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Shardbound v2: More Explosions

Expedition Deck By
raisinfist

+2

Cost Curve

Type

Faction

Information

This is a pretty well-polished version of the list, so I'm calling it here. So far it's got me to the top of Gold 1; it's tricky to pilot but I think it could get the right person seriously far.

The gameplan is simple: mono-Time aggro, with shenanigans attached for absurd power plays and early units, some early-game removal and Lastlight Judgement to throw out when we get stalled out and our opponent is properly set up. Unlike many other Judgement decks, this one doesn't really care about its maximum power - you can comfortably run it at 3, but keep some power up if you want fast tricks - with a low curve (high influence costs and Decimate requirements already being met), we're reasonably well set-up to recover from the blast even without a Waystone Gate in play. It also has enough gas in the Emblems to keep throwing out mildly damaging threats against decks with moderate removal; we occasionally out-aggro mono-Fire with good draws.

Tota Pioneer is the newest inclusion in the deck, and the main reason to pull Fire, because it goes off with Emblems, Calibrate, the Gate, and the Nightfall draws generated by Judgement. It allows your Giants or Araktodons to attack through chump-blockers and Deadly units - as well as getting them out earlier - and if your opponent leaves it alone is a truly terrifying card; I've cast 9-cost Judgements thanks to this unit. Charchain Flail is a hilarious partner, as well as being a very reasonable draw after a Judgement.

Shardbinder, the namesake of the deck, is a solid card for the Gate, but is also very useable as a 3/2 with Overwhelm for 2 that draws removal like mad. Resolute Monk and Araktodon Egg complete the mono-Time power-pull engine (as noted, Pioneer is a decent substitute). Calibrate gets us either power or gas, and is run over Seek Power for this reason.

Primal gets us fantastic interaction - Permafrost needs no introduction, and is a decent answer to 'exhaust' abilities as well as a solid 1-cost removal card. Display of Instinct is flexible removal and counter-removal. We're fairly light on attachment destruction, but don't usually have problems against curse decks.
We also take a Primal market for the options - there's a lot you can do at 4 - a Fire market also works, maybe even a Time market for fixing with their Bargain. The burn is very useful, and the face aegis at 1 is amazing for stopping things like Avigraft, Restrained Action or Kodosh Sees All (it also outright wins a Judgement mirror, but hey, who runs Judgement these days?)

Note that your fixing and most of your gas is entirely Time-based, so you should throw any starting hand without at least 2 power and 1 Time. That aside, any hand that can do something is a reasonable keep.
Influence costs are *very* steep at FFTTPPPJS - go for T, then FTP depending on cards in hand. Gate will grab one extra influence above (usually) JS, so choose wisely - FF for Flail/Siege Breaker, PPP for Codex, or doubles to activate Emblems. Reap will fix in a pinch, but make sure you're all set for power afterwards.

Market cards:
- Edict of Grodov is a solid card, and also our way of removing problematic weapons (Mantle of Justice etc.)
- Linrei's Codex against large boards and flyers. Be wary of influence and Spellcraft costs.
- Healer's Cloak for when you just need to not die in the next turn or two, or in a war of attrition against burn. Good pull before Judgement if you're going to have the power.
- Rain of Frogs if your opponent seems to be playing control, or if things are just going slow.
- Siege Breaker, a returning favourite, for when you need an attachment gone, or a big unit to push through chump-blockers. We're usually fine with it dying, as long as it gets something nasty done to the opponent.

Speaking of shenanigans:
- Tota Pioneer and Charchain Flail: from 2 power and FF, an Emblem with Decimate gets you to 5 power and a 5/1 relic weapon on turn 3.
- Shardbinder/Pioneer and Waystone Gate: we can get out 8/8 Giants on turn 4 or 5.
- Soulflame Rider and Reap: on turn 3, with an Emblem in hand and one influence of the right colour, you can cast Reap into Emblem, both decimated, and throw out a turn 3 6/6 flyer with Endurance. You're then mostly out of commission for a couple of turns as you rebuild the power; it's usually a bad play against Shadow but an excellent one against Fire. With Pioneer in play, you can also throw out the Decimated minion, or hold the power for Backlash.
- Pioneer and market access: You can get +1 power net for using market access on the opponent's turn. Holding 3 power then gets you an Edict; holding 1 power gets you a Backlash.
- Pioneer in general: seriously, this guy's ramp is insane for getting cards out unreasonably early, especially since he goes off on Emblems which don't cost (immediate) power to draw and whose main drawback is part of the deck's gameplan.

Piloting the deck:
- against Elysian flyers, it's either raw aggro or Soulflame Rider to stall. Equivocate isn't actually a removal spell, so take advantage of whatever random unit you get when it lands - particularly if you have power up and they bounce a giant...
- against Xenan/Destruction/5F Strangers, Rain of Frogs is an amazing market pull. Permafrost will stall whatever big strangers they pull out. Try to race, and negate any Reunite you see. It's usually too greedy a deck to have real removal.
- against Destruction 'control', bait the removal and throw out big things. Try not to play 2 Resolute Monks into Blightmoths.
- against Creation colours, and most other control with expensive removal cards, roll over them with speed.
- against Unseen aggro/battle skills matters, we have a reasonably good matchup. Unseen Commando and flying Lifesteal in general is always rough. Your Giants will be hit with Master's Blade, but by then you should have enough threatening units out that it's too slow of a play. If there's ever a version making use of the Shadow removal suite, then things get very scary.
- against curse-matters, roll over them with value. The 'unit cannot attack' card is rough, but that's just about it.
- against mono-Fire, it's highly draw-dependent - note that Milos will grow off of Reap, so try to kill him first - however, that aside, they don't have answers for anything really big.
- against mono-Justice and Combrei, kill any fliers ASAP - they will put a big weapon on them and ruin your day.
- against Skycrag/Menace spell-damage-dragons-into-Cinder Clutch: negate the Clutch and you're set. If you're having trouble, swap a Reverberating Strike into the market. Regular Dragon burn is still a poor matchup; Eclipse Dragon is far too well-statted for its keywords and cost.
- against Feln mill with support, they *usually* have the long game down, so try to close it out - a rare but sometimes rough matchup. Judgement still wins.
- Flyers are usually problematic, so make your raw stat advantage count.
- Lifesteal is a problem, but only really on Flyers; anything else is slow enough that we often win by either aggro or Judgement anyways.
- Endurance is a problem only because it blanks Permafrost. Hit them with something big.

I'm only really playing it because it's fun, but I think it's also decently viable.If you decide to play it yourself: enjoy!

__

Changelog:

08/05/20: Market needed a unit and attachment destruction, so we replaced Clutch of Talons with Siege Breaker. Overwhelm is handy and opponents are a little too keen to kill it sometimes - by all means, use with caution.

14/05/20: DISPLAYS ARE BACK! Cut Backlash and a Charchain Flail.

Expedition Information

Details

Shiftstone Cost
Does not include campaign cost
34,200

Premium Cost
169,600

Influence Requirements
2 1 1 3 1

Power Sources
8 11 1 8 1 4

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
8 26 32 4 1

Card Types
17 16 22 0 25

Archetype
Aggro

Updated
May 13, 2020

Added
April 9, 2020

Views
1,196

Eternal Version
Shadow of the Spire

BBCode For Comments

Deck URL

Revisions (Since last major patch) May 13, 2020


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