Pledge at least $1 to eternalwarcry.com on Patreon and the ads will be removed as a thank you!

Legacy Infect [Masters 7.8.18]

Throne Deck By
TallSharkandHandsome4960
TallSharkandHandsome+4960
The Great Parliament

+15

Cost Curve

Type

Faction

Information

Hey everybody!
This is TallSharkandHandsome. You may have seen me commenting on reddit or discord under the same name.
On July 8th I made masters again with this Hooru Berserk deck, which I lovingly call Legacy Infect in homage to the Magic the Gathering deck that shares many similarities. (It's also blue and green, and tries to deal tons of surprise damage with pump spells)

Let's start off with the basic idea of the deck.

We want to give our units berserk, get them through the opponent's defensive line, and buff them with some fast pump spells to deal maximum damage to the opponent's face. Pretty simple.

Dusk Raider gives every unit you draw Berserk. This guy seems innocuous because it's usually not the endgame unit that actually beats the opponent's face in, but it plays a super important role in the deck. It draws you extra cards off its Nightfall trigger, and it gives your beefy boys berserk.

Speaking of, let's talk about the three beefy boys: We've got Rilgon's Disciple, Kosul Battlemage, and Geomar, the Steel Tempest. Each of these units get a temporary bonus when you play a spell.
- Rilgon's Disciple gets Double Damage
- Kosul Battlemage gets +1/+1 until the end of turn
- Geomar, the Steel Tempest, gets +2/+2 and lifelink until end of turn.

These three beefy boys are the ones you want to give berserk to so you can pump them up and hit your opponent hard. Twice.

Rounding out the curve, we have Hooru Pacifier and Valkyrie Enforcer, as well as our Market enabler, Jennev Merchant.
- Hooru Pacifier. Weapons cannot be played. This stops Auric Runehammer, Sword of Icaria, and Rakano Plate just to name a few. It also is a pretty decent unit to buff if you don't have a beefy boy left. The overwhelm can basically just ignore any chump blocker they throw in the way of him.
- Valkyrie Enforcer does double duty here. Not only is it a mid-sized flyer that can sometimes just chip away at the opponent's life total, but it also stops Sandstorm Titan. In addition to stopping Sandstorm Titan, it can also silence Sandstorm Titan. Did I mention that this deck really needs to answer Sandstorm Titans? All joking aside, if your opponent is not playing Sandstorm Titan, this can drop a flyer to the ground, letting you Levitate your beefy boy over their blockers.
- Jennev Merchant gives us access to the specifically chosen cards in the Market, in exchange for a not-as-useful card from our hand. I'll get into this a little later. He also gums up the ground, and his Aegis makes him stick around after a Harsh Rule.

Now let's talk about the removal suite. It's kind of small, but our pump spells can also double as removal if absolutely necessary.
- Permafrost stops other fliers, Teacher of Humilitys, and Dawnwalkers really well. It can also pop aegis on things like Throne Warden or Vadius, Clan Father.
- Vanquish is mostly to stop Sandstorm Titan, but it can also take out Rizahn, Greatbow Master or Icaria, the Liberatorif you can pop the aegis first. It's a pretty great catch-all for the problematic units for this deck.

Now onto our spells that buff our beefy boys.
- Finest Hour is the best pump spell available. It's the Torch of Justice. Finest Hour can also pop aegis if need be. It gives Geomar, the Steel Tempest +5/+5 and Lifesteal for 1 power. How busted is that?
- Gift of Battle gives any unit berserk, letting them attack twice. This is really useful if you don't happen to get Dusk Raider on turn 2. It also happens to be a spell, which buffs your beefy boys.
- Levitate primarily will be used to hop your beefy boy over their defensive line and smash your opponent's face in. Again, this can pop aegis when the need arises, but it also draws you a card. The only other extra card draw in the deck is the nightfall trigger from Dusk Raider, (and the market swap with Jennev Merchant, technically draws you that card, yes).
- Sharpened Reflexs really surprised me. The scout is important to fix your draws, but the +1/+1 being permanent is really what makes this card great. This was almost Jump Kick, but I think the scout and permanence of Sharpened Reflex is better.
- Saddle Up is new from Set 4, and gives +4/+4 for 3 power. This is a little high on our curve (which stops abruptly at 4) so we only want 2 of them.
- Crownwatch Standard also transforms into a 2 cost Finest Hour that also gives Lifesteal. This power is incredible, but it's also relatively hard to play. My rule of thumb is if this is my 5th power, I will hold it unless my hand has a ton of other action. If it would be my 4th power, I'd rather play it and play Geomar, the Steel Tempest on time than hold it to be a spell later. However, if your hand has nothing else, you may want to hold it. Every situation is different.

