Intro
This is a combo deck that uses Echo + Revenge synergy. Although people often refer to it as "Echo Makto", we don't need necessarly have to close the game by having a board full of echo
Inquisitor Makto: sometimes we will just give echo to
Piercing Grief or
Stonepowder Alchemist and aggressively
Dark Return and
Rise to the Challenge for it, which results in a lot of card draw, life gain and damage.
Matchups
This is a fun deck to play and if piloted correctly it can be competitive in a lot of matchups.
* Aggro: This is possibly the worst matchup for us, because we don't run much interaction before turn 3. We want to stay alive as much as possible with
Piercing Grief until we can
Harsh Rule. Most of the time we don't have time to use Rise of the Challenge on
Elysian Pathfinder or even
Inquisitor Makto: we need to focus on removal and gaining life.
* Midrange: This is an OK matchup. We have a lot of answers for their early fatties and we need to balance our time between removing them, gaining life and setup our combos. In this matchup it's critical to use our life total as a resource: sometimes we will need to eat some damage so that we can play cards like
Elysian Pathfinder on five.
* Control: This is where the deck shines. Most of the control decks generates card advantage with tools like
Wisdom of the Elders,
Auric Runehammer,
Crystalline Chalice etc.. Once we get our combo going we outvalue them a lot, until a point where they just can't win. If you are familiar with math, this matchup feels like linear growth (them) vs exponential growth (us).
Influence
When people look at a 4F deck they think it's a meme deck: quirky, inconsistent and with an influence requirement that is difficult to hit. This is far from the truth for this deck.
The influence requirement is FJJSST, which is sometimes you won't hit on five, but it's OK: we'll very unlikely have a hand full of cards we can't cast. We aim to hit FJST before Turn 5 and really only need JJ for
Harsh Rule and SS for
Inquisitor Makto.
We run 25 Power + 4
Seek Power + 2 Find the way. In addition to that we have 4
Quarry that can help us fetch what we need, and if a destiny unit is in the void we can always use
Dark Return as a cantrip.
General notes
If one of your units with Revenge dies it should come back fast enough via
Devour,
Quarry and
Rise to the Challenge. If the unit is in the discard pile it can be fetched via
Dark Return instead. Since the unit will have Destiny it means that regardless how you fetched it, you will draw one card. If the unit has Echo, you will play two units and draw two additional cards instead.
Be aware that if you decide to play
Piercing Grief and
Devour it in the same turn there is a 20% chance that it comes back immidiatly and we have a loss of value.
It's very important to know that if we cast
Elysian Pathfinder and the top unit of our deck has echo then the next non-echo unit will receive it instead, so we don't really need to be conservative with playing the card.
This deck is not particularly easy to play, given the big amount of decisions you have to make. You can missplay a lot by
Quarry or
Rise to the Challenge the wrong cards, or even waste
Dark Return early. For example, if you are not under much pressure, you should focus on finding
Elysian Pathfinder as early as possible, instead of
Rise to the Challenge for a Makto. Additionaly when possible you want to save
Dark Return to bring back an echo destiny unit, to either gain significant card draws or just close the game.
Our archenemies
Steward of the Past and
Statuary Maiden can be a problem, but we can deal with them via 4
Slay, 4
Harsh Rule, 4
Banish and 2
Vara's Choice.
Silence is annoying, but if they waste it too early they will never have enough of it to deal with our echo units. In some matchups you want to have 2 power open for
Devour in order to preventt their silence to happen.
Changelog
* v0.1: Cut
Inspire for more power via Vara's Favour and fix mana base in favour of time and fire
* v0.2: Cut
Scheme for
Banish (more answers to big early fatties,
Steward of the Past,
Statuary Maiden, nasty relics) and fix mana base in favour of time.
* v0.3: Cut
Suffocate for more
Banish (we found it more flexible and we don't mind going deeper into time now), cut one
Dark Return (a lot of copies early can get clunky) and one
Inquisitor Makto for two copies of
Vara's Choice for early interaction, a way to deal with
Dawnwalker and additional answer to
Steward of the Past +
Statuary Maiden. Now that we are deeper into time we replace 2 Vara's Favour with 2
Find the Way to improve fixing. Mana base fixed in favour of time.
* v0.3.1: Decrease the amount of seats in the deck from 18 to 16.
Cards that didn't make the cut
This is a list of cards that didn't make the cut but could be potentially considered:
*
Dark Wisp: Synergizes with
Devour and stops 2-1 units early. Unfortunately we do not like when this card gets Echo, so we'd rather not play it.
*
Annihilate: Deals with
Steward of the Past and midrange beatdown like
Sandstorm Titan,
Impending Doom and
Crimson Firemaw. We prefer
Banish and
Suffocate because they can hit both
Statuary Maiden and
Steward of the Past/
*
Hero of the People: Synergyzes with
Piercing Grief and can get their revenge refreshed after they come back with destiny. I tried it and I was very disappointed by it. It requires you hold back your
Piercing Grief and play both of them on turn 5, but there are already a lot of cards you want to play on turn 5 anyway.
