Pledge at least $1 to eternalwarcry.com on Patreon and the ads will be removed as a thank you!

Censari Scream OTK

Throne Deck By
beefyavocado

+4

Cost Curve

Type

Faction

Information

I'm mainly a combo player and was pretty bummed with the nerf on Levitate. I was pretty busy when the Infect decks were really taking off so didn't have all that much time to enjoy them before they got the nerf hammer. I had been toying around with similar ideas before FOA released but mainly using Censari Brigand. Previous iterations opted to include Justice to make Finest Hour available, but that's no longer necessary with the introduction of the Berserk mechanic.

I've been seeing some decent success with this current iteration, sometimes delivering 24 damage in one turn as early as turn 5.

Several ways of achieving this are:

Turn 2 Dusk Raider > Turn 3 Ixtun Merchant fetching Censari Brigand giving it Berserk > Turn 4 Back-Alley Delinquent discarding Censari Brigand, play Sabotage to check for fast removal in opposing hand > Turn 5 Haunting Scream the Censari Brigand, play Rapid Shot on it and swing for 24

Turn 2 Back-Alley Delinquent or Quarry(sometimes you get lucky!) to discard Censari Brigand > Turn 3 Jennev Merchant for Gift of Battle > Turn 4 Sabotage > Turn 5 Haunting Scream the Censari Brigand, play Gift of Battle and Rapid Shot on it and swing for 24

Other card choices:

Yeti Sage - Good Censari replacement if you don't end up finding him, but usually I just use the Trail Stories to lower the cost of one of the combo pieces

Annihilate - Still not sure about this inclusion, but it's the only interaction we have. Threw them in there cuz Sandstorm Titan is still a thing even if it's less common at the moment

Cull the Deck - Also not sure about this one, but not sure what to replace it with. Good at digging if you don't find your combo pieces early

Some of the market choices aren't set in stone either. Kaleb's Intervention and Permafrost are both flex spots at the moment.

Anyways, enjoy the deck and would love to hear about any innovations you might have for it!

Edit 8/19:

Took out all interaction as if you're needing to remove stuff you've probably already lost. Adding more cantrips to try and assemble the combo earlier has worked out a lot better.

Took out Rampage from the main deck as with the added cantrips it's easier to find your Rapid Shot or just hold a Shogun Tactic until five power. Rampage also doesn't get you to 24 damage which is normally what we need if we've given one damage using the many nightfall triggering cards we play.

Took out two Ixtun Merchants as I found myself having too many in hand when they weren't needed.

Added Nocturnal Observer as another way to discard and sift to find the combo. Also a good early blocker against aggro/tokens which are the two worst matchups.

Added Ghostform as an alternate way of pushing through Censari if we have all pump spells in place with no discard/haunting scream. Also can be used for early lifegain against aggro.

Took out the Seek Power and added 2 Crests. Spending power on finding an additional power felt really bad when we're using our power really efficiently each turn when things are going well. 26 power feels like a pretty good place for the deck, but might need to go to 27 if I start seeing power screw happening too often. Fortunately getting to 5 power which is all we need with all the crests isn't too hard.

Details

Shiftstone Cost
Does not include campaign cost
23,650

Premium Cost
138,400

Influence Requirements
2 1 1

Power Sources
10 8 12 8 4

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
17 32 25

Card Types
25 0 29 0 26

Contains Cards From Campaigns
Jekk's Bounty [Set1001]

Archetype
Combo

Updated
August 19, 2018

Added
August 17, 2018

Views
2,171

Eternal Version
Balance Changes

BBCode For Comments

Deck URL

Revisions (Since last major patch) August 19, 2018


Advertisement

Comments

Meliodas Eternal Version: 1.37
Hey , I just played you under the nickname Mouse.
SilentNSly Eternal Version: 1.37
You want some Savage Denial to protect against an enemy's fast removal.
Dillon Eternal Version: 1.37
As mentioned earlier on the actual Reddit post, you claim that this has the capability of hitting turn 5 wins. I think with a deck that is such an aggressive/aggro format and only having nothing but one, two, and three cost cards that you be able to win on turn three if not turn four. You simply can't expect the opponent to take it easy on you in the sense that they'll sit around and just let you get your aggro cards out in the manner of that they're going to be nice and not use any removal on them, and if they do hopefully you're not gassed out just yet in the middle game stage of the match. Because if you push out a few units by turn 4 or 5, plus maybe an attachment/spell or two, plus whatever power was played, is going to leave you pretty short on cards. One board clear or anything of that nature might just leave you dead in the waters by turn six, meanwhile you've got 1 maybe 2 cards in hand of little to no use, while your opponent has almost a full hand.