For our power base, you'll notice I'm not using Crests. This deck REALLY doesn't want its power to come down depleted. Banners get played on Turn 1, and then undepleted power turn 2 or 3 to play a unit. Cobalt Waystone gives you face aegis, which stops burn from stealing the last few points of damage, as well as stopping Sabotage, Rain of Frogs, Disciplinary Weights, and Azindel's Gift later in the game. Azindel's Gift is especially important to look out for; we generally hold all of our tricks up our sleeve until the coast is clear. If they Gift us, we don't get to do that anymore, and we generally have to go off the next turn if possible.

Now, as for that market. Jennev Merchant allows you to swap a card in your hand for a primal card in your market. Lets look at our choices.

Substitute - Have I mentioned Sandstorm Titan enough yet in this writeup? That's what this is for. There was some talk in the comments about playing Unstable Form because it transforms the titan as well as having echo to give you additional spell triggers, but I would rather KNOW that the Titan is going to be a 3/3 dinosaur when I attack.
Did you know that there are exactly 100 units that cost 5 right now? Did you know that 20 of those have Flying, with a few more that could if conditions are right? Playing Unstable Form on a Sandstorm Titan has a 1 in 5 chance of giving your opponent a flying blocker anyway. If you use the other Unstable Form to bring it up to a 6-cost unit, there are again 20 of those with flying, out of 76 possible 6-cost units, this turns into an almost 1 in 4 chance. So Noodlez113, if you're reading this, Substitute is better than Unstable Form for this deck.

Savage Denial - The only weakness this deck really has is to fast spells. Torch, Annihilate, Equivocate, these all let our opponents deal with our creatures after we've committed at least 1 spell to them. Savage Denial stops these fast spells. I've tried Backlash here to stop Harsh Rule as well, but we don't have as big of a problem with that if we're playing correctly. Don't overextend, and go off when they have used all their power or you know they don't have a fast spell to stop you. Savage Denial costing 1 vs Backlash costing 2 is also a key point in this decision. You don't usually have extra power to play with on the turn you attack.

Gift of Battle - Berserk is very important to our plan, and having 4 Dusk Raiders, 3 Gift of Battles, and 4 Jennev Merchants that can get you another copy of Gift of Battle makes it much easier to achieve. Sometimes I wish there was a pump spell in the market instead of this, but often Gift is the right card here. Maybe I'll try Jump Kick, but not over Gift.

Lightning Storm - This helps a lot in the Skycrag Aggro, Grenadin, Praxis Tokens, and other aggressive, go-wide decks. Also, the only creatures on your side with 2 defense that die to this are Jennev Merchant and Dusk Raider. (Geomar, the Steel Tempest is a 3/2, but it gets +2/+2 when you play the spell.) By the time you need Lightning Storm, you shouldn't need Dusk Raider or Jennev Merchant anyway.

Crystallize - This card is really good at buying extra turns against Time Fatties. It can also simply clear the way for an attack, however it costs a lot so your may not get as many pumps in. This is the one spot that might be better off as Jump Kick. I may test this in the future.

Details

Shiftstone Cost
Does not include campaign cost
23,100

Premium Cost
129,600

Influence Requirements
2 1

Power Sources
18 15 8

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
26 26 12 6

Card Types
26 3 26 0 25

Contains Cards From Campaigns
Dead Reckoning [Set1003]

Archetype
Aggro Combo

Updated
July 11, 2018

Added
July 8, 2018

Views
11,991

Eternal Version
The Fall of Argenport

BBCode For Comments

Deck URL

Advertisement

Comments

merovingian Eternal Version: 1.36
i always loose against the tjp version of this deck,,it seems superior :(
OneSwellFoop Eternal Version: 1.36
Really? Seems like I lose against this when I'm playing the TJP version, haha. With TJP I either don't draw all 3 colors, or I draw too many spells and not enough units, or I draw too many units and then don't have enough spells to protect my units. It feels really hit and miss.
merovingian Eternal Version: 1.37
well..since acelerated evolution was destroyed this seems the unique variant of the deck right now
Gizmosis9590 Eternal Version: 1.36
Have you looked at Reinvigorate as a card for this? Fast spell that always adds +1/+1 to your dudes for the turn, and that's on the ones that aren't combat optimized. It adds anywhere from +1/+1 to +3/+3 depending on which of the dudes in this deck you play it on, but the thing that might make it worthwhile is that you keep the Endurance forever, which allows your beat-sticks to be used as blockers in addition to the bane of your enemies.
TallSharkandHandsome4960 Edited Eternal Version: 1.36
Reinvigorate, while a fine draft combat trick, doesn't do enough for this deck.

Geomar already has endurance, and the deck doesn't really care about blocking.

