This is an upgraded version of
Buhton's Grasp - Argent Depths (Theme deck). I decided to only consider cards included from the starter decks, the original five mono-faction decks from the Intro campaign and the five awarded through in-game quests. As well, I also considered cards from the remaining four Argent Depths Theme Decks where appropriate.
The Argent Depths' Buhton's Grasp Theme Deck is a Stonescar Aggro-Midrange deck that uses the set's Surge mechanic; a plethora of units with 5+ attack, namely Buhton, Death's Reach,
Siege Train, etc.; buffs to those +5 attack units from
Spiritweaver and
Mightweaver, and a handful of slow- and fast- spells to help control the board.
Playing the original deck unedited in Expedition is an exercise in patience. While the original deck can work, rarely does it accomplish the goal of this game: having fun by winning matches.
If you have recently picked up this Theme Deck and your collection is composed mainly from the starter decks, then this deck tech is for you.
However, if you're looking for an optimized deck upgrade for those who have been playing for a while and have the shiftstone to create what you need, please go to my other list built upon the deck's original theme, here.
My deck here will retain the deck's synergy with the 5+ Attack units, but changed to be more consistent in matches.
From
Shadowstrike (starter):
Looking through the original Mono-Shadow decklist I decided to add the 3 copies of
Dark Wisp, the 2 copies of
Ravenous Thornbeast, the
Impending Doom, and 3 copies of
Devouring Shadow. Both Ravenous Thornbeast, through sacrificing a unit, and Impending Doom fit the 5 attack category, while Dark Wisp allows for an easy sacrifice / chump block while netting you a card in the exchange. Devouring Shadow works wonders as influence is easier to acquire now given the design of Argent Depth's power cards.
To make room for these additions, I removed the
Lurking Brute, the 2 copies of
Makkar Evangel, the 2 copies of
Shavka Evangel,
Ferno, Rageborn,
Armed and Dangerous,
Imprison, and
Premature Burial. I found Luring Brute and the 2 and 2 Evangels rarely impacted the board. While the Evangel's fate effect helps with the Surge cards, they would usually end up as a 2/2 something on the board I would occasionally throw in front of my opponent's units. Ferno's Surge effect is very nice, but I found his effect was too slow to help me win games. Playing in games with 10+ turns are not ideal for this archetype. As well, the 6 cost spell trio come too little too late. Ideally this deck will win consistently by turn 5, thus these cards will most likely end up sitting in your hand, especially with no market interaction to work with.
From
Firestarter [1.24 Starter]:
Looking through the original Mono-Fire decklist, I decided to swap in the 2 copies of
Rampage for the 2 copies of
Midnight Hunt. I found Rampage's Overwhelm mechanic a more reliable finisher to games than Midnight Hunt's Quickdraw. While lacking revenge on the spell, Rampage gives a consistent +3 to attack; Midnight Hunt costs one more and give a conditional buff based on your Shadow Influence.
From
Stonescar Chaos (quest):
Despite having a lot in common between these two decks, looking through the beginning Stonescar Decklist only yielded a few changes. I decided to add an additional copy of Dark Wisp, the
Champion of Chaos, and the
Steelfang Chakram, To make room for these three additions I removed the 2 copies of
Markmaker and the
Morningstar. Markmaker is a great card, twice over with its Corrupt ability, and serves well in supporting the other units in the deck. However, I would ideally like to play my threats as early as turn three. The Champion can easily be a 5/5 with Overwhelm and Deadly by this time. The Chakram is an upgrade over the Morningstar. Should you be playing in an evenly matched attrition match where you and your opponent are trading cards 1-for-1, the Chakram's recursion mechanic gives you a reliable +4 attack to anything on your board.
From
Bonebreaker's Revenge - Argent Depths (Theme deck):
If you have also obtained the Bonebreaker's Revenge theme deck from the Eternal Store, you can swap in the copy of
Severin of the Dark for a copy of
Feartracker. Although Severin costs one more than Feartracker, his Surge ability can let games take off. Likely, this version of Severin will be nurfed in the near future. For now, though, play him.
From
Touvon's Behemoths - Argent Depths (Theme deck):
As well, if you have acquired the Touvon's Behemoths theme deck from the Eternal Store, you can add 2 more copies of
Chemical Rounds, giving you a playset of the card, the 2 copies of
Sear, and the 2 copies of
Thunder of Wings. To make room for these additions, I removed the 2 copies of
Reconnaissance, the 2 copies of
Relentless Pursuit, and the 2 copies of
Trailtorch Cinderpaw. While Reconnaissance and Relentless Pursuit aid your board state, Chemical Rounds and Sear help control your opponent's board state. Or you could just go to face with the direct damage. As for the Cinderpaw on an empty board it is merely a 2/2; whereas the Thunder of Wings gives you a 4/1 Dragon with Flying and Charge every time. I found this to matter enough times to justify dropping the Cinderpaw outright, even from future deck building.
And finally, I swapped out one
Fire Sigil for a
Shadow Sigil.
If you have any questions or comments, please let me know in the comments section below.
namely take what an average beginning player probably has on hand or is working to unlock...and making a workable current game deck.
You really went above and beyond considering all the various moving parts and the like...
Good work ... I was looking for exactly this type of tailoring/help about 6 months ago and I’m sure your efforts are appreciated by others.
Thanks for the feedback. It is nice to hear that someone appreciates my deck. I agree with you: this is the kind of thing I wish was around when I also started Eternal.