UPDATE August 2:
I am currently testing
Telia, Perfect Timing. She is not necessarily a 4-of, but she's a 3/2 for two and we like that. Don't fall in love with her text box. It can be very handy, but it's expensive. Sometimes she's just a 2-drop that eats removal and that's fine, she's not a key card and we're not obsessed with her ultimate. Note that the aegis is repeatable. Your opponent will note that when they cast
The Fall of the Spire and you just re-aegis her and swing face.
This deck is very tunable right now. If opponents are having too much success with one certain card or another, look to see which of our 2- and 3-ofs play well against that card and bump those up.
Lipa, Witch of the Woods and
Karrina, Embercaster have been trimmed back not because they're not very strong, but because of their double influence. Getting two of them stuck in a hand can be a death sentence, so we've greatly reduced the chance you'll be holding two when you get pinched for influence.
UPDATE June 4:
This is the version of Craggro Barter I'm playing now. It takes into account nerfs to both Lanterns and there's one more Permafrost in response to the popularity of
Riftfeeder Wasp, which some people tell me is a pretty good card. However, our main counter to it is the fact that it can only block one thing and we keep swinging face. Absolutely DO kill Combrei or Praxis ramp cards if you can so they don't get it out early.
Please stop sending hate mail to
Ankle Cutter just because his text box is underwhelming. He's a 3/2 for 2, and he's out here doing his best.
What follows is the original text I posted with this deck, not updated for the current meta:
This is an awkward time to be posting a deck, with new cards about to shake things up, but take it for what it's worth. This deck was
really well-positioned against the meta here in the first days of April. Like, silly. Like you-should-try-this-deck silly.
It's Skycraggro, and the "Barter" comes from us paying for things in ways besides power. We play cards that trade life, discard cards, and meet outsized influence requirements in return for inexpensive power costs and superior tempo.
The card that inspired this deck was
Check-Raise. This card is perfect for aggro where our opponent needs answers NOW. It's easy to hold up at only one power cost. If we get to where our opponent can pay three more for their board wipe, we've probably lost anyway, so don't fret the occasional feels-bad moment when Check is useless. Instead revel in all the negated
Save the Day,
Bone Music,
In Service,
Living Reflection,
Heavy Hail, etc., etc.
All the three-ofs are not accidents. There are some cards where the second one is not as good as the first, so 3-ofs makes us more likely to have different options in our hand.
Cards:
Ascetic Lantern and
Lethrai Marauder give us things to do with useless card draws. This includes wrong amount of power, cards we don't currently have the influence for, and Check-Raises, if they're situationally weak. Be willing to pitch excellent 4-cost cards if doing so allows you to increase pressure now or improve your ability to play units in turns 2 and 3. With Marauder, it's typically right to pitch something to get the extra 2/1 body. I occasionally used the killer/scout, and never the Formbend.
It's usually right to take
Volatile Reaction damage to our face, but be aware if we have a Permafrosted friendly unit, we have no way to recover it, so might as well blast it.
Starlight Guide is just here for the flying body. Be aware of the summon, but don't fixate on getting value out of it.
I've put
Ossuar Longbow on units more frequently than I ever did in other decks. It's still not more than half the time, but be aware of the possibilities. A flying aegis'd
Lipa, Witch of the Woods wears it well, and if our opponent has a large Permafrosted unit, suiting up a unit of our own gives the bow a chance to swing more than once. On an activated
Twilight Lantern, we're often happy to get the silly amount of damage even if it gets removed the following turn.
It's typically right to hold up Check Raise if you can still play a cheaper unit and do so, rather than tap out to play your best unit. Longbow is a different story, because it likely hunts you an Advantage that can (and should) be played immediately for the hold-up. Against primal control, absolutely Check their card draw. In the long run, this will pay off more than trying to save it for the perfect negate. I have yet to Check a Seek Power, but the dream is still alive in me. Once we get some outsized tempo out of the Check Raise, we can concentrate on dumping our hand and using all power, so be wise, but don't be overly choosy with it.
Gameplay here:
Craggro Barter
Final Advice: Don't scoop. This deck topdecks silly things. Make them beat you.
How'd you pick our 8th president for your screen name. Was it the exquisite mutton chops?
This is the premier aggro deck in the post-lantern format given that it handles wasp so well with maindeck permafrost, and has tools to kill the Combrei ramp cards. Check Raise was only ever bad when I had 3 stranded in my hand, and Ankle Cutter is much more relevant now that Midrange plays things like West On the Trail , Skysplitter, and Dunehill Clan. Sometimes slumps happen, but the matches will be quick and you will out volume the midrange and control players in terms of time spent ranking up.