Hi, as my first post I'd like to share a deck I have had moderate success with in PvE.
The basic concept of Eternal Dream is to create an unending dream from which your opponent cannot escape. Once you have done so, you have won because there is little that your opponent can do to fight back, simply because this deck generates infinite turns.
The cornerstone of this deck is the card Enter the Dream. This PvE Epic card lets you draw a card every time you play one, which turns your entire deck into an unholy lotus eater engine; but it comes at a hefty 8 resource cost. The deck therefore revolves around getting this card out as quickly as possible, which will shortly lead to victory on that turn or the next. Unfortunately, you are limited by resource costs, which is where being an Elf Cleric comes in. Your ability creates 0 cost blessing actions which create a 0 cost Genesis Leaf that can be sacrificed for 1/0. This will let you generate an unlimited amount of resources by drawing your entire deck until it consists of nothing but Genesis Leaves and 0 cost spells.
Secondly, you will be using Surge Mechanism with the Epic armor Body Tank. Surge Mechanism serves two very important functions - it lets us ramp to 8 resources faster and it creates a win condition by giving you an extra turn by sacrificing it with 10 resources. As it doesn't get Voided and merely goes into your crypt, Enter the Dream will promptly recycle it into your deck so that you can cast it again on your next turn.
Get Aura Aspect: Good Karma and Unlock: Divine Altar.
Getting blessings faster will lead you to creating more early Genesis leaves, which make getting off the Enter the Dreams easier. Divine Altar is quite good as it doubles your leaves and card advantage.
The remaining two points are up to you, but I would suggest The Righteous Path, Enhance Blessing: Life Essence or Fortitude.
Decklist Recipe: (DO NOT USE EVERY CARD!)
Like a certain popular video game franchise, this deck works in two flavours, which you should pick ONE of: Ruby and Sapphire. For the sake of consistency, it is inadvisable to use all 3 colours. Other than the core, pick additional cards below depending on the situation or your preference.
Note that we are generally avoiding most cheap 1 toughness creatures as they will die very easily to all the removal in campaign, especially Power of Blood.
Core Engine - Must-have cards!
Enter the Dreamx3 - Should be fairly cheap now that lesser Dream decks have been nerfed.
Surge Mechanismx2 with Body Tank (Body)
Teapot of Prosperity x2
Spirit Dance x2 with Ghost Band (Trinket) for Cost -2
Balthasar x2 - Be very careful with him.
Ageless Troubadour x3
Wild Root Dancer x3 with Feralroot Slippers (Feet)
Lithe Lyricist x3
Chlorophylla x2 with Gardener's Hat (Head)
Sealed Tomb x1-2
Wild Shard x10
FeralRoot Acorn x3
7-8x Ruby or Sapphire Shards, depending on colour choice.
1-2 Shard of Savagery or Instinct, depending on colour choice.
Now choose the remaining 13-17 cards from below to fill to 60 cards, depending on situation. What you actually pick is not as important as the above engine because you will have infinite resources/turns to figure out how to win.
2x Skydancer (This will save your life against fliers)
Merry Minstrels Not actually ramp, but cheap and can help with consistency.
Sylvan Duet Little synergy, not recommended.
Resource Optimizing Infusion Device - Can be useful if you decide against my advice to go with all 3 colours.
2x Deployment Orders - These become 0 cost freebies for easy recursion once the Dream has been played.
1-2x Bird o' Plenty
1-2x Cerulean Mirror Knight Expensive on the wallet and a bit unwieldy.
2x Dream Eagle - Nerfed, but can still be usable.
1-3x Cerebral Fulmination - Risky, but you only need 1 turn to win.
2x Fuel for the Fire - Same as above
1x Nature Reigns Useful to destroy an extra if you are forced into playing multiple Enter the Dreams (2 dreams makes a finite loop before you deck yourself)
1x Dream Dance - Very useful, but not mandatory.
1x Shrewd Manipulation - Win condition and anti-deck protection.
2-3x Ankylosaurus with Dino Club (Weapon) - Removal + a brick wall. Can 2 for 1.
2-3x Vine Trap with Trapper Grips (Gloves) - Standard for Killipedes/Other lethal creatures with nasty effects.
1x Constantina - 3/3 Elf for 2 resources.
2x Ashwood Smiter - Clerics to keep you alive.
1-2x Dream Skarn - This + Blessings will clear the opponent's board once you have entered the dream.
2-3x Crackling Bolt - Kills all early threats and gives charges for Blessings.
Burn - Crackling Bolt is generally superior as it can remove Spitfire Elementals without taking up the gloves slot. Note that both these spells can provide an alternate win condition after entering the dream if you just keep throwing them at your opponent's head.
2x Ashwood Blademaster - Can be strong vs lethal.
2-3x Fissuresmith - Good removal, if a little tricky to use.
Purging Flames - Useful if going with mirrored Ruby card draw.
1-2x Yesterday - Can be useful as you will likely recover far faster and lets you replay Balthasars.
2x Morphology with Mighty Morphing Gloves (Gloves) - Good card advantage when it works, but random.
2x Time Ripple - For early-game breathing space.
Proof of Concept
Post-patch, using a Wild/Sapphire version of the deck with no Ruby cards. This is the board state vs Wiktor on the turn I get off Enter the Dream:
This is the board exactly 1 turn later:
This is the board on my next turn, Wiktor did not get a turn in between.
General Gameplay Tips:
- Only play two Enter the Dreams if you absolutely are going to die next turn and your hand is nearly empty. Be very careful not to deck yourself.
- Once Enter the Dream has been cast, always sacrifice Genesis Leaves before you cast any other spells until you have established complete board domination.
Thank you for reading this far, and I wish you well in your endeavours.
Surge Engine infinite turns are not actually crucial to the deck! Once you have established board control with Enter the Dream and reduced the cost of nearly every spell in your deck to 0 or less, you can usually gain so much life and board presence that it is perfectly safe to give your opponents a turn. If you go with this route, I would suggest adding Bramble Creepers with Thistlecloak to ramp even faster.
Also, you will occasionally run over opponents who play more fair (i.e. no horde of 1-2 cost undercosted deadly creatures) with huge elves long before you get out Enter the Dream. This is fine too.