out winning command is good
Can't fault your logic and I can't remember how well (or badly) my version did. I'd say maybe do the following:
- 2 Bork'an
+1 Valkyrie
+1 Broadside
Optional:
-1 Staging Ground/Ambush Platform
+1 Enclave
The way I see it, the enclave would help your deck but it's similarly not dependent on it. Taking 1 copy means that it's not really competing with either the Promotion or the Recon Drone and if you do happen to see it with something thne you just play the one that's the most useful in that scenario. I wasn't really sure what else was worth removing for the Enclave so I went with what I considered to be the weakest cards with a slight inclination to take out the Ambush Platform since attachments may get used as shields whereas units will always be in your hand if not used (although I'm not sure if that holds after removing the Bork'ans). However without testing I could just be speaking a load of nonsense .
Promotion is a good card, I'm just not fussed for it when there are Recon Drones about (since they fill the same purpose rather than the potential clash). They are probably the best attachment for the Broadsides, however, which is a definitely plus (with the situational exception of Gun Drones only because of rout/exhaustion effects).
I wouldn't bother with Fevour mostly because there's nothing worth taking out for it
Yeah, I think you're pretty spot on with those proposed changes. It would probably be the Staging Ground I'd take out, rather than the Ambush Platform. It is too crucial to justify paying for the attachments, and for dropping in the Gun Drones.
6 limited card is really not pushing it very far. The priority would always be Enclave > Drone > Promotion. I'm happy starting with two limited cards, and the odds of getting 3 (or more!) in your starting hand must be less than 5%.
Or take out one promotion for the enclave. So many options!
Fascinating. My logic tells me you should run as many AM units as possible (I'm currently trialling a deck that has 18 AM units....), but yours only has 9.... Yet clearly yours is effective. Well done for your SC win, and for putting Starblaze on the map.
I can't really give any worthwhile advice (I'd rather get tips from you as you've obviously found a rhythmn with Starblaze that seems to have eluded me), but I have some thoughts/comments and questions:
1. Only 9 AM units, of which only 1 is what I would consider hard-hitting (1x Valkyrie, which is oh-so-Klaivexable). Do you feel that is enough to maximise Starblaze's unit-pull (and his Sig squad ability, to a lesser extent?)
2. Only 5 events. Do you feel this gives you sufficient combat surprises? I'm guessing you'll point to Staging Ground and Ambush Platform
3. You said you were able to outrage Worr whilst also threatening AOE attacks, making it a hard choice for your opponent. I'm impressed how you managed that as I would have expected Worr to Barrage and/or Suppress those threats with relative ease.
4. Finally, card draw. I played against a strong Worr deck last night, so any command advantage I had was imperceptible - the majority of our command struggles were tied. Saellum enclave was really useful resource-wise, and at one point I could have played 2 or 3 Valkyries: I just couldn't draw the damn things. Meanwhile, my opponent was happily drawing cards with a combination of Ammo Depot and Augurs. So....apart from ECT (which is great if you run lots of attachments but less useful if you don't), do you think you'd be able to keep pace with decks that do have card-drawing tools (or card-choking tools for that matter)?
1. There are 11 AM units in the version I played. As discussed in the notes and comments I would definitely add another Valkyrie. In some games you just end up not using Starblaze's ability. I'm not hung up on necessarily having the most AM units possible. It is better to play 'good cards' than trying to maximize just one aspect of the deck. You want a balance between the units it you want to take advantage of BoB and the Outpost.
The Valkyrie is surprisingly resilient to Klaivex. With flying you can keep it undamaged for much longer than most other big units. It is definitely still a problem card, but I fortunately did not face any Klaivex on the day. With different opponents the day might have gone quite differently.
2. If you have Staging Ground and Ambush Platform out there is more than enough pressure to mess up you're opponents combat assessment. The issue is more a lack of shields rather than surprise events.
