Kabuki Relay is a combo deck that aims to attach
Dramatist's Mask to a token, guaranteeing a tributed
First Flame from your deck on the next turn for 24 damage plus extra units to finish the job. It can combo off as early as turn 4, but more commonly goes off around turn 6.
The deck's namesake is the fact that we are trying to find as many copies of Dramatist's Mask as possible, as quickly as possible, so a token can pass it off to First Flame. To this end we are playing 15 cantrips and the full 12 crests.
Strategize's most important use in the deck is putting drawn copies of
First Flame back into your deck, so you will always want to save it until it is the last cantrip in your hand.
Second Sight can be used in a few different ways. With 12 crests, you can use it like more copies of
Strategize, putting an unwanted card on top and then Scouting it to the bottom. Similarly, you can put an unwanted card on top if you are about to follow it up with a
Cull the Deck or
Quarry. Lastly, if you suspect your opponent is playing
Rain of Frogs or
Sabotage, it can be saved to protect a valuable combo piece in your hand.
To protect our combo we play 4 copies of
Sabotage, two copies of
Unseal and two copies of
Rindra's Choice. I recommend saving
Sabotage for your combo turn if you can afford to wait a little longer, but it's okay to try to go off without it if you have a backup Mask in hand.
We are playing cheap removal options for the most part with the goal being to slow down aggro or midrange long enough to combo off, or to clear the way for First Flame when it hits. We're not planning on playing into the long game against aggro or fast midrange, so we generally don't need to save our removal for key targets, with a few exceptions. Time decks will likely be playing
Teacher of Humility which ruins our ability to churn through our deck. Luckily it is vulnerable to almost all our removal, so we can kill it on sight. The other units that disrupt our strategy are
Valkyrie Enforcer and
Hooru Pacifier. The latter prevents us from casting our Mask, and the former is a very efficient reaction to a vulnerable equipped creature. We play two copies of
In Cold Blood that need to be saved to answer these threats.
Our bad matchup is any deck packing lots of removal, as the only threat we present for the whole game is a 2/2 that dies to everything. Our good matchups are Time midrange decks attempting to win through board control which play little disruption for our combo, aggro decks that kill slower than us and are vulnerable to our removal, and other combo decks which are almost certainly slower than us.
Mulligans for this deck are quite simple: barring obvious exceptions due to influence or power screw, you will want to keep any hand with Mask and redraw anything else.
The deck doesn't really need more than 6 power for Mask +
Unseal /
Rindra's Choice. We need all three factions as soon as possible in order to play out our cantrips and removal, but we also need to achieve FFF to activate our Granite Waystones.
Kabuki Relay is a blast to play and I will be doing my best to refine it as the season progresses. This seems like the fastest and most effective combo in Eternal as of yet and I am excited to see how it evolves. Please feel free to leave suggestions or link me to your own builds of the deck, as I know there are many different ways of building it.
i also basically ended up building the same deck as yours despite countless iterations:
https://eternalwarcry.com/decks/details/u4zFA0F78cw/
not sure if you've been playing this list since you first posted it but i'd be curious to know what kind of thing you've settled into.
However, I found myself struggling in Gold II/III, went 29-37 in the first week while I had been comfortably wandering around Master top300 during last two month, you definitely could do awesome combo with the deck, sometimes even a T4 win (T2 Sabotage followed by T3 token play and T4 mask while no visible threat), but it was just too inconsistant and the removal tech in the deck is mediocre to compete with meta decks.
I've tried several solution to survive the token, sharing my experience here and like to hear what you think.
Weather the Storm
I found this as the best card to protect the token in the meta I was in, which my tokens die to damage spell removal, weapons and Heart of the Vault 70% of the time, but obviously the card itself has its extremely narrow edge and could be more inconsistant as the meta is shifting chaotically with the new expansion.
Holdup
I found this much better than In Cold Blood in terms of dealing with silence threat, even if you successfully make a play on cards like Valkyrie Enforcer, if it was after the silence hit your masks, it's less efficient as you're not guaranteed to draw a second mask before you run out of life, not only Holdup generate additional value vs. control decks, but also it makes the most comfortable prerequisite to play the combo - your opponent's hand is null. Playing some Abducts could be considered if multiple copies of Holdup is included.
Corrupt
Add additional strength on removal tech, I ended up giving up Rindra's Choice and Unseal.
Consuming Flames
I found that I always have too many tokens so I gave this card a try, it was obviously bad against Time decks, since 3 damage can't remove anything (even Auralian Merchant), and the tokens could always block 5+ damage from those midrange fatties, but against anything else, the card was able to show its value.
My final adjustment to the deck below:
-2 Rindra's Choice
-2 Unseal
+4 Corrupt
-1 Trailblaze
-2 In Cold Blood
-1 Assembly Line
+2 Holdup
+2 Weather the Storm
If I happened to grasp a Weather the Storm, I tend to play the combo on Turn 7 with the list.
this is my version
https://eternalwarcry.com/decks/details/7jtFXMi5TEA/skycrag-flame
Have you though of including 'Bait'?
When Mask kills it, you also get a dragon XD
I'm currently running 1 Voprex and 1 Rimescale because I don't have enough First Flame.
They can be prettty damn lulzy themselves ;)
I've also been thinking about making a different Mask deck using Makto or other Revenge creatures.
They die, but who cares, they'll be back.
Or possibly cycling Summon effects like Throne Warden, Rakano Artisan, etc.
I think Mask has TONS of potential that we're only just scratching the surface of.
I'm tinkering with Feed the Flames as a general-purpose token-generator/Tribute activator and Honor the Ancestors as a comeback strategy for dead Masks.