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Hero Of Argenport

Expedition Deck By

Work in Progress

Cost Curve




This deck is a work in progress. I've had some fun with it as it can pull off some silly combos.. but I've been facing insurmountable Power Screw/Flood issues and every time I try to play it my salt levels explode.

If someone could offer me some help with fixing those issues I'd be grateful. I've looked on shiftstone for the deck and it looks good to me, but when I play the deck I just feel like I'm getting god awful hands all the time.

Certain cards should probably be a 4x like Master's Blade and Kira, The Prodigy or Unseen Commando but I just don't have them in my collection so I've included the number I own. If I can fix the power issues I'd be happy to craft them, but as it stands playing this deck just makes me hate the game so throwing more shards into the furnace is likely to only make that worse..

Thanks in advance for any aid.

Expedition Information


Shiftstone Cost
Does not include campaign cost

Premium Cost

Influence Requirements
2 4

Power Sources
16 15 8 2

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
14 38 12 2

Card Types
28 8 19 0 25

Contains Cards From Campaigns
Shadow of the Spire [Set1087]


May 26, 2020


Eternal Version
Shadow of the Spire

BBCode For Comments

Deck URL

Revisions (Since last major patch) May 26, 2020


knife Edited Eternal Version: 20.06.02
I decided to try out this deck and I have some suggestions for improvements. I was just messing around in casual and practice modes (doing the win 5 versus battles with a Justice deck quest lol), so I'm not sure how the improved version would fare against high ladder Expedition, but it should be better.

You mentioned that you were having problems with power flood/screw, so I'll address that first. These types of Argenport decks want to be aggressive, so if we run 4 Seek Power we're probably going to end up flooding too frequently. I would cut Seek Power down to 0-2 copies. Since we're an aggressive deck, we want to be lower on the curve, so we can't afford to run 6-drops like Pale Rider's Timepiece and Surgeon's Saw. I'd also cut Silverblade Intrusion because it's really hard to hit 5J in this deck. Going lower on the curve also mitigates power screw, since we'll be able to play most of our cards even if we only have 2 or 3 power. I found Common Cause to be unreliable, as we aren't full Unseen tribal, so I'd run a couple more Justice sigils instead (going a little higher on Justice than Shadow helps with hitting Ghostblade on 1 and Commando on 3). Finally, additional emblems instead of sigils will help alleviate flooding by turning into units as needed. Emblem of Makkar seems nice to give Hero Deadly, but Kodosh isn't bad either.

Ghostblade Outcast is too good to not be 4x. She's an Unseen for Outcast Elite, gives Hero Exalted, has 2 battle skills, and is great with warcries. I would also run 4x Reborn Master. An Unseen that can buff most of the team and also gives Hero Endurance is just great. Unseen Commando also wants to be a 4x, but I can understand if you don't want to spend the stone. Auric Sentry is a possibility with his 2 battle skills and warcries, but you might not want too many 3-drops. Oddly enough, I don't think this is a Kira deck, since she has no battle skills and the only temporary buff in the deck is Finest Hour (and Wind Conjuring in the market). If you have any copies of Unseen Longbow you could use those instead of the Gilded Glaives. The Quickdraw can make your smaller units hard to block or add a second battle skill.