3. Feel free to barrage, but that Gun Drone will drop into place once you're done. Don't forget that there are limited copies of inquisitorial fortress and suppressive fire in a deck, normally 4-5 copies, and they often only delay the problem for a turn. FtT can also be a great counter to Supppressive Fire. One example was something like a Promoted Broadside, Ratling w Ion Rifle and a Recon Drone. What does Worr and friends do? Preemptive barrage kills Ratlin and Broadside (shields a problem in this deck). Gun Drone dropped on Recon Drone, and staging in a Broken Recruit.
AM decks definitely have the tools to control a lot of problem units, but I think this deck have more of a chance to apply more pressure than the control tools can deal with. If either of my opponents had got Markis in play it would possibly been a different results on the games.
4. The Enclave has not made its way here yet, so that was not an issue for this deck.
You should be able to do better at command than Worr. Even with ammo depot, the idea is that your should be able to destroy his units more efficiently with AE than he can destroy yours. A standard Kith with choke deck will probably ruin you day if it gets going, but no more than most other decks.
With hordes of one cost, one command units, it is possible to use Strablaze's effect for some efficient sniping work. Also great for pulling Psykers/Ratlings out of Worr's way when he comes sniping.
In short, Worr will be a challenging matchup for this deck like any others due to his plethora of solid units, control option and good support options. What this deck does is give you a decent set of tools that work against that type of swarm deck. It might be that a more balanced, non-swarm deck type is a hard match for Starblaze.
I was Caldera's opponent, and the Worr deck was one I'm planning to retire as soon as I update my RL decks to match my octgn ones.
It was a single game, so not a good test. I think though, broadly, my worry with Enclave is what I've stated before - it encourages you to mess up your cost curve, thinking that the Enclave will fix that.
With the right build, almost no-one can match Starblaze for command, the problem is turning that card draw and resource advantage into game win, which is where the Supports come in,
I think it then gets tricky, as you're trying to fit in events, attachments and more, while still having enough units to be able to work a command game. My own instinct is 29-30 units, as Gun Drones don't want to be used as Units but all other ones do, the same Support mix as above (one Enclave max, I think personally, but I'd probably leave it out), and that leaves 13 slots to play with. For that, we want enough 2-shielders, so 3x Deception and 3x Aux Armour and 2 Heavy Marker Drones. We want some control and surprises, so 1x Tau'va, 2x Suppressive Fire. That leaves room for 2 Promotions.
No Ion Rifles? Damn right. If I was going to run Ion Rifles I'd do so in place of Catachan Outposts, but I'd rather have the outposts.
With the new cards in, Drone Defence System is a tempting replacement for HMDs, but lack of targets to carry it is a problem.
Anyway, your response has provide me with some useful inspiration. I like your approach of focussing a solid, balanced deck rather than getting obsessive about his warlord ability (I don't do that for Old One Eye, so not sure why I got sidetracked by that temptation with Starblaze)
Good point too re use of ambush platform to hold back the gun drones until you opponent has used his tricks (and point taken too about there only being so many copies of Suppressive Fire or Fortress in one deck)
I should clarify that my opponent (Asklepios) plays a very mean command game, and his Worr deck favours a high number of low-cost units (so my 3x Deception were used as shields instead). As he says, it was just one game (and I made a horrendous misplay with Tarrus that I won't repeat here).
Anyway, your response has provide me with some useful inspiration. I like your approach of focussing a solid, balanced deck rather than getting obsessive about his warlord ability (I don't do that for Old One Eye, so not sure why I got sidetracked by that temptation with Starblaze)
Good point too re use of ambush platform to hold back the gun drones until you opponent has used his tricks (and point taken too about there only being so many copies of Suppressive Fire or Fortress in one deck)
I should clarify that my opponent (Asklepios) plays a very mean command game, and his Worr deck favours a high number of low-cost units (so my 3x Deception were used as shields instead). As he says, it was just one game (and I made a horrendous misplay with Tarrus that I won't repeat here).
