Here is the deck I put together during the first week of the new Expedition format. I based this off of ddddd's deck they piloted in the May ECQ.
Click here for ddddd's original decklist.
This is the build that allowed me to maintain my
rank at #1 last month. Once Argent Depths was added to the format all of the core units from the original list were removed from the new format, with the exception of
Kira, the Prodigy.
Enjoy!
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Edit: 14-July-2020
After playing this on ladder over the pest few days and being stomped by Mono Primal I decided to drop the Aegis units from the deck along with
Champion of Glory, Kira, and
Siege Train. I found the Aegis skill on both the
Chainwhip Bludgeoner and
Crownwatch Paladin to matter little with my opponent's plans. The Champion worked well, but would just stop once the opponent played their
Prism Golem. And the Train also always seemed to arrive too late to really change the course of the games I was playing. As well, the games I was loosing in was usually do to either being too slow, or unable to win the long game versus my opponent's deck.
Thus, I decided to lower the curve even more, adding
Kazuo, Melee Virtuoso. Although there are no weapons to boost Kazuo's stat line, Kazuo's invoke ability is too good to give up, especially when games run longer than I'd like;
Trickshot Ruffian is just too good not to run in Aggro themed Justice decks these days;
Tota Pioneer works wonders with both
Rakano Cylix and Kazuo's invoke after turn 4;
Marley, Heroic Marshal has been an excellent addition with both her summon and Surge abilities;
Silverblade Intrusion is a reliable trick whether you have the 5 Justice influence or not;
Ironthorn, Lawman is here to ensure that you max out with the Influence synergy cards in the deck; and
Ijin, Walking Armory lets you take over the midgame when you and your opponent are playing Draw-Go on a stalled board-state.
For the market,
Audacious Ruse and
Lay Siege are upgrades over
Sear and
Siege Provisions in terms of both additions affect either all of the opponent's attacking units or giving your own board a much needed boost to defence. Whereas Sear and Siege only benefited one unit at a time.
Rampage still has a role in this deck, it fits into the market wonderfully, and has been a more reliable winning draw than either
Rebuke or
Slag.
Friends in Low Places is an experiment for now. I had one game thus far where I was able to play the Rustlings and draw the Unit; however, I lost in the end. Time will tell where the new promo card will fit into this deck.
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Post Balance Changed Edit: 18-July-2020
After trying out the deck on ladder following the recent balance changes, I find the deck feels a bit slow at times but can still perform more often or not. The nurf to Trickshot Ruffian hasn't really affected how the deck plays. While the loss of lifesteal is noticeable, it is usually unneeded if you're already winning the deck.
I also replaced the
Finest Hours with Friends in Low Places, and thus decided to put Slag back into the market. While the influence requirement of double Fire and double Justice can make this a dead card, the new promo has also led me to a couple of wins when I was behind in the game. Thus, this has become the new namesake for the deck.
When I was playing the current version, I was surprised how well it matched up to
Mono-Primal. However, the current
Argenport build on ladder seems to stop this deck in its tracks. Otherwise, this deck will loose to being power screwed more than I would like to count.
I have been thinking of adding
Milos, Rebel Bomber to the deck in order to speed it up. Yet, I don't know what I would cut at this point.
Please let me know what you think.
Excellent question. In mirror matches, I attempt to race towards 5 or 6 Justice Influence as quickly as I reasonably can. With Silverblade Intrusion at 5 influence and Ijin, Walking Armory and Friends in Low Places activating at 6 are the cards that really can help generate value in the midgame. Silverblade Intrusion can easily be a 3-for-1 when played in what would normally be a trade for one of your units for one of your opponent's. Ijin permanently buffs your other units, until your opponent deals with the Weapon. And Friends in Low Places's play a unit ability from the top four cards of your deck can give you an extra unit to work with on the board. If you can grab a Jekk this way, then you gain more value from the play.
I also tend to hold onto the generated 1/1 Grendain or the 3/3 Valkyrie Denouncer when I create and draw them. Both cards work well as Plunder targets in a pinch. The Valkyrie is usually playable, but the Grenadin is best as a Market card or Plunder target most of the time. However, if you can are guaranteed lethal with the Grenadin, please do.
Thus, when I play in mirror matches, I will prioritize my removal to stop my opponent from reaching 5+ Justice influence themselves. I will save the Blazing Salvo and the Chemical Rounds to take out Ironthorn, Lawman every time I can. I also try to ramp temporarily with the Tota Pioneer when I can play the Rakano Cylix or Granite Waystone with the Pioneer in play in order to speed up my own game plan.
In general, when I play this deck on ladder, versus mirror or otherwise, I attempt to elicit removal from my opponent, usually by playing my second- or third- most threatening Unit from my hand, in a similar way one would play chess by trading up on their threats. For example, if I don't need influence, Ironthorn is usually my play before Jekk; if my opponent has a board of 3/3s, Jekk will be my play before either Ijin or Marley.
As well, the Seneschals are here to discourage any fast responses or ambush units during my turn. He has worked very well in this capacity.
After I heard about tomorrow's scheduled Balanced Changes, I am thinking about dropping Ijin from the deck and swapping in Milos, Rebel Bomber in her place. I don't know whether Ijin's nerf will slow this deck down, but Milos may effect the opponent's plans just as easily.
I hope these tips can help you at your game. If there is anything else, just let me know.