At most it would give +4/+4, and that's under perfect conditions. Usually +2/+2 or +3/+3, at which point I'd rather just keep Saddle Up instead. If we needed another pump spell, maybe, but I think the Crownwatch Standards playing double duty as power early and pump late are the kind of extra pump spell we want, giving us flexibility.

Sorry if this didn't make sense, I'm in the car.

Thanks for the idea though! Keep em coming!
stageerlee42 Eternal Version: 1.36
How about a replacement for hooru pacifier? I'm dying to try this deck but didn't buy that expansion.
TallSharkandHandsome4960 Eternal Version: 1.36
Hooru Pacifier is pretty unique in terms of its abilities, and the way it hoses removal pile decks, and the Overwhelm is real good with pump spells.
But if you must, Acquisitive Crow, Hooru Envoy, or Svetya, Orene of Kosul could be possible other units(Though Svetya is a little expensive)
If you wanted to get a little more speculative and test weird things, Tranquil Scholar, Unseen Commando, Daring Pioneer, or Temple Shihan.
Protect, Jump Kick, or maybe Flash Freeze if you wanted to replace it with a spell. I think a unit is better though.
Gaze73 Eternal Version: 1.36
Have you considered Hooru Envoy? You'd have sick draw with so many spells.
TallSharkandHandsome4960 Eternal Version: 1.36
Yeah, that's a pretty good option. I'll test it.
Thatguyoverthere Eternal Version: 1.36
Wellll after losing to this deck about 4 or 5 imes in D2, I bit the bullet and made it. After about 10 games, I'm now in G1 almost to G2, and haven't seen it since! I must be doing something terribly wrong, cause when I was against this thing, I got Stomped, but just couldn't put together ANY wins.
svrQQ Eternal Version: 1.36
The TJP Alessi deck is a lot more forgiving in my experience so far. It also has random free wins where your Alessi/Awakened Students don't get answered and become gigantic and you don't get free wins like that with this one.

I'd go with the Alessi deck first and then try this one. I found it made the transition a lot smoother.
TallSharkandHandsome4960 Edited Eternal Version: 1.36
Oh no! I'm sorry! The Meta may have shifted to account for this and other aggressive Berserk decks. It's also relatively hard to play.

Key notes: watch out for fast removal. When they use all their power, or have no more cards in hand, those are the best times to attack and use your pump spells.

Also, don't Berserk just because the creature has the ability. Sometimes you can just attack and sneak in extra damage without pumping or using berserk.

Save your removal for the creatures that need it most. Sandstorm Titan, or any fliers that stand in the way of your berserking levitated dudes can really mess up your plans. Let the little ground creatures hit you. You have a high Life total, use it as a resource until you can't anymore, or you see an opening to attack.

What are you having the most trouble with?
Counterbob Eternal Version: 1.36
the name of the deck needs work. none of those words means anything in eternal
TallSharkandHandsome4960 Eternal Version: 1.36
They don't have to. I could name this deck "Peek-a-boo" or "Do I smell toast?" And looking at the deck, you'd still know what it was. I played a lot of MTG growing up, and a lot of the deck names there don't make sense. English Breakfast, Dirty Kitty, Maverick, etc. Even in Eternal, some cards have nicknames. Sandstorm Titan is called Darude, Oni Ronin is called Onion.

This deck shares many similarities with the Magic deck Legacy Infect. Infect is typically blue and green, has small creatures and tries to sneak in bursts of damage with pump spells. That's why it's called Legacy Infect.
Noodlez113 Eternal Version: 1.36
I like Unstable Form over Substitute since sometimes you just want 2 spells as well. I also put a Crow in the market because I found that sometimes I would have a hand full of non-units.
TallSharkandHandsome4960 Eternal Version: 1.36
That's a good call, but usually it's used to turn a Sandstorm Titan into a 3/3. 2 spells is good, but Unstable Form can also sometimes give them a flyer or an even bigger unit than what they had originally. Crow might be fine in the market. I'm not sure what I'd replace it with.
Noodlez113 Eternal Version: 1.36
Sure, but turning Titan into a random 5 drop isn't that far off from making it a 3/3. We usually win the race anyway. I took lightning storm out of the market. It didn't feel super necessary.
TallSharkandHandsome4960 Eternal Version: 1.36
I get that, and maybe you're right. I just like the consistency of knowing what I'm going to see on the other side of the field instead of "whoops they have a flying 5 drop now"

I found Lightning Storm very useful against Praxis Go-Wide that could just chump block all day. Also against Rally Queen. Most of our dudes have 3 toughness, so we usually live through it. I can see your point though. We're trying to kill them before we get to the point where we'd need it.
Noodlez113 Eternal Version: 1.36
Might just be that I'm not running into those decks a lot. When I do I tend to fly over the top anyway.
TallSharkandHandsome4960 Eternal Version: 1.36
I did the math (as you'll see in the updated list).