What about the new tau unit and astra attachment from the new pack?
New unit probably not. The advantage you get when the stars align are just not sufficient to outweigh the sub-par unit on most other occasions.
I'll probably try the new attachment if I get around to playing this deck again. With an Ambush Platform out you are at least getting a deploy stall out of the card each turn. Would be hard giving up the Ion Rifle for it though, as a big part of the deck is the threat of a ranged unit + ion rifle + catachan buff.
We are fortunately now at a stage in the game where we have sufficient cards to justify a range of similar builds without some cards just clearly being the better options. Bring on the glorious days of the just-large-enough-cardpool-meta! We'll soon be reminiscing about the halcyon days of the small-enough-cardpool-to-not-need-hard-choices-meta.
To try see if the deck had some consistency, I took it to a second store championship. I played against Worr twice and Eldorath twice, and went undefeated. I made the following changes as discussed:
- 2 Bork'an
-1 Staging Ground
+1 Valkyrie
+1 Broadside
+1 Enclave
In summary the deck felt like it played completely differently even with these changes. Different matchups and a sample size of only 4 matches is really not enough to draw any decisive conclusions, but it was strange how different the tournament went. The lack of Staging Grounds was a complete pain all day, preventing me putting the pressure on warlords. In the end I did not assassinate a single warlord, which was very different from the previous event.
Decent command and area effect won the day though. Even Eldorath's farseer abilities did not foretell the might of the Sanctioned Psyker with Area Effect 4!
14 Comments
I wonder where you got inspiration for the name
.
Congrats on the win. I have to be honest, I kinda forgot I even made that Starblaze deck. I've made so many different variations on the deck but haven't had the time to test any of them for more than 2/3 games. As such, I have ended up with a skewed view as to whether or not they were decent.
I'd be inclined towards taking out a Promotion for another Tau'va, but then I'd go one step further and switch the Broadside for a Crisis Suit/Valkyrie, which then ruins your deck's title. Taking 2 promotions with the broadside definitely makes a whole lot of sense.
I might revisit Starblaze after the new pack especially given the Taurox, the AM attachment and the Enclave, but I'm still lukewarm towards him
Gratz!
So I see that there are no Deadly Salvage cards in here. Was that on purpose? Or was it that the cards were not easily available?
if the latter, would you play/change anything with Deadly Salvage? Sae'lum Enclave looks like a winner, and maybe even Inspirational Fervor?
Thanks,
I even tried linking your decklist. Not sure why it does not come up as a link.
I think Broadsides make more sense in Starblaze in the current meta. That extra AE can make all the difference, I I would probably increase the number of copies of them if playing the deck again. Most likely 2 Valkyrie and 2 Braodsides.
Promotion is just a good card anyway. Turns out winning command is good
Cards have not been released in the UK, so was not legal for tournament. Not sure about enclave, is it a one-off card or a full playset card? It's hard to find the space in the deck as it is, and I'm really reluctant to have dead cards without shields. I'd rather just win command and gain resources there and deny it to the opponent. Probably not Fervor either. Does not help snowballing the planets, but not winning them in the first place
Can't fault your logic and I can't remember how well (or badly) my version did. I'd say maybe do the following:
- 2 Bork'an
+1 Valkyrie
+1 Broadside
Optional:
-1 Staging Ground/Ambush Platform
+1 Enclave
.
The way I see it, the enclave would help your deck but it's similarly not dependent on it. Taking 1 copy means that it's not really competing with either the Promotion or the Recon Drone and if you do happen to see it with something thne you just play the one that's the most useful in that scenario. I wasn't really sure what else was worth removing for the Enclave so I went with what I considered to be the weakest cards with a slight inclination to take out the Ambush Platform since attachments may get used as shields whereas units will always be in your hand if not used (although I'm not sure if that holds after removing the Bork'ans). However without testing I could just be speaking a load of nonsense
Promotion is a good card, I'm just not fussed for it when there are Recon Drones about (since they fill the same purpose rather than the potential clash). They are probably the best attachment for the Broadsides, however, which is a definitely plus (with the situational exception of Gun Drones only because of rout/exhaustion effects).
