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Piecetinkering: Lexicon of Immortality

Welcome back to the second article of the Piecetinkering series! Last time we made a deck that was specifically using Set 1 cards. Now that we have seen Set 2 in action, let’s see if we can revive an old friend of ours from the grave: Eternal Light (also known as Infinite Fog.) During the HexTCGPro series, the deck surfaced in July that took me completely by surprise. It rose in popularity a few weeks after the tournament, but then quickly died out. Eternal Light’s goal was to get Pact of Pain and Eternal Youth together for a strong draw engine. To prevent the player from dying, there were cards such as Immortality and Blinding Light that would frustrate your opponent to no end. Once you got the draw engine up and running, the deck used Chronic Madness to mill the opponent out or Relentless Corruption to steal their wincons.

Today, we will create a deck that uses the same ideas as Eternal Light, but with Set 2 additions. Let’s jump right into the deck list:

Lexicon of Immortality

Champion: Zared Venomscorn

Troops (8)

4x Mentor of the Wind
3x Xentoth’s Inquisitor (Major Blood Orb of Brutality)

Actions (22)

3x Withering Touch
4x Immortality
4x Murder
3x Relentless Corruption
4x Eternal Youth
4x Extinction

Constants (6)

4x Pact of Pain
2x Tome of Knowledge

Resources (25)

11x Blood Shard
10x Diamond Shard
4x Shard of Retribution

Reserves (15)

2x Curse of Oblivion
4x Repel
3x Blinding Light
4x Solitary Exile
2x Vampire King

Mentor of the Breeze

First, let’s try to understand how the deck works. Our goal is to safely place Pact of Pain down while terminating any major threats. During this time, we have cards such as Immortality, Murder, Eternal Youth and Extinction to keep us from dying too quickly. Once Pact of Pain is out, we can start drawing more removal or more health gain. Once we get the draw engine started, it is really difficult for your opponent to get a win off of you. You will constantly be drawing answers and healing which will ultimately give you a huge lead. From here, we use Relentless Corruption to either win by draw-out or turning their deck against itself.

As seen above, there are not many troops in this deck. In old versions of Eternal Light, the only troop in the deck was Xentoth’s Inquisitor. The reasoning behind this is to concentrate on constantly wiping the field of any threats through the use of Extinction. The goal is not to win through troop aggression, but rather control. Once you have the tools in place, it is essentially your win. One of the major differences noted in from the original Eternal Light and this version is that we also have added Mentor of the Wind. Mentor of the Wind is great value; a 2-drop for 1/3 that transforms itself into Soothing Breeze upon death. Mentor of the Wind can stop very aggressive troops and has the helpful effect of adding Pact fuel into your hand.

Tome of Knowledge

This is where Tome of Knowledge comes in. Tome of Knowledge is a very difficult card to stick into a deck. If you have a full hand by turn four, you are already winning the game. However, there are some cards that benefit from Tome of Knowledge. The main two that I can think of are: Relentless Corruption and Incantation of Ascendance. I prefer to use Tome of Knowledge with Relentless Corruption; it can be difficult to get Incantation of Ascendance to transform into Lightning Armada.

For our deck here, we can use Tome of Knowledge to constantly hold all the cards that we draw from our opponent’s deck with Relentless Corruption. Mentor of the Wind and Xentoth’s Inquisitor also help Tome of Knowledge shine. Both of these cards come back to your hand in some form or another, which can occasionally lead to forced discard at your turn’s end.

Immortality / Pact of Pain

Immortality is one of the most important cards in the deck. To use Immortality most effectively, you want to bait your opponent into killing you, so you can play Immortality to gain more health. You can also use Immortality while using Pact of Pain; meaning you could pay two health to kill yourself, but play Immortality beforehand to gain back the health. Of course you need to be careful if you are playing against Sapphire or Ruby, where they can respond with a Burn or a counter to prevent you from playing Immortality resulting in a defeat. Always keep an eye on your opponent’s resources.

Relentless Corruption

The original Eternal Light had Chronic Madness or Relentless Corruption as a means of victory. Here I’ve decided on Relentless Corruption; which method is better probably depends on the deck you are playing against. For example, a Diamond / Sapphire control deck doesn’t really want to see you playing one of their Soul Marbles or their Solitary Exiles. Relentless Corruption also ties with Tome of Immortality because of how many cards you will have in your hand.

Withering Touch

I added Withering Touch to this deck to remove any hazardous actions from your opponent’s hand. If they are saving a Verdict or Countermagic, it can be detrimental against your deck. Withering Touch successfully allows you to play Pact of Pain or a life-saving Blinding light or Immortality safely.

Xentoth’s Inquisitor

Best paired with the Major Blood Orb of Brutality, Inquistors can consistently be a two for one; successfully removing a troop’s attack by three and then trading with another troop. It also has the benefit of returning to your hand after death. Inquistors also synergizes quite well with mass removal such as Extinction.

Eternal Youth

Four health…eight health…twelve health…sixteen health…
Eternal Youth should keep you alive long enough to get your draw engine going and then further feeds it as it escalates. This card will secure your victory as it is rare for your opponent to deal enough damage to defeat you once this card is played several times.

Reserves

Repels should be put in if your opponent is playing aggressively and you need a turn two removal. Blinding Light used to be a maindeck in Eternal Light, but I can’t find a place for it. It could replace Withering Touch, but I feel Withering Touch is necessary with the new counters and strong actions; I suggest bringing in Blinding Light if your opponent is playing Gore Feast. Vampire King is another card that I would put in during an aggressive matchup. As for Solitary Exile, you want this card in when your opponent is playing control. Solitary Exile should be used to remove dangerous constants such as Soul Marble or opposing Pact of Pain. Curse of Oblivion is another option against control decks. You can remove you’re your opponent’s counters or escalation cards with a Curse of Oblivon to hurt their ability at matching your long-game reach.

If there are any suggestions for the deck, please post them below. I hope you enjoy this deck I’ve been tinkering with!

Piecetinker is new to the competitive scene of TCGs. Despite this, he placed Top 8 in both the HexTCGPro July and Invitational tournaments. Primarily focusing in Constructed play, Piecetinker will continue to learn and improve his skills. You can find his Twitter here.

4 Comments on Piecetinkering: Lexicon of Immortality

  1. Would you consider this deck viable for constructed tournament play? Like the cups you guys host etc. I’m pretty new, so sorry if it’s a stupid question 🙂

  2. Do I consider it viable? Yes. I have been having some luck with it in the constructed 8 man queues. Once you get the draw engine going, you essentially win. However with the introduction of Set 2 cards it can be quite difficult to get it working. This deck does require knowledge of the game so I do not recommend it to new players until you can learn how to play around counters. (Specifically Verdict and Counter magic). Deck requires lots of patience.

    The hardest decision at the moment is putting Solitary Exile or Mentor of the Wind in the main board. If you suspect lots of aggro and Gorefeast then Mentor of the Wind is your go to card. However if you suspect Soul Marbles and other constants, I would put Solitary Exile main board.

    • Thanks for the reply mate, well I have been playing on and off since alpha. Just back for full now. So I know a decent amount of the game, have had a bit of luck in proving grounds with it. Though again sttifact/robot deck I got hammered, since murder etc didn’t for on them.

      • No problem! 🙂

        Well a deck won’t necessarily have all the answers to all decks, although I do feel like Extinctions should take care of most of the problems as well as Solitary Exile for any destructive cards in the Constants field. If the deck is aggro then putting Sappers Charge in the main board for Murders can easily help.

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