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Keira Master Rank

Expedition Deck By


Cost Curve




So this is the deck I got into masters with. Its mostly a Justice deck with a little Fire to enable FiLP, Rampage, and Mightweaver. Rampage allows the deck to blow through Chump blockers. FiLP is FiLP (though weaker now). Mightweaver allows the deck to end some games abruptly.

The deck generally is trying to end games fast but also can stall out and try and win in a big burst if your early draws are bad. I'm not sure if this is a midrange or aggro deck as it feels like its kinda on the boarderline between those two deck types. That is, it seems a little slow for an aggro deck but too fast for a midrange deck. Ideally the deck leads with a chainwhip Bludgeoner or Kodash evangel on turn 2 and then plays a kira on turn 3 with bubble shield in hand to protect it. From there you can start doing some explosive damage on turn 4 and 5.

Note 1 Combo: If you have Keira Ascending or Hooru Envoy in play, you can play Justice Etchings -> Fearless Crescendo -> Wind Conjuring to Draw 3 cards and have a ready flying attacker for 5 mana.

Note 2: I cut double fire influence cost cards like Ijin because the influence was too taxing on the deck to collect and it often resulted in not having enough Justice influence for trickshot Ruffian or Keira to have significant impact on the game. I cut Ironthorn Lawman from the deck as it felt too slow for the decks aggressive nature.

Expedition Information


Shiftstone Cost
Does not include campaign cost

Premium Cost

Influence Requirements
1 2

Power Sources
4 17 8

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
21 22 16 4 4

Card Types
26 0 29 0 25

Contains Cards From Campaigns
Shadow of the Spire [Set1087]
Awakening [Set1095]


September 14, 2020


Eternal Version

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Deck URL


E308 Eternal Version: 20.09.03
I've been playing this for a few days and it's a lot of fun! Thanks for the list!
merdragon Eternal Version: 20.09.03
You're welcome and thank you! Glad you've been having fun with it!
E308 Eternal Version: 20.09.03
Did you try it with a plunder option? I lost 2 games by drawing something like 50% power. It's not many games but still feels bad.
merdragon Eternal Version: 20.09.03
I haven't tbh. The reason would be because most of the plunder options I perceive as not generating enough threat to warrant their inclusion. That said my biggest issue with the deck similar to your observation is that it just hard bricks more than most other top decks. I haven't thought of/found a way to reduce that occurance. Thus occasionally you double mulligan and still have a dysfunctional hand. I haven't started trying things but my current idea would be to remove finest hour or FiLP and try something like Ironthorn Lawman to give more unit bodies to play with and a plunder option. The issue with Ironthorn is it wants to come down on turn 3 usually which is when you want to be playing Kira usually. It also now dies to the slightest poke when nothing else is that fragile. There is room for improvement on this list I'm sure so feel free to iterate!
Kin Eternal Version: 20.09.03
I'd say it's midgro and call it a day. Midrange with a heavy tendency towards wanting to hit face asap.
WolfCynic Eternal Version: 20.09.03
I'm giving this one a spin since it seems pretty straightforward and I already had most of the cards. Went to gauntlet with it to get a feel for the deck and beat it on my second try. Is there any additional advice you can share?
merdragon Edited Eternal Version: 20.09.03
There is a lot to the deck and I honestly don't know how to cover everything. I tried to hit on less obvious points of the deck in my strategy discussion. I'll note if you haven't already noticed that the deck requires a lot of mulligans due to the low amount of Fire influence and units. That said you can win many games with just the Justice side of the deck if you do get Fire screwed. If you have Fire cards you can't use, you can use the Justice etchings combo to put them in the market and make your hand more usable. This comes with the downside that if you do draw the Fire influence those cards are now completely inaccessible.

Besides that a lot of the deck is knowing matchups. If you are playing against a shadow opponent you'll really be working to bait out unit destruction and protect your keiras with bubble shields. In contrast against the mono time builds you can generally get bold and just throw out a Kira on turn two because they more often than not don't have a killer unit to get rid of it in my experience. That said you want to be wary of Desert Alchemists against time decks and hold attacks until they can't play it, or you have silverblade intrusion to protect against deadly. Alternatively if you have rampage in hand, and you can do enough damage you can just sacrifice the kira to do massive damage to your opponent. I wouldn't do this play unless you have lethal or are getting 9ish damage in and have a follow up in hand though. While the deck is very aggressive by design, it is very limited on units and you don't want to throw them away like you might in a mono fire deck unless you see how the sacrifice is positioning you to win (or you got one of the hands that just drew 4 units which happens sometimes but isn't the normal in my experience). The decks strategy is very straightforward as you said, but there are a lot of contexts that make any individual piece of advice not hold for all situations. Those are some of my immediate tips. hope that helps.
WolfCynic Eternal Version: 20.09.03
That's very helpful! Thanks for taking the time to tell me all that!
merdragon Eternal Version: 20.09.03
Your Welcome! Glad to help :)