I wouldn't bother with Fevour mostly because there's nothing worth taking out for it
Yeah, I think you're pretty spot on with those proposed changes. It would probably be the Staging Ground I'd take out, rather than the Ambush Platform. It is too crucial to justify paying for the attachments, and for dropping in the Gun Drones.
6 limited card is really not pushing it very far. The priority would always be Enclave > Drone > Promotion. I'm happy starting with two limited cards, and the odds of getting 3 (or more!) in your starting hand must be less than 5%.
Or take out one promotion for the enclave. So many options!
I can't really give any worthwhile advice (I'd rather get tips from you as you've obviously found a rhythmn with Starblaze that seems to have eluded me), but I have some thoughts/comments and questions:
1. Only 9 AM units, of which only 1 is what I would consider hard-hitting (1x Valkyrie, which is oh-so-Klaivexable). Do you feel that is enough to maximise Starblaze's unit-pull (and his Sig squad ability, to a lesser extent?)
2. Only 5 events. Do you feel this gives you sufficient combat surprises? I'm guessing you'll point to Staging Ground and Ambush Platform
3. You said you were able to outrage Worr whilst also threatening AOE attacks, making it a hard choice for your opponent. I'm impressed how you managed that as I would have expected Worr to Barrage and/or Suppress those threats with relative ease.
4. Finally, card draw. I played against a strong Worr deck last night, so any command advantage I had was imperceptible - the majority of our command struggles were tied. Saellum enclave was really useful resource-wise, and at one point I could have played 2 or 3 Valkyries: I just couldn't draw the damn things. Meanwhile, my opponent was happily drawing cards with a combination of Ammo Depot and Augurs. So....apart from ECT (which is great if you run lots of attachments but less useful if you don't), do you think you'd be able to keep pace with decks that do have card-drawing tools (or card-choking tools for that matter)?
1. There are 11 AM units in the version I played. As discussed in the notes and comments I would definitely add another Valkyrie. In some games you just end up not using Starblaze's ability. I'm not hung up on necessarily having the most AM units possible. It is better to play 'good cards' than trying to maximize just one aspect of the deck. You want a balance between the units it you want to take advantage of BoB and the Outpost.
The Valkyrie is surprisingly resilient to Klaivex. With flying you can keep it undamaged for much longer than most other big units. It is definitely still a problem card, but I fortunately did not face any Klaivex on the day. With different opponents the day might have gone quite differently.
2. If you have Staging Ground and Ambush Platform out there is more than enough pressure to mess up you're opponents combat assessment. The issue is more a lack of shields rather than surprise events.
3. Feel free to barrage, but that Gun Drone will drop into place once you're done. Don't forget that there are limited copies of inquisitorial fortress and suppressive fire in a deck, normally 4-5 copies, and they often only delay the problem for a turn. FtT can also be a great counter to Supppressive Fire. One example was something like a Promoted Broadside, Ratling w Ion Rifle and a Recon Drone. What does Worr and friends do? Preemptive barrage kills Ratlin and Broadside (shields a problem in this deck). Gun Drone dropped on Recon Drone, and staging in a Broken Recruit.
AM decks definitely have the tools to control a lot of problem units, but I think this deck have more of a chance to apply more pressure than the control tools can deal with. If either of my opponents had got Markis in play it would possibly been a different results on the games.
4. The Enclave has not made its way here yet, so that was not an issue for this deck.
You should be able to do better at command than Worr. Even with ammo depot, the idea is that your should be able to destroy his units more efficiently with AE than he can destroy yours. A standard Kith with choke deck will probably ruin you day if it gets going, but no more than most other decks.
