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Stonescar Midrange

Expedition Deck By
Exodus

+8

Cost Curve

Type

Faction

Information

This is my Stonescar Midrange Expedition deck that I've been toying around with. It started out as an attempt at Feln Control, and I quickly came to the conclusion that there just wasn't enough good control elements in primal and shadow.

I switched to Stonescar and tried to stay with the control shell, since there's much better removal like Cremate, but I still didn't like how the deck was performing. So I cut a lot of the high end cards like main board Dizo's Office, and opted for a lower curve, with a more midrange shell.

So far, the deck has been performing well. I feel like it has a fighting chance against most of the meta decks. Below, I'll go through a card by card breakdown, with my thoughts on each.

This is my first deck tech, so any thoughts and criticisms about the deck are appreciated.

Seek Power/ Vara's Choice - Pretty self explanatory. You really want to hit double red for Cremate and triple black for Incarnus.

Conflagrate - Good instant speed removal, essential for all the aggro decks in the format.

Fenris Nightshade - Solid 2 drop that puts an early body on board against aggro, and has incidental card draw as well. The other option here is Dreamsnatcher, but I like the extra utility of drawing a card, and potentially dealing some damage paired with Livia.

Voprex's Choice - The flexibility to either use this as early removal or to get back a dragon later on makes this appealing. I can see going down to 2 or 3 copies of this, but I've liked how it's performed.

Crooked Alleyguide - Hopefully you're playing this on turn 1, but a 3/3 for 3 that scouts isn't awful.

Livia, Hexweaver - 3/2 for 3 isn't fantastic, but the lifesteal and -1/-1 curse makes it worth it. There's a lot of x/1s the aggro/go wide decks use, and this deals with them.

Cremate - Instant speed creature OR site removal at 4 mana makes this one of the best removal spells in the format. I can't see myself running less than 4.

Impending Doom - Over statted creature with flying puts pressure on the opponent, while being difficult to kill outside of black.

Incarnus, Makkar's Listener - 4 power, 3/3 unblockable that draws a card is very good. It also grows if it doesn't get removed, and draws another card.

Eclipse Dragon - Flying body with charge that allows you to hold up removal on your opponent's turn is good. Either right away with Conflagrate or turn 6 with Cremate.

Karvet, Solar Dragon - I wasn't convinced on this card at first, but a 4/5 flier with life steal that brings in another body is good on it's own. If you have an Eclipse Dragon, the extra cultist is just gravy.

Emblem of Shavka - Being able to turn your power into a creature when top decking the emblems is very good, in this case a 3/3 for 2.

Market

Edicts - Extra removal to cleanly deal with creatures in those factions. I think these are probably the weakest market inclusions that could be swapped.

Malediction - A necessary evil in a format swarming with aggro decks. It gives you a fighting chance against decks that are faster than you.

Dizo's Office - Extra removal, card draw and life steal

Vara, Fate-Touched - Great for when games go late. Ideally you're grabbing Karvet so you can bring one or two extra creatures back, but diving back into the market or just reapplying pressure after a board wipe is also good.

Thanks for reading, hope you enjoy the deck!

Updates:

It seems like this deck/archetype is gaining traction! I made some changes over the past couple weeks that I think make the deck better suited for the meta and more streamlined, some changes based on user feedback here.

I cut Fenris Nightshade and Crooked Alleyguide in place of a playset of Dragon Forges, 2 Immortalize a 4th Seek Power and a 4th Eclipse Dragon.

The Fenris Nightshades and Alleyguides don't quite feel right. A turn 1 Alleyguide is powerful, and the scout is valuable. But playing on turn 3+ felt bad. Fenris was more or less a curve filler. The 2 mana slot is now mainly removal, and so far it's worked out. There are many creatures in expedition that cost less than 2, and a lot of them warrant using removal on early.

A turn 4 Eclipse Dragon and a turn 5 Karvek are very powerful follow-ups to a turn 3 or 4 Dragon Forge. The full set of Dragon Forges warrants running a 4th Eclipse Dragon.

The 4th Seek Power might be a placeholder for now, but more consistent mana is never a bad thing.

We have a lot of creatures we want to Immortalize in this deck, and 2 feels like the right amount.

