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Stonescar Machinegun

Throne Deck By
gork

+1

Cost Curve

Type

Faction

Information

Was messing around with Foremole's Deadly Daredevils and ended up liking the interaction between Quicktrigger Outlaw and Statuary Maiden so much that I decided to just make it the primary focus of a combo deck.

The idea here is to get a Statuary Maiden to stick and then give Quicktrigger Outlaw deadly, usually with Venomfang Dagger or Hair-Trigger Pistol, at which point you can start mowing down enemy units while simultaneously growing the Outlaw to OTK proportions. The rest of the deck is mostly there to help consistently assemble the combo, or recur it if someone manages to take out one or more of the combo pieces. Wyatt, Junk Collector with deadly is effectively unblockable and a single copy of Smuggler's Stash will let you get back any/all of your three combo pieces.

Details

Shiftstone Cost
Does not include campaign cost
31,050

Premium Cost
148,000

Influence Requirements
1 2

Power Sources
19 19 12

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
27 21 16 4 4

Card Types
24 11 19 0 26

Contains Cards From Campaigns
Jekk's Bounty [Set1001]

Archetype
Combo

Added
August 30, 2018

Views
1,165

Eternal Version
Balance Changes

BBCode For Comments

Deck URL

Revisions (Since last major patch) August 30, 2018


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Comments

Gregorious Eternal Version: 1.37.4
Interesting deck but it must suffer against control?
gork Edited Eternal Version: 1.38
I will readily admit that most of the games I have won against control have been due to them burning their removal on Oni Quartermaster and Wyatt to keep me from outdrawing them, which absolutely wouldn't be as viable if they knew to hold a fast spell til I've summoned an Outlaw and started going off. This is absolutely a deck that only has the advantage when it has the element of surprise. The combo itself and to a lesser extent just dropping an Outlaw followed by a deadly weapon in the same turn, however, are relevant against a surprising amount of control decks in the late game when their finishers come online and they're relying on high impact topdecks to overpower you, because at that point you'll probably have enough power to play/recur/merchant up your combo pieces and take out whatever they're hoping to beat you up with before they can kill you with it. Against unitless control or armory or something else that is trying to win without creatures, though, yeah, it's gonna be kind of rough.
Gregorious Eternal Version: 1.38
Thanks for the in depth response!
Foremole Eternal Version: 1.37.4
I think by missing out on Kyrex, it may hurt a little bit.
gork Eternal Version: 1.37.4
I'd taken Kyrex out initially because it seemed like I was setting up on turns 4 and 5 often enough that Kyrex ended up not getting played til it was too late. After playing with this deck a bit though I think you're right, especially in long games where being able to topdeck/Dark Return/merchant a deadly Quicktrigger is more likely. I'm going to try putting them back in.