Like having big units earlier than expected?
Like slamming in with said units earlier than expected?
Like denying an entire tribe of units with your win-condition?
If the answer to any of these is true, welcome to Aamri's masterclass on Combrei beef. Known for its big minotaurs and its big minotaurs, this masterclass is guaranteed to bring those memories of "how on earth is playing a 5/6 for 4 reasonable?" into the new expedition format!
The core of this deck lies around the ability for
Xultan Brushfang,
Intrepid Longhorn and
Qirin Ascendant to instantly be buff enough to complete their master when pumped by
Finest Hour,
Aamri's Choice and
Seasoned Drillmaster. These combos often involve doing things like Brushfang on 1, swinging in (with the opponent blocking with their 1 or 2 drop), then buffing them up; at the end of the turn you'll have a 4/5 with deadly, taunting your enemy. Quirin does triple-duty in eating any and all enemy attachments, lifestealing the game away from aggro, and acting as a flying beater.
Shen-Ra, Unbreakable and
Genetrix Irel IV get to join in the fun, too, with impressive wads of text that help the deck out greatly. Although Shen-Ra can't combo out nearly as well as the other mastery units, she's an incredibly safe attacker AND gains endurance sooner or later. She also acts as a priority removal target that can't be hit by fast-speed burn spells, though it is unfortunate when this happens. Genetrix works as a permenant pump card (with bonus ramp!) and can power up your already beefy units to obscene proportions. More often than not, she's also an important mastery trigger.
Aamri, Dragonbane is the final push against board stalls. If you have units with mastery triggered (which you really should by your 6th power), the will get absolutely massive. I'm talking 10/11 Brushfangs and 7/9 Qirins here.The refresh on mastery triggers is just icing on the cake, and the "your opponent can't play dragons"? Occasionally helpful. Overall, a very fun card to play.
Avigraft is in there as a bit of removal, nothing crazy going on.
Edict of Grodov acts as a way to bounce for a safe swing (or lethal), pause that incoming sweeper, get rid of pesky weapons, or (most notably) absolutely hose Primal/Shadow strategies. I've found this surpirsingly useful overall - and if it's not, it's marketable.
Safe Return is something that allows you to protect your units to some extent from enemy abilities, but also allows you to replay mastery abilities. Whilst mastery progress is retained when changing zones, if a unit has completed their mastery it's status will reset (but not any impact gained by playing it). This is the card I'm most unsure of, though that's mostly because I'm not facing much control at the moment, where it's much more useful. Inclusion will depend on how the meta turns out.
Now, moving on to the market:
Emblem of Grodov - power source with minor upside, nothing much to see here
Twinbrood Sauropod - sometimes you just need a pair of 5/4s to beat down the enemy
Cleansing Rain - occasionally useful as aegis (much like stand together), but also incredibly good to eat permafrosts/other curses and allow your units to swing in once again.
Edict of Kodosh - market removal, I've often used this against fire-based decks
Mercy of Kodosh - anti-control, I guess? Haven't actually played this as of yet, feel free to sub it out
So yeah, here it is - Combrei Mastery in all it's Day One glory.
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EDIT: Changed
Safe Return out in favour of
Relentless Deadshot in order to help out aggro matchups, and due to the fact that 3x
Edict of Grodov and a market
Cleansing Rain feels good enough against the few control decks I've encountered
Changed
Mercy of Kodosh in the market out to
Elder's Feather because I never actually pulled Mercy, and Feather allows you to upgrade any unit into a flying beater.
Perhaps you could get wurmcalling instead, will cost you 3 mana extra to cast the spell in return for higher stats
The main issue for this deck is the large variety of removal present in ranked right now. This deck relies heavily on keeping units in the field and then swinging in - and all the important units will get ruined by defiance/annihilate/desecrate any day of the week, hailstorm will ruin your board and torch will ruin your day. Running a whole bunch of Aegis should help to mitigate these problems, hence stand together/sword of unity, as well as crownwatch paladin.