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FJS minus F

Expedition Deck By
Alomba87
Alomba87+8171
Team Not Tavrod

+3

Cost Curve

Type

Faction

Information

Aggro got another day to play with all their toys. Use this to beat em up. This deck carried me through Diamond into Masters this month.

Original deck credit goes to LordPerth. I basically took
FJS Icaria (Top 20), took out the Fire cards and leaned more heavily into Shadow. It works well against the Praxis and MonoFire decks and is still reasonably matched against other decks that are popular at the moment. Basically, 5 Health Matters, because we all hate getting Jekked.

Damara, Deft Saboteur is an all star. Ambush on 2 and if you have a Beastcaller's Amulet, you can use it to swing for 4 and Summon a 5/5. (Make sure you know your opponent's deck, if they aren't tapped out of power, this is risky.) The ultimate is also fun, like when you steal Phoenix Stone and then use it to beat em.

Know when to use Defile. If your opponent is Jekking, you can play Defile on Jekk during the reaction window and they won't get the Treasure Trove, because Jekk is no longer hitting his opponent, he is hitting his owner.

Be careful with gaining life vs Milos, Rebel Bomber. Also be careful with your Marionette Cross against Praxis, Unmake and Strange Gladiator can ruin your board if they break the relic. Try not to keep out more than one at a time.

Expedition Information

Details

Shiftstone Cost
Does not include campaign cost
30,700

Premium Cost
195,200

Influence Requirements
1 6

Power Sources
10 23 8

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
6 33 16 4 8

Card Types
22 6 27 0 25

Contains Cards From Campaigns
Whispers of the Throne [Set1085]
Shadow of the Spire [Set1087]

Archetype
Midrange

Added
June 16, 2020

Views
1,546

Eternal Version
Shadow of the Spire

BBCode For Comments

Deck URL

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Comments

Comment Deleted
Asmoday1232 Eternal Version: 20.06.19
Played almost 50 games with this as per my usual testing.

I honestly gave up around the 42nd game. I won a total of 6 games. The sheer mount of removal in this game that is stuffed into every deck makes this deck a nightmare to play at any range. I never once got a unit to stick for more than one round. Every single time it was killed on that turn it was played or the next one. There was always an answer for every single unit that was played.

Sorry but this deck honestly is not good. It is too vulnerable to removal and that is DWD's fault for not making proper balance.