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FPS Screaming Jekk 2.0. (Top 100)

Throne Deck By
LordPerth
LordPerth+2561
Team Not-Tavrod

+7

Cost Curve

Type

Faction

Information

Two weeks ago I made my first top 64 in a tournament with an FPS Jekk scream deck, but the list I used wasnt really polished and adapted to the meta. I decided to give it another try, because the deck definetly has a lot of potential and answers for pretty much every important matchup right now. With this new version I went 10:2 from rank 250 to 85, both losses to aggro decks (which are probably still the hardest matchups, but definetly beatable).
Your gameplan is mostly to abuse the 3 units in your maindeck (Jekk, Mercenary Hunter, Vara, Vengeance-Seeker and Makkar's Stranger) with Haunting Scream and Last Chance. The rest of the deck consists of a lot of card draw and removal. The influence requirements of this deck are kind of though, but still doable. On paper you need 3 fire on 4, 2 shadow on 4 and 2 primal on 3, but you almost never need all 3 as soon as possible. What power/influence you want highly depends on your hand (and partly your matchup, e.g. you dont really need 2 primal against hooru, because Turn to Seed doesnt do much in that matchup anyways).
Against aggressive decks like Mono fire or Stonescar aggro you usually try to get hands with early interaction (Torch, Defile) and either Jekk or Vara to get the board under control and to hopefully stabilise at a point where you still have at least about 10 health. If you achieve that and try to play around there bigger threats and especially their high damage options (Jekk, Thunder of Wings, Bandit Queen etc.) you should be able to win through your card advantage and board control options (and Varas lifesteal).
Against unit heavy control/midrange (FJS, FTJ, FJP etc.) you mostly want card draw (Strategize, Quarry etc.) in your early turns because your removal is relatively useless. The midgame plan is similar to the aggro matchup, but you try to get ahead instead of stabilise. The deck has answers for almost every unit these kind of decks usually run. Jekk kills merchant and other small stuff (Torch, Defile and Varas summon can do the same) and Turn to Seed gets rid of bigger stuff (Makkars attack effect and Cremate out of the market do the same). Try to get damage in whenever possible (but dont forget to keep opponents board in check too), because this deck usually wins with some kind of burn rather then pure board advantage.
Against heavy spell based/unitless control decks (Hooru, Spellcrag, FPS Garden etc.) your early game should be similar as in the unit heavy midrange matchups (card draw). You midgame is similar to all other matchups too, but it is really important to keep hand/deck hate in mind at about turn 3/4 (Turn to Seed, Transpose into Rain of Frogs, Merchant into Royal Decree etc.). Transpose is the most important card in these matchups, because it protects you from this kind of hate while simultaneously breaking the opponents aegis and allowing you to grab the second best card in this matchup, Silverblade Menace. Try to grab Menace only if you are sure that your opponent cant interact with your hand anymore (or alternatively only if you have another Transpose) and try to play Menace when you are either sure that you can kill your opponent with it or when you sure that the damage is enough to win the game relatively fast after that.
The market itself is relatively flexible. Malediction is almost only good against aggro, but it is definetly needed for that matchup. Cremate can be good against almost any deck, but you mostly need it as removal against big midrange/lategame threats (but the ability to kill sites makes it useful against control too, at least if you dont draw jekk). Nullblade can be hard to cats because of its influence requirements, but its another flexible card that can instantly win you the game against some void based decks (allthough there arent that many around right now). Groundbreaker could probably be replaced, but I like to have a big creature (that doesnt die to Jekk) with a good incidental hate effect and the spark can be triggered by playing Transpose in the same turn.
Good luck and have fun!

Details

Shiftstone Cost
Does not include campaign cost
30,200

Premium Cost
238,400

Influence Requirements
3 2 3

Power Sources
21 9 9 14

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
4 31 22 12

Card Types
13 1 41 0 25

Contains Cards From Campaigns
Jekk's Bounty [Set1001]
Into Shadow [Set1004]
Homecoming [Set1005]
Shadow of the Spire [Set1087]

Archetype
Midrange

Added
May 28, 2020

Views
3,816

Eternal Version
Shadow of the Spire

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Deck URL

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Comments

Heavyarms49 Eternal Version: 20.06.02
I love this deck and it's a lot of fun.
But, about 1/3 of the time it just does nothing and I die. The power base is pretty stretched. Anything tips for more consistancy?
LordPerth Eternal Version: 20.06.02
There can be a problem if you dont draw any units, but I couldnt find any other units that really fit the gameplan in a satisfying way to combat that problem. You could try to find any other good 3, 4 or 5 mana units that are playable in these factions if you have problems with drawing units tho. The powerbase was fine in my experience, drawing 3 fire for Jekk until turn 4 shouldnt be a huge problem with 21 of 25 power granting fire. Double shadow and double primal until turn 4 can be a bit though, sometimes you have to decide which of those is more important for the current matchup (if you have 1 of both and Menace Chant in hand, for example). The power count (25+4) should be enough with the amount of card draw in this deck, but you could always try more if you feel like its not enough.
PandaMan0 Eternal Version: 20.05.21
Thoughts on Poaching Drake in the market? Not sure what it would replace, but it would be a good early game removal + board presence, and can be screamed to remove another low cost threat.
LordPerth Eternal Version: 20.05.21
Not a bad idea, you could try it instead of either Nullblade (but only if your not seeing many void based strategies) or Groundbreaker. Groundbreaker has the advantages of not dying to Jekk, Torch and similar small removal, of dealing more damage (if you get the spark, but thats usually easy) and of shutting of lifesteal. Drake on the other side has the upside of effectively killing cards like Champion of Chaos or Milos, of having flying and of having a summon effect which is great with Scream. So both are justifiable, I think I still prefer Groundbreaker more (another similar option would be Rindra), but you could definetly try Poaching Drake instead.