I also cut Dizo's Office from the market. It often felt much too slow, and I found I didn't need the extra life gain if games were going that late. I replaced it with the black emblem for an additional threat, and another mana source to power out Incarnus.

Expedition Information

Details

Shiftstone Cost
Does not include campaign cost
52,100

Premium Cost
209,600

Influence Requirements
2 3

Power Sources
16 18 8

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
14 18 26 9

Card Types
25 0 29 0 26

Archetype
Midrange

Updated
November 16, 2019

Added
November 1, 2019

Views
5,348

Eternal Version
The Flame of Xulta

BBCode For Comments

Deck URL

Revisions (Since last major patch) November 16, 2019


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Comments

abby315 Eternal Version: 1.47.6
I've made a few adjustments that I really recommend:
-4 Fenris
-4 Crooked Alleyguide

+4 Dragon Forge
+1 Noxious Wyvarch
+1 Magebreaker
+1 Slayer's Edge
+1 Seek Power

I wanted a 4th Seek Power to get to 5 mana more consistently. Dragon Forge is so good to grab duplicates of Karvet, and it takes advantage of the Eclipse Dragon mana. I really like the toolbox package I added with it but of course you can tweak. Having mb weapons also gives you more value on the Voprex's Choices.

Having a lot of fun, so thank you!
Exodus Eternal Version: 1.47.8
Thanks for the comment! I also cut the 4 Alleyguides in lieu of 2x Dragonforge and 2x Immortalize. I never did like Fenris, he was more or less a slot filler. I like the idea of a main board wipe with Noxious Wyvarch, and going up on dragonforges to 4 makes it more reliable to have in hand when you need it. The weapons are interesting. I like magebreaker for sure.
Monk1410 Eternal Version: 1.47.5
Nice Deck, however crooked alley guide always felt weak to me. I always just felt like hitting Karvet wins games. I swapped the 4 alley guides out for 2 x Dragon Forge to allow the big hitters to come down earlier. Against control a turn 4 eclipse dragon is great and a turn 5 Karvet is great vs aggro.

The other 2 slots went to immortalise. This has been the best addition for me. Replaying Incarnus, merchant or Karvet is great. Replaying Vara is bonkers
Exodus Eternal Version: 1.47.5
Yeah, the alley guides definitely are just bad after a certain point in the game. Turn 1 alley guide still feels strong, turn 3 hard casting it is definitely worse.

I like the idea of a few dragon forges, might try that out. I had immortalize in the market for awhile, but I just found I was grabbing other things usually, so I cut it. It definitely synergizes well with the deck though, especially eclipse dragon.
ArrowofKira22 Eternal Version: 1.47.5
Quite a solid list and good explanation about the deck good job! I personally have some ideas how to change this deck and i'm interested what you think of it. I would consider running more proactive and cheaper cards in the market that synergies potentially well with the main deck units like blood of makkar. it's buffing your shifted units after going in and incarnus while being a curse for fenris what should even buff his strength if you use his ability. Kalebs persuader is an option too that might help you out hitting your top end. Another 3 drop i would consider is cozin darkheart she's performing generally well in decks that tend to be slower and have some dragon shananigans going on. Power base seems very consistent i would try to go for some emblem of makkars as well or atleast one in the market.
Exodus Eternal Version: 1.47.5
Hey, thanks for the reply! So, a few issues I have with Blood of Makkar are that it contends with the already dense 4 drop slot, and it doesn't do anything as soon as you cast it. I do like the idea of Kaleb's Persuader and Cozin though. Also, I think I'll switch something out in the market for the black emblem. Consistency is always good, especially when trying to hit SSS for Infernus.
ArrowofKira22 Eternal Version: 1.47.5
Glad i could make some useful suggestions. Let us know how they're performing for you :D
goaychanhong Edited Eternal Version: 1.47.5
Nightshade and Doom are great!
Exodus Eternal Version: 1.47.5
Agreed! I'm not quite sold yet on Fenris, I think some more experimenting with that slot is needed. Impending Doom is fantastic though.
biologynut99 Eternal Version: 1.47.5
Yeah Never a fan of Fenris. Instigator seems better even though its boring, especially since vs go wide decks its damage can really add up. Malediction the enemy with one or two instigators out can winrar.exe a game
Exodus Eternal Version: 1.47.5
Argenport instigator isn't legal in expedition unfortunately.