Flux Wheel Pilots Guide Part 4 of 6! Control War!

in Gods On Chain3 years ago

FakeMews Flux Wheel Pilots Guide in depth summary part four: Control War

We are going to delve into each of FakeMews 6 lists used during the flux wheel challenge into detail and discuss proper ways to pilot each deck and the reasoning behind certain decisions. Please note that minor revisions were made from the 22-win and the 23-win weekend this week for the purposes of this article the deck lists being discussed will be for the 23 win weekend. This will be a 6 part series as I realized how time consuming it is.

Flux deck Profile 4: “Control War”

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Deck Code: GU_1_6_BDyBDyBFvBFvBHMBDoBDoBEXBEXCDqCDqIDfBCzIDkIDmDAFDAFCACCACICHICHCAXCAXIDgGBTIDrIDrBBqBBqCCu

God Power: Valka’s Presence vs Nature/Light. Slayer vs all other matchups (Valka’s Presence optimal IF YOU KNOW your opponent is aggro slayer) Slayer is stronger in the control war mirror.

Deck Description:
A dominant archetype in the meta is control war in its current state only BWD is the only “hard counter” with that being said you can high-roll and press as an aggro deck and get luck even in your worst matchup. This decklist has been featured in two tournament winning deck of mine (the closer in the “Diamond Hands Battlefactions tournament” and the closer in the 8M Discord Appreciation tournament). As well as posted 23 and 21 wins on back-to-back weekend ranked runs.

Mulligan tier system:

In an effort to save time I am designing a pretty basic mulligan tier system that I will assign to each card on a 1-5 scale 1 being the most desirable cards to keep while 5 being the least desirable.

Tier one mulligan: These are the premium cards you want to keep in your opening hand during the mulligan phase. Your dream is to end up with 3 cards of this tier by the end of the Mulligan.

Tier two mulligan: Solid card you don’t feel bad ending up with this in your opening hand It’s a keep over any tier 3, 4 or 5 card in the mulligan phase I also suggest keeping these if you are on your last charge in the mulligan (at this point you’re more likely to get a worse opening hand card than improving. However, if this is your worst mulligan card in your hand with 2+ charges left you ditch these.

Tier three mulligan: These are not the worst cards to end up with at the end of the mulligan however I always recommend mulligan aggressively on these even with one charge left. This is your mid-tier type of card while not a disaster to end up with in your opening mulligan to have a good starting hand you will not want multiple cards of this tier/worse in your opening hand.

Tier four mulligan: You will feel bad if you end up with any of these cards in your opening hand. Maybe there is a rare niche case you can consider keeping one of these however in reality you will always feel bad if one of these ends up in your opening hand.

Tier five mulligan: These are the worst possible cards you can get in your starting hand for your deck list. Typically characterized by your most expensive cards ideally these are cards you might be wanting to top deck when you have 9 mana crystals however you do not want to have early.

Mulligan tier lists:

Tier 1 mulligans:
Leviathan Hunter
Pyramid Warden
Master Tactician
Tavern Brawler
Iron-Tooth Goblin (CONDITIONAL) If relics are important to opponent also often a keep vs aggro slayer (likely yearly enduring shield)
Out of Its Misery (CONDITIONAL) If you have Leviathan Hunter or playing Valka’s Presence godpower

Tier 2 mulligans:
Out of Its Misery (CONDITIONAL) If tier 1 conditions are not met
Oddi, Valka’s Herald
Battle Artisan
Magic Missile Launhers

Tier 3 mulligans:
Iron-Tooth Goblin (CONDITIONAL) If T1 mulligan terms not met
Grand Hall
Guild Enforcer
Carnage Sweep
Orcish Elite
Ravenous Chimera

Tier 4 mulligans:
Demogorgon
Hyrtacus, Brazen Hero

Tier 5 mulligans
Hector, Prince of Troy
Jason, Medea’s Muse
Sole Survivor

Card by card analysis:

Out of its misery: Classic high-roll card can produce over-stated minions and with loads of blitz in this list the value can compound. A risky card because sometimes struggles to get value. Non-essential inclusion for the list I’ve thought about removing it but love the high-rolls in certain spots.

Leviathan Hunter: This card serves two primary purposes #1 produces a relic for Carnage Sweep. #2 It’s a target for out of its misery

Pyramid Warden: Great early game card also your opponent’s worst nightmare high roll on out of its misery

Iron-Tooth Goblin: Relic removal tech. Especially important vs magic to get rid of the scepter of artistry.

Master Tactician: Excellent early game stated minion helps fight for board. Also puts protected in your void making Hector stronger

Tavern Brawler: Standard blitz minion fighting for early board control. Will add Blitz to your Hector.

Battle Artisan: Niche card, Blessed is an underrated forgotten mechanic that can high-roll value. Must-kill minion your opponent needs to deal with otherwise you generate free stuff every turn.

Jason, Medea’s Muse: Late game card that adds win conditions in your deck. In the mulligan phase it should be treated as a very late game option. In desperation can be played earlier for board presence. You do not want to play this on turn 3 as on average it weakens your deck early game. After 7+ mana range on average it should strengthen your deck.

Oddi, Valka’s Herald: Great early-game minion fights hard for the early board and reduces the cost of your late game minions (6 cost Demo’s tilt opponents).

Grand Hall: Provides lots of heals. Typically don’t want to play on an empty board but if you can value up 1-2 other minions you typically are getting positive value at 4 cost. You don’t need to get overly-greedy with this card its not a win condition it’s a “Survive” condition.

Magic Missile Launcher: Relic that provides heals and can get up to 4 for 1 value in certain situations. Annoying relic to deal with because traditional answers (like Wiccan trapper or Iron-Tooth) die from afterlife removing this card

Guild Enforcer: Frontline minion I’m starting to question why its in the list but it has some merit as a strong target for Sole Survivor

Carnage Sweep: Board wipe a key card for your list to survive vs aggro. At 5 this can be the earliest hard board-clear in GU

Orcish Elite: 5 mana card that’s usually a 2 for 1 when played. A headache for aggro decks in particular. Great value since recent buff.

Ravenous chimera: Sneaky play: Leach adds to Hector, Blessed is underrated and leech is always nice for survival. This list is so crowded at 5 this is a questionable inclusion.

Hyrtacus, Brazen Hero: Solid value card usually hits the board kills something usually 2 for 1 or 3 for 1 value.

Sole Survivor: Another board wipe: With 2x Sweep and 2x Sole Survivors this list has as many board wipes as my BWD list. Except these board wipes hit earlier. This also can be used as a finisher to out aggro opponents.

Demogorgon: Aggros worst nightmare. I don’t think more is needed to be said.

Hector, Prince of Troy: Can provides lots of heal, usually protected often twin-strike. Ultimately a solid value card for the top end

Flux Wheel 23 win weekends ranked reference video:

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This is one of the most detailed posts about a deck I ever read. Awesome!
!PIZZA

Will you be keeping in Oddi without backline or replacing him? This deck is so solid from front to back, I'm hoping to get up to this price range soon.

PIZZA!

PIZZA Holders sent $PIZZA tips in this post's comments:
@chaosmagic23(6/15) tipped @fakemews (x1)

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