Hopefully you see where I'm coming from, because I think this deck does have some awesome potential.. However it just needs to be able to win the game a LOT sooner and establish some unit board control early enough, so that they're forced to use removal on turns one, two, and maybe three.. Meanwhile if they're doing that, turn 4 rolls around and now you've got some units with some spells and/or attachments ready to take the rest of the opponents health out since they've gassed their own selves in the process of trying to prevent you from three turning them.
beefyavocado Edited Eternal Version: 1.37
You seem to want this deck to be an aggro deck. They play small units and aim to win by turn 3/4. With the nature of this deck being a several card combo that takes set up we can't do that. Turns 1-4 are spent playing cantrips and merchants to find the combo pieces, chucking a unit into the void, and playing some hand disruption to take away any relevant fast removal. Then it goes off and wins on turn 5.

I understand where you're coming from, but you're looking to play an aggresive deck. There are plenty of those out there now - a feln aggro list is going around that even uses berserk and haunting scream, not relying so much on a combo and playing out how you said. This is meant to be a combo list that steals wins out of nowhere on turn 5.

If you can suggest a way to make that turn 4 while keeping it a combo deck and not just another aggro deck I'd be happy to hear it.

Dillon Eternal Version: 1.37
I mean I get the concept and understanding of what an "aggro" deck is at the very core of it. However sometimes I don't agree that much with the main principle being that it can't have X cost cards in the deck, or at least have a certain % of low cost cards to keep it "aggro" and a "fast" deck.


HOWEVER, when I think of a "blitz/berserk/INFECT Deck" I usually think of an Aggressive Playstyle and not necessarily an aggro deck in the traditional sense of the type of deck. I mean I don't see anything wrong with having fatal/lethal and winning on turn 4 at all, in fact that's still SUPERBLY fast for a non traditionally built aggressive style of deck.. However I just think that with this play style that it's still got the same hindering handicap in the sense that if you can't win the game or find a solution to an early middle game stage to remove/disable a threat so that you can still bust out a threat that will go unanswered then you'll simply gas out, or not have anything to defend your big boy threats from getting simply blocked/removed/out matched.


So I just thought being able to tweak it ever so slightly would only benefit it, without taking away from what makes this deck, well so to speak, unique. I don't think that you would lose much of the combo aspect with a simple slight change or two, while adding up the aggressive undertone of the deck and maintaining the decks "essence" and uniqueness. However this is your deck and I'm not gonna tell you how to do anything or what to do to it. I was simply making an observation is all. I do see where you're coming from in that this actually isn't really an "aggro deck" but more so just an "aggressive combo deck" that still wins early without sacrificing cards that would help it still pull out some miraculous mid game wins that actual Aggro Decks simply just can't or won't do most of the matches that get out of early game play.


If you ever want to talk about possible changes (not to publish for myself, or suggest that you change this publications deck) but so that I can simply brainstorm changes that I would use for myself and still give credit to you! I'm usually not able to custom brew due to timing conflicts as of late, so having a second brain behind the decks possible changes, even if you can only brainstorm with me for less than 15 or 25 minutes, it would still help as you have a way BETTER and FLUENT understanding on what makes this deck tick. Which would be beneficial as you know that certain changes would simply alter this deck and change it into something that wouldn't even allow it to function on any scale or level that it was able to do before...


If you're able to possibly do this, let me know and maybe drop your in game name, or Reddit name and I'll hit you up?!


Thanks for the deck nonetheless! Been having a blast when I have time to mess around with it and do some work, as a wise man once said "I PITY THE FOOL!" haha.
beefyavocado Eternal Version: 1.37
I 100% agree it's weakness is just not finding the combo and dying. Sorry if I sounded at all defensive. I've been trying to come up with ways to make it more resilient without losing consistency. My in-game name is the same as it's on here. Would love to brainstorm some ideas when you're free!
Dillon Eternal Version: 1.37
It's all good! Also the in-game name is followed by a + sign and usually 4 numbers.. If you look at your friends list you'll see your name, mine for instance is Dillon+0168 however half the time when people use it too add me it doesn't work lol. SO if it you want to try to add me that'd be cool and if it doesn't work shoot me your name on a reply/comment and I'll add you and hopefully it works then lol.