There are exactly 100 units in the game that cost 5. 20 of them have flying naturally, and another 2-3 can have flying if the conditions are right. This means if you Unstable Form a Sandstorm Titan, you have a 1 in 5 chance of giving them another flying blocker. Additionally, if you get a 5 cost flier, and you try again with the second copy of Unstable Form, there are 76 units that cost 6, and 20 of those have flying. The odds of hitting hitting a flying creature when Unstable Forming a 5-drop is 1 in 4.

For those keeping score at home, the odds of your opponent having a flyer after Substitute are 0.

Substitute > Unstable Form
Noodlez113 Eternal Version: 1.36
A 1 in 5 chance on the first one, then a 1 in 4 chance on the second one, is a 1 in 20 chance if you use both. I understand wanting to just have the 100% answer to Titan, and it's really a judgment call, but when they play the second titan, you'll wish you had another spell.

I appreciate your desire to do the math on this though. I really think it comes down to personal preference. I like to gamble.
TallSharkandHandsome4960 Eternal Version: 1.36
See, for me I wouldn't be comfortable with every fifth time I cast the spell that it still blanks my flying attack.

You roll the dice, I'll settle for a single spell. To each his own. <3
Alucard Edited Eternal Version: 1.36
Nice deck! I will change savage denial and crystallize for 1 vision of austerity (for those pesky units can't fly relic) and maybe 1 talon dive for extra punch
TallSharkandHandsome4960 Eternal Version: 1.36
I literally haven't seen that Sandstorm Scarf once, but if you're seeing it often, Vision is a good call. It can also get rid of Training Weights. Talon Dive is cool, but it only works on guys that already have flying. Overwhelm is important though. I'm trying out Jump Kick for now as an extra Levitate.
Alucard Eternal Version: 1.36
Wich cards are you taken out from market for replacements? Thanks
TallSharkandHandsome4960 Edited Eternal Version: 1.36
Originally, I was using Dragonfly's list, with the following market:
--------------MARKET---------------
1 Gift of Battle (Set4 #146)
1 Bring Down (Set2 #217)
1 Lightning Storm (Set1 #206)
1 Crystallize (Set1 #232)
1 Hooru Banner (Set2 #216)
Riffler Eternal Version: 1.36
Backlash in the Market for Harsh Rule.
TallSharkandHandsome4960 Eternal Version: 1.36
I will test this, but I think Savage Denial is better. We don't care as much about slow removal. We care about fast removal on the turn we try to go off. Also, the 2 cost vs 1 cost is real.
Runic86 Eternal Version: 1.36
Is there a replacement for Geomar? I know he's bonkers, but I want to try this deck before crafting 3 legendaries
TallSharkandHandsome4960 Eternal Version: 1.36
Acquisitive Crow is a fine budget choice instead of Geomar. (Though Geomar has a unique ability and isn't really replaceable) The main problem with crow is that it doesn't do enough damage by itself. Also, it's weak to Vara's Favor, Highwayman, and those Fire/Time Wisps you see in Charge Rod decks.
HashtagEternal Eternal Version: 1.36
i put feast caller in last market spot, works great with berserk, and grabbing him from market counts as drawing for dusk raider
TallSharkandHandsome4960 Eternal Version: 1.36
That's a cool idea! Jotun Feast-Caller with Berserk is terrifying.
Remnant Eternal Version: 1.36
acquisitive crow would fit perfectly...unstable form could also bei nice to get rid of flyers etc
TallSharkandHandsome4960 Eternal Version: 1.36
Crow doesn't do enough damage on its own, but it's a good budget choice instead of Geomar. (Though Geomar has a unique ability and isn't really replaceable)
senguku Eternal Version: 1.36
I don't have Geomar, how about Rizahn instead? Or Svetya?
senguku Eternal Version: 1.36
Whoops, didn't realise Rizahn is F/J. Would Amili work in place of Geomar?
Apex0ne Eternal Version: 1.36
Geomar is the glue that holds the deck together, hard to substitute for :) I'd say try out Silverwing Familiar in his spot first
Ninjacan Eternal Version: 1.36
FYI anyone who uses "you've got to be kidding me" gets insta-muted. Grats on masters though, this deck is hella fun
TallSharkandHandsome4960 Eternal Version: 1.36
I'll risk it for the mind games. Haha for real though, thanks dude!
Ninjacan Eternal Version: 1.36
Oh, 1 jump kick in the market btw. When you already have gift of battle, but no levitate/flier, happens a lot.

Also, i forget the name, 1 power transform into a 3/3, it's not amazing, but it's a 1 power answer to sandstorm that can allow you to have just what you need to go off for a 1hit kill. I know you have bring down, but the power difference can sometimes be relevant, just something to consider 🤷‍♂️