With hordes of one cost, one command units, it is possible to use Strablaze's effect for some efficient sniping work. Also great for pulling Psykers/Ratlings out of Worr's way when he comes sniping.
In short, Worr will be a challenging matchup for this deck like any others due to his plethora of solid units, control option and good support options. What this deck does is give you a decent set of tools that work against that type of swarm deck. It might be that a more balanced, non-swarm deck type is a hard match for Starblaze.
I was Caldera's opponent, and the Worr deck was one I'm planning to retire as soon as I update my RL decks to match my octgn ones.
It was a single game, so not a good test. I think though, broadly, my worry with Enclave is what I've stated before - it encourages you to mess up your cost curve, thinking that the Enclave will fix that.
With the right build, almost no-one can match Starblaze for command, the problem is turning that card draw and resource advantage into game win, which is where the Supports come in,
I think it then gets tricky, as you're trying to fit in events, attachments and more, while still having enough units to be able to work a command game. My own instinct is 29-30 units, as Gun Drones don't want to be used as Units but all other ones do, the same Support mix as above (one Enclave max, I think personally, but I'd probably leave it out), and that leaves 13 slots to play with. For that, we want enough 2-shielders, so 3x Deception and 3x Aux Armour and 2 Heavy Marker Drones. We want some control and surprises, so 1x Tau'va, 2x Suppressive Fire. That leaves room for 2 Promotions.
No Ion Rifles? Damn right. If I was going to run Ion Rifles I'd do so in place of Catachan Outposts, but I'd rather have the outposts.
With the new cards in, Drone Defence System is a tempting replacement for HMDs, but lack of targets to carry it is a problem.
Anyway, your response has provide me with some useful inspiration. I like your approach of focussing a solid, balanced deck rather than getting obsessive about his warlord ability (I don't do that for Old One Eye, so not sure why I got sidetracked by that temptation with Starblaze)
Good point too re use of ambush platform to hold back the gun drones until you opponent has used his tricks (and point taken too about there only being so many copies of Suppressive Fire or Fortress in one deck)
I should clarify that my opponent (Asklepios) plays a very mean command game, and his Worr deck favours a high number of low-cost units (so my 3x Deception were used as shields instead). As he says, it was just one game (and I made a horrendous misplay with Tarrus that I won't repeat here).
I think I need more deploy-delays in my deck!
Anyway, your response has provide me with some useful inspiration. I like your approach of focussing a solid, balanced deck rather than getting obsessive about his warlord ability (I don't do that for Old One Eye, so not sure why I got sidetracked by that temptation with Starblaze)
Good point too re use of ambush platform to hold back the gun drones until you opponent has used his tricks (and point taken too about there only being so many copies of Suppressive Fire or Fortress in one deck)
I should clarify that my opponent (Asklepios) plays a very mean command game, and his Worr deck favours a high number of low-cost units (so my 3x Deception were used as shields instead). As he says, it was just one game (and I made a horrendous misplay with Tarrus that I won't repeat here).
I think I need more deploy-delays in my deck!
New unit probably not. The advantage you get when the stars align are just not sufficient to outweigh the sub-par unit on most other occasions.
I'll probably try the new attachment if I get around to playing this deck again. With an Ambush Platform out you are at least getting a deploy stall out of the card each turn. Would be hard giving up the Ion Rifle for it though, as a big part of the deck is the threat of a ranged unit + ion rifle + catachan buff.
We are fortunately now at a stage in the game where we have sufficient cards to justify a range of similar builds without some cards just clearly being the better options. Bring on the glorious days of the just-large-enough-cardpool-meta! We'll soon be reminiscing about the halcyon days of the small-enough-cardpool-to-not-need-hard-choices-meta.
To try see if the deck had some consistency, I took it to a second store championship. I played against Worr twice and Eldorath twice, and went undefeated. I made the following changes as discussed: