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JPS Curses

Expedition Deck By
Isochron
Team Rankstar

+7

Cost Curve

Type

Faction

Information

Update: changed the decklist to what I'm currently running. This is basically the most controlling version of the deck possible with the strategies it uses and is nowhere near optimal anymore now that people are teching for it, I would suggest looking at other JPS curse lists if you want to run it on ladder and have the best winrate possible.

The deck wins by drawing a lot of cards and incapacitating every enemy unit. Don't be too greedy with Archgryffyn Patriarch, drawing two or three cards is almost always enough. And if you wait for too long, the opponent can get the chance to develop their board or answer some of your curses. Don't get greedy with Wanted Poster either, the deck has more than enough card draw, if you see a good exchange, take it.

If you have Parul's Choice in hand, consider using a spell to remove a threat instead of a curse, being able to draw a bigger variety of cards with it is a big upside. Furthermore, don't think of the card as a wincon. Getting Kodosh Sees All is the best way you have to win, but you have to stabilize first. Using Felrauk's Choice on a Permafrosted unit is a completely respectable play, take it when you can and don't rely on wanted posters. However, if you have both Felrauk's and Parul's choices in hand, getting a Wanted Poster with Parul's Choice is a decent play, but only rely on it if you can't kill a unit in a lesser amount of turns.

When using the market for the first time, just get the best removal spell for the situation you're in. Keep in mind that Eremot's Designs can kill Varret, Hero-in-Training. So even when you can't answer it with Cast into Shadow or anything else in the market, it can still easily be defeated if you have one merchant. On your second merchant, you most likely will want to get Ageworn Vestige, but don't worry too much about it if there are pressing threats. The lifegain, spellcraft, and weapon element of it are all amazing, but there are many other ways to close out a game, none of which are possible if you die first.

Some more specific tips:

When playing against stonescar, always try to keep Cast into Shadow up if you have it, incremental damage from charging Eclipse Dragons will add up over time and can cost you the game. Soothing Shortbeak and Forbidden-Rider Outcast are an adequate answer to Cozin Darkheart and Akko, Inspired Artist, but if you have removal to spare, use it on those units to prevent a Kaleb's Persuader from turning the game around. If you are lacking in removal and have played Soothing Shortbeak or a Forbidden-Rider Outcast, using a Felrauk's Choice on a cursed unit to get the attack minimizing curse to add onto mastery units can win games.

Don't fear the opponent playing a Vara, Fate-Touched, you can almost always out-value it and end up winning the game if you have already stabilized. The same goes for almost every other way to generate value. No matter how many units the opponent has, the deck can provide enough removal. And if it can't, a Kodosh Sees All can generate a new body every turn, and it can delay a loss for long enough that you can find an answer. The deck can stabilize after a bad board position or a low life total, don't concede until the enemy has dealt enough damage to have a guaranteed win.

Flex slots:

If you want to remove cards, you can easily cut one more Soothing Shortbeak and Outcast Fortress, these cards are very good, but not necessary for the core strategy. You can also go down to three Parul's Choices and two or three Wanted Posters. If you really need more space, uou could also cut one Avigraft, one Felrauk's Choice and one Cast into Shadow. I wouldn't recommend lessening the amount of power, but you can definitely play this deck well with 25 power and no power in the market. Every piece of removal in the market is also a flex slot.

This means that I would consider the deck to have 10 slots semi-open in the main deck, although I would only recommend looking into changing 5 of them. Furthermore, the market also has two slots that are definitely flexible, and both of them are worth looking into. However, I think that no matter what happens, the deck works best with at least two pieces of removal in the market. If you think you have good tech that can further improve the deck, I would definitely suggest experimenting with it.

