Primal-Justice midrange

This is a weird deck that runs sweepers (lightning storm, Harsh Rule) as well as a beatdown plan.

If you have a good beatdown plan with an aegis unit + equipment, you take that line of play.  Otherwise you go for value and let your opponent over-extend into a Harsh Rule.  If the board is clear, you throw down a Scouting Party and try to extract value.

Somehow this deck is pretty decent, almost at Tier 1 but not.

Decklist

Here is a more beatdown-oriented version of the deck.

4 Gilded Glaive (Set1 #125)
4 Inspire (Set1 #129)
4 Levitate (Set1 #190)
1 Permafrost (Set1 #193)
1 Protect (Set1 #132)
4 Crownwatch Paladin (Set1 #139)
3 Lightning Storm (Set1 #206)
4 Vanquish (Set1 #143)
1 Auric Sentry (Set1 #146)
4 Push Onward (Set1 #213)
4 Silverwing Familiar (Set1 #152)
4 Valkyrie Enforcer (Set1 #151)
1 Wisdom of the Elders (Set1 #218)
3 Hammer of Might (Set1 #170)
4 Harsh Rule (Set1 #172)
4 Scouting Party (Set1 #488)
7 Justice Sigil (Set1 #126)
4 Primal Sigil (Set1 #187)
3 Cobalt Monument (Set1 #418)
3 Diplomatic Seal (Set1 #425)
4 Hooru Banner (Set0 #57)
4 Seat of Order (Set0 #51)

Wisdom of the Elders

This card is somewhat durdle-ey.  Against aggro, you’d rather have a card that does something with immediate board impact.  Push Onward is not as bad because it sees an additional card.  Just as importantly it reduces the cost of Harsh Rule into a back-breaking Turn 4 play.

Hammer of Might versus Gilded Glaive

Mantle of Justice requires close to a mono-Justice build to work well.  So instead we run Hammer of Might.  Hammer of Might isn’t anywhere near as good as Gilded Glaive.  It can’t be played on turn 3, it can’t do one-hit-kills on an opponent, and it is slower with less of an immediate board impact.

The original, slower Primal-Justice midrange

The durdle version of this deck is roughly as good.  The slower version has matchups somewhat similar to Combrei but with a lower win percentage.

This deck controls opponents with sweepers, and then buries them with card advantage.  However, against other decks you are the beatdown.

4 Gilded Glaive (Set1 #125)
4 Inspire (Set1 #129)
3 Levitate (Set1 #190)
4 Seek Power (Set1 #408)
3 Crownwatch Paladin (Set1 #139)
1 Eilyn’s Favor (Set0 #24)
3 Lightning Storm (Set1 #206)
4 Vanquish (Set1 #143)
4 Push Onward (Set1 #213)
4 Valkyrie Enforcer (Set1 #151)
4 Wisdom of the Elders (Set1 #218)
2 Auric Runehammer (Set1 #166)
4 Harsh Rule (Set1 #172)
4 Scouting Party (Set1 #488)
1 West-Wind Herald (Set1 #231)
1 Channel the Tempest (Set1 #244)
7 Justice Sigil (Set1 #126)
4 Primal Sigil (Set1 #187)
3 Cobalt Monument (Set1 #418)
3 Diplomatic Seal (Set1 #425)
4 Hooru Banner (Set0 #57)
4 Seat of Order (Set0 #51)

Against Combrei, the play style is baiting the opponent into overextending before you play Harsh Rule.  With Scouting Party, you need to pay attention to priority steps (and available) to see if they have Desert Marshal or Scorpion Wasp in hand.  Marshal is pretty good at denying 2 card draws off Scouting Party.

Maybe this deck will be good in the future?

Playsets of 1 or 2 efficient Hooru cards could push this deck into Tier 1.

The aegis beatdown version needs equipment better than Hammer of Might.  If there are good flying creatures that are 1 or 2-drops, then I could see adding in Whispering Wind and Cloudsnake Saddle.

The slower durdle version would benefit from a pushed Champion.

Primal-Justice is a decent control shell but not as good as Combrei right now.  The higher-end finishers aren’t as good.  Primal-Justice’s answers aren’t creature cards that contribute to a proactive beatdown plan.

Links

Sunyveil playing Armory against the aggresive version of this deck (games 3 and 4)

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