Minimal effort update to a Flash Fire deck for Argent Depths expedition
Changes since Exp #11
Flash Fire itself has been weakened. You lose most of the influence generation from the strangers in the previous expedition, but at least you keep Unfamilar Interloper, which is sort of 2 fire influence. However,
Fire Symbol and 4x
Shavka Evangel helps make up for some of the pure fire influence loss.
On the bright side, replacing the strangers are the current fire boogeymen
Jekk, Mercenary Hunter and
Milos, Rebel Bomber.
How to play
Before turn 4, you're a fairly straightforward aggro deck, dumping units and hitting as hard as possible.
After that point, most of your units will likely be outmatched and you'll need to decide if it's worth suiciding your units into bad attacks to squeeze out a few points of damage or strategically chumping until you can build up to a bigger flash fire. The new
Corrosive Dagger helps a lot with this.
Hopefully they're in Flash Fire range at this point.
Touch of Force is pretty sweet for extending your reach.
Market
Still needs refining.
Volatility and
Rampage are the only solid locks for their slots. Losing
Phoenix Stone was tough.
Volatile Grenadin is almost certainly bad (I wish this guy had charge lol), but I think is worth testing.
Experimentation
I'm not sure if I like
Kazuo, Melee Virtuoso or the new
Eager Deputy more; I could see testing either one but I went for the 2/1 for more consistent early pressure.
Flameheart Patroller is an interesting card I need to test a bit more. Most of the time it's a 3/3 attacker which is nice and you get random turns where the attack goes crazy with interloper/evangel/fire symbols.
Corrosive Dagger doesn't apply a ton of pressure and is mostly to chump in the late game. It's likely correct at 1 or 2 copies, but I'm trying 3 for now as I test and tune.