Expedition Information

Details

Shiftstone Cost
Does not include campaign cost
32,250

Premium Cost
173,600

Influence Requirements
3 2 2

Power Sources
16 15 15 17

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
9 30 25 4

Card Types
16 14 18 3 29

Contains Cards From Campaigns
Promises by Firelight [Set1007]

Archetype
Control

Updated
January 7, 2020

Added
December 28, 2019

Views
7,478

Eternal Version
Promises by Firelight

BBCode For Comments

Deck URL

Revisions (Since last major patch) January 7, 2020


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Comments

Gomrick Eternal Version: 1.49.2
Hey Isochron I've seen some lists of JPS run Parul,Sealkeeper and I am curious to know what is your opinion on the card. Is it worth running in your eyes or do you consider it something like a noob trap to run. Also if you were to put it in this list what would you replace. Side note really love the deck it's a breath of fresh air to the elysian and stonescar I've seen all over expedition.
Isochron Eternal Version: 1.49.2
There are a ton of ways you can tune this deck. If you want to play a more midrangey gameplan that tops out with some powerful units, Parul is definitely a good choice for that since it has good synergies with the rest of the deck. Currently, I'm not even running the list here (I'm not confident enough in my more experimental tuning to post it quite yet), but I would cut 1x wanted poster, 1x felrauk's choice, 1x parul's choice and 1x outcast fortress.
Arcengal Eternal Version: 1.49.2
I'm probably being dumb but was is the Bring Down for? Is it more for the silence effect?
Isochron Eternal Version: 1.49.2
It's just more removal against stonescar, or a way to remove the units of other curse decks. Sometimes also works against Elysian.
neraidaphobia Eternal Version: 1.49.2
Was trying this deck out, and managed to play against you Iso. Thanks for the deck, long game but not sure why you scooped after i felrucked your pilfer. I had a hand full of nothing.
Isochron Eternal Version: 1.49.2
It was a really good game. I conceded because there's no real way to win the mirror without Kodosh Sees All and you had Cast into Shadow for it :P
neraidaphobia Eternal Version: 1.49.2
Ah makes sense then. I really didnt have an answer for your ageworn, but i guess curse of loneliness would have taken that off.
flippyflop Eternal Version: 1.49.2
i haven't touched this game in like 7 months but i'm certainly down to try some isochron JPS shenanigans. first glance makes me think the deck is too reactive and doesn't have some sort of inevitability endgame/closer, but yea i know next to nothing about the landscape this is operating in.

the amount of times i've tried to make generic JPS value piles work in the past hurts my soul ;w;
s-someday, right?
Isochron Eternal Version: 1.49.2
The Kodosh Sees All is pretty much a guaranteed draw with the amount of Parul's Choices the deck has and it can close out almost every game. And even without it, the flying units can do some serious work after you stabilize. Really, the game is yours to win after drawing enough cards.
mauric Eternal Version: 1.49.2
I have all of the cards except for the site. What would be a good replacement ? Deck looks great!
Isochron Eternal Version: 1.49.2
I'd go for 1 more shortbeak and two hooru pacifiers or 3x Regent's Tomb. Maybe 3 of the hooru merchant. Any good three/four drop is fine though.
mauric Eternal Version: 1.49.2
Thanks man! Love your work !
Ravager Edited Eternal Version: 1.49.2
Pretty sub-par in my experience (3W 7L). Basically if you don't draw felrauk's choice you lose. Most games I just don't get to do anything impactful before I'm dead. In losing games I never even come close to getting to play Archgryffyn, let alone Kodosh Sees All.

The games I did win though were extremely fun and blowouts in my favor.

A lot of the interaction depends on accessing your market, which just isn't very consistent. Feels like the deck needs 8 merchants or more removal spells to control the early game. Into Shadow is too unreliable, and Avigraft comes out too late. Then you're just left with Felrauk's choice, which is also potentially a dead card.
Lagrangian Eternal Version: 1.49.2
I'd like to add after playing a bit and doing pretty well with it (in Silver I / Gold III) the mulligan for this deck is hard. If you can use your attack minimizers well that can deal well with aggro. The deck is very fun, and has lots of important decision points.
Isochron Eternal Version: 1.49.2
You can definitely build a more early game focused list if you're running into a more aggressive meta pocket. Defiance is something that should be a consideration against small creatures, however, that's just not something I run into on ladder right now. Also, 10 games isn't really that much of a sample size and I would encourage you to try the deck some more. It's not necessarily the best deck in the meta, but it's totally possible to get a positive winrate with it.