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Exp Cheap-as-Free Upgrade for Roshi's Confounders Theme Deck

Expedition Deck By
Isendahl

+2

Cost Curve

Type

Faction

Information

This is an upgraded version of Roshi's Confounders - 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.

The Roshi's Confounders Theme Deck is a Hooru Aggro-Midrange deck that uses the set's Imbue mechanic with many of the deck's Units, namely Roshi the Entrancer and Maveloft Huntress, etc. Other Units who benefit when there is a stunned Unit on the board, namely Fencing Master and Frostbite Elemental, and some staples in board control with Finest Hour and Permafrost.

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 using Units with Imbue to gain card advantage, but changed to be more consistent in matches.

From Primal Fury (starter):
Given the Stun synergy in the original Theme Deck, I decided to add the 2 Ice Sprites, 3 Jarrall's Frostkins, and 1 Crystallize from the original Mono Primal decklist. I also added 3 copies of Wisdom of the Elders as a reliable way to gain card advantage.
To make room for these additions, I cut the 2 copies of Spellbound Ursine, 3 Shatters, 1 Silvercrest Purifier, 2 Auric Officials, and the Shield Bash. From play testing, the Ursines were too slow to really impact games in a meaningful way; the Shatters really didn't matter in winning games, and hurt the deck when my Frostbite Elementals and Bouldergate Guards were in play; the Purifier and the Officials being Surge Units don't match the Imbue theme of this deck; and the Shield Bash is half as effective as a Wisdom of the Elders when it counts, in drawing cards--the deck has other Stun effects making the Shild Bash redundant.

From Hand Of Justice (starter):
Adding 2 more copies of Finest Hour, giving the deck a playset of the card, are just too elegant to ignore. As well, 2 more copies of Rebuke make for reliable punishment for the opponent's threats. After playtesting, I also decided to add the playset of Argenport Soldier. The original deck lost enough times due to a lack of Units on the board, and the 3/2 vanilla boy aids what was usually a depleted board while giving a useable 2-drop Imbue target for your other cards.
To make room for these additions, I removed the 2 Valiant Leaps, 2 Shifting Illusions, 2 Kodosh Evangel, and the 2 Linrei Evangel. Valiant Leap worked well, but only when it worked. I had no control over the Destiny side of the card, and the Justice requirement would sometimes not happen when I needed this card to work at its fullest. Finest Hour has been more reliable in this slot. The Illusion's Plunder didn't seem as crucial as having ways to allow for an open attack or two: Rebuke gave me this option. The Evangels, while great in helping with fixing, did little to strengthen my board state after they were in play--yet, Kodosh Evangel was a tough cut to make, it didn't perform as reliably as I wanted game-after-game.

From Feln Cunning (quest):
Adding 1 Permafrost for the Cloudsnake Mount made for a more consistent experience. The Mount's secondary ability never mattered as soon as it became an option, on and after Turn 6. Whereas, Permafrost mattered in most of the games I played.

From Rakano Glory (quest):
Adding the 2 Crownwatch Paladins in exchange for the 2 Minotaur Duelists not only lowered the curve, but also made for a more playable long game with the Paladin's Warcry ability buffing the Units in my deck. The Duelist's Summon was just too slow at turn 5 to really make a difference during playtesting.

And finally, I swapped out one Primal Sigil for a Justice Sigil.

If you have any questions or comments, please let me know in the comments section below.

Expedition Information

Details

Shiftstone Cost
Does not include campaign cost
10,000

Premium Cost
89,600

Influence Requirements
2 4

Power Sources
16 17 8

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
36 26 3 1

Card Types
24 4 22 0 25

Archetype
Aggro Midrange

Updated
July 21, 2020

Added
July 14, 2020

Views
1,334

Eternal Version
Argent Depths

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Deck URL

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Comments

herston Eternal Version: 20.07.16
Really appreciating this series Isendahl.
Isendahl Eternal Version: 20.07.16
Hi herston,
Thank you for your comment. It's great to hear that this decklist is valued.
KniferX Eternal Version: 20.07.16
No questions but just wanted to say thanks for giving an opportunity for new (or indecisive, like me) players who don't have the shiftstone but still want to test out other playstyles and try out expedition.
Isendahl Eternal Version: 20.07.16
Hey KniferX,
You're welcome. I appreciate your comments. This game is great: if you can win some games with this build, have fun. New players like yourself are the ones I intend to support with my Deck Techs. I have found Expedition to be an easier way into Versus Eternal given the easier access to the card pool. Good luck with your games! If you have any questions or comments, just let me know.