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[Masters, Rank 1] Fast Stonescar

Expedition Deck By


Cost Curve




An updated version of my previous Stonescar deck ( Since Hellion has been nerfed, I've reduced the number of copies in the deck to 2 and also removed Vara's Favor since we are not as concerned about hitting 2S influence now. I added market access instead. I was able to climb quickly from Gold III to Masters with ~80% winrate playing this.

Expedition Information


Shiftstone Cost
Does not include campaign cost

Premium Cost

Influence Requirements
2 2

Power Sources
15 14 8 4

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
7 33 24 3

Card Types
33 4 18 0 25

Contains Cards From Campaigns
The Devouring [Set1145]


February 5, 2024


Eternal Version
Battle Lines

BBCode For Comments

Deck URL



AR_Evade Eternal Version: 24.01.31
I’ve been playing this list for awhile and it doesn’t do well at all. It usually mulligans to 6 or can’t curve out the first 3-4 turns.
AR_Evade Eternal Version: 24.01.31
We have very different win rates. I started at the bottom and have plateaued in gold 1.
AR_Evade Eternal Version: 24.01.31
So I’ve just gone 7-3 but the deck definitely has some rough streaks as well.
neonharvest Eternal Version: 24.01.31
I haven't been playing much recently, but just loaded up this deck and went 10-1 with it. It shouldn't have any rough streaks and rarely warrants a mulligan to 6. Playing the deck optimally depends on observing what influences your opponent plays at the start of the game and picking the appropriate units and level of aggression. Keep in mind that this deck doesn't need to empty its hand by turn 4 like many other aggro decks. It's great when we can rush the board with Calm Instructors, but even if you don't play perfectly on curve as long as you keep can keep the opponent from accumulating health you should be able to run them down even in longer games.
AR_Evade Eternal Version: 24.01.31
Must be skill diff.
efertik Eternal Version: 24.01.31
It seems that we continue to agree on most slots in Stonescar Aggro but disagree on a few key ones. I continue to strongly believe that not playing Murgo is inexplicable - he's the best 2 drop in Expedition. Yes, getting to 2SS is a bit difficult, but the payoff is worth it. I also don't quite understand Ticking Grenadin - you have plenty of 1 drops and this one can't get past most two or three drops to attack. Finally, I agree that this deck is probably the best aggro deck in the format.
neonharvest Edited Eternal Version: 24.01.31
Ticking Grenadin is essentially a Torch to face plus whatever chip damage it manages to sneak through. Because the body hits for "only" 1 damage, opponents often won't waste removal on it so you are paying 1 to do deal 4, 5 or even more damage which is worth its 1 cost IMO. If they do have a blocker, you have the option of playing Rapid Shot (or simply bluffing that you have Rapid Shot can be enough to keep it unblocked). Grove Supplier can turn it into a 2/1 which can trade against more 2-drops. And then there is also the option to combine it with Combust. It's also a decent topdeck to close out a game once you have the opponent down to a few health on account of its Entomb. If the game is close to over it's one of the better options for Calm Instructor to Recruit. You can get creative with it too. I've had several games where its Entomb broke face Aegis, allowing me to take the next step of finishing off an opponent with Liquid Flame or playing Feed the Hecaton.