*
Protect: A good way to deal with Silence, but we prefer 4
Devour instead as we don't usually care too much if a unit dies.
*
Torch: Excellent early removal, but we can't realiably have fire influence in the first turns. It synergizes well with
Piercing Grief because if they have a blocker that won't die to them it will most likely be finished by this removal. It also helps a ton vs the Aggro matchup and give us some form of reach, so I might try it out at some point.
*
Sleepless Night: Costs too much, we prefer to rely on less expensive cards that help us fetching Destiny units and drawing cards. Our combos also draws us a bunch of cards, so we don't really need more card draw once we get the combo running.
*
Excavate: Recommended by flippyflop. It could potentially replace Scheme and act as Dark Return number 5 and 6 that could help us close games with recurring
Piercing Grief. After a some extensive testing I decided to not include this card in the deck.
*
Watchwing Conscript: Recommended by flippyflop. This is an interesting card, but I don't think there is space for it in the deck at the moment as we don't really want more units, expecially big ones. It could replace
Inquisitor Makto if you don't own four copies of it.
*
Scheme: This was included as a 2 of in the original list. It's an excellent way to bring back your destiny units or just fetch for power and Pathfinder early in the game. After some testing I decided to replace it with
Banish, a card that helps us against
Steward of the Past,
Statuary Maiden, Relics like
Crystalline Chalice and big fatties like
Sandstorm Titan and
Impending Doom. At some point I'd still like to find space for 2 copies of this card.
*
Purify: We can't relay on FT early, so we prefer
Vara's Choice here.
*
Vara's Favor: It can help with early 1 drops and it can remove Aegis. Since we are deeper into Time we prefer
Find the Way instead, to give us more fixing flexibility.
*
Plague: It could help us a ton vs aggro and it give us more answer to pre obelisk dawnwalkers. We don't have a board early game, so even slow decks like Chalice can start a beatdown with a lot of small units. This card can help us reduce the opponent clock in these circumstances, until we find our
Harsh Rule or get our combos going. I will begin testing this card soon.
Sadly, this deck is so popular now that there are dedicated counter decks and normal ladder decks are starting to tech against it with rain of frogs and vara's favor type of cards.
Either way, this deck is insanely fun and definitely worth the 2 Maktos I crafted for it.
Like i said, I haven't given up on it completely,but I have noticed
the deck not working quite as well for me.
Thanks for continuing to update this deck .I really like its play style!
And the addition of vara's choice have proved in effective to me.
I would like to what others think about this.
Going back to previous version but still going to try the current one
occasionally.
Then I guess that would require a bit more time influence so I may have to switch some other things up too I guess.
I can see Find the Way being a bit clunky sometimes, but it's not like we have much to do on turn 2 usually and I think it gives us a little bit of consistency on fixing and the ability of getting on 5 power by turn 5. At the moment I am testing with Power Stone instead, which might sounds very weird given this is a 4F deck, but in the ~20 games I played today it has proven to be a really good inclusion.
I currently have 4 Blistersting Wasps, but I may swap them out for 4 vara's favor. Here's my version: Maktecho 4F - UPDATED
Thanks for the feedback and please keep me updated with your changes!
I kept your influence after trying a couple of different things. Yours worked best.
I did drop the Find the Ways. I just kept getting them at the wrong time. I added in another Vara's Choice and another Inquisitor Makto.
Your right,its not a easy deck to pilot but after playing( and losing) some games,
I was able to learn how it works and now I take great pleasure in beating decks like chalice!
Noob question - How can I control the set of echo on Makto without Excavate ?
The others draws are instantly drawing something and not put it on the top of the deck..
* Quarry
* Scheme
* Rise to the Challenge
* Simple card draw via Dark Return an echo destiny unit or Devour.
Let me know if this answers your question!
I'm not surprised you find Aggro problematic, I've experienced the same unfortunately. I have a decent winrate against Feln and Chalice, in these games I like to rush Elysian Pathfinder as I am not really afraid of being blowed up early anyway.
I did get the destiny echo combo on the conscripts which was cool, but the game was already lost (New tomorrow match). I do like having that aegis come out against chalice and, with banish, SST removal now becomes a thing.
some of those decks:
https://eternalwarcry.com/decks/details/uSqcrgqmPDo/revenge-crown-update
https://eternalwarcry.com/decks/details/l7Cn1Ixmu4A/makto-the-student
https://eternalwarcry.com/decks/details/rmvTxzWZs_U/matrollol
any thoughts on running an Excavate or two? it could help with fixing your mana but also allow you to place an already exhausted destiny unit back on top of your deck from the void.
i see how early white is not exactly a reality in this deck, but there may be some way to augment your manabase to allow for a couple Find the Way, just depends how crucial fixing is early on - if there's some way to tread water with life gain in the mean time.
Watchwing Conscript is a pretty powerful card but i can see not including it for the sake of maintaining curve/aggression.
Find the Way is a card I don't really want in the deck, as we are only splashing Time for 1 5-drop card anyway, so we don't care too much about having time early in the game. Early fixing is not that crucial: before turn 5 I am fine with JSF.
Watchwing Conscript is a card I never considered before, I'll possibly do some testing with it.