EDIT: Swapped Champion of Fury for Starlight Guide and Catalyze for 2x Thundershot after the nerfs. This deck got hit hard. Oof.
Deck seems very good right now. Arguably our only bad matchup at the moment is Xenan, but we can still get through their removal suite if our draw provides us with enough consistent pressure. AhornDelphin also has a similar list that inspired this one. Check out their deck at:
Skycrag Aggro
The Unit Breakdown:
Ascetic Lantern
Ascetic triggers the double damage effect on Twilight Lantern, helps fix our hand if we have too much removal and not enough units, too much or not enough power, and helps really smooth out our curve.
Champion of Fury
A Skycrag Aggro staple since Set 2. Not much else to be said here. The card is good and we all know why.
Lethrai Marauder
An exceptional turn 2 play with some utility in the late game. More often that not, you'll be using her to generate two bodies presenting 5 damage on turn 2. A follow up with Chizue on turn 3 to make both cards a 3/1 Overwhelm is not a bad line either. In a pitch, you can
Blood Hunt a problematic blocker or
Formbend a lifesteal unit or relic and Permafrost it.
Twilight Lantern
This card is a powerhouse that I didn't expect. It's largest downside is that you'll be giving your opponent an extra draw with its nightfall trigger, but otherwise it synergizes quite well with Ascetic Lantern which will provide consistent triggers for it's double damage ability in addition to nightfall. Lipa, Witch of the Woods also triggers double damage if she hunts a power. Ossuar Longbow or Chizue, Silver Hilt comboing overwhelm with its double damage ability is also quite efficient.
Chizue, Silver Hilt
As mentioned earlier, Chizue has a lot of utility in this list by providing overwhelm and an extra attack point to anything from a
Dark Elf to a Twilight Lantern. You can also weapon up a
Hookbot from Rickety Ramcart to get an extra draw and give yourself some extra attack to take out a blocker. It's also worth weaponing up one of your more valuable cards to hedge against your opponent removing it.
Lipa, Witch of the Woods
Lipa provides some nice utility in this list as well by giving us some evasion, helping us empty out our hand with an
Advantage, and providing a little more peace of mind when choosing a unit to place an Ossuar Longbow on.
Rickety Ramcart
Still an all around solid choice for aggro decks in Expedition. Hookbots are nothing short of amazing when it comes to threatening early blockers and forcing chumps so we can get through with our larger units.
Karrina, Embercaster
Karrina is our top end. Although her warcry ability is sub par in a hunt-based world, her other abilities more than make up for it. By exhausting a unit and charging in for 4 attack, she's often the last little boost our deck needs to get over the finish line since we're usually trying to kill our opponents by turn 5. Taking out a problematic endurance unit like a
West, On the Trail or a
Skysplitter or exhausting a turn 5
Blackmaw Carnosaur is also quite useful.
Weapons:
Ossuar Longbow
Ossuar Longbow is likely one of the best cards from the new set. Overwhelm, versatility, and hunt are a nasty combination that can provide necessary removal and push massive damage. If placed on a unit, Chizue will also draw a card for you in the unfortunate scenario that it is removed. Most fire decks should be playing this card.
Spells and Attachments:
Ignite
Although the two fire pips on this card can make it a little awkward, having fast removal for one cost that's half of a pre-nerf
Torch in Expedition is a win for fire aggro in my book.
Permafrost
Another Skycrag Aggro staple. Far from perfect as removal goes, but for one cost it's likely one of the best removal cards for this deck. Having Karrina available to remove anything that can't be dealt with by Permafrost also helps to hedge against this card's downside.
Volatile Reaction
I don't think a lot of people expected this card to see as much play as it does when it first got printed, but well, here we are. Another one cost removal spell that allows us to deal with a threat while staying on curve and continuing pressure. Dealing 4 damage to yourself is less of an issue when you're likely going to die anyway if you lose your momentum.
Catalyze
Catalyze is likely the worst card in this list in my opinion (and it may be an unpopular one) but it does have its advantages. When this card hits a Karrina, a Longbow, a Champion, or an Ignite, it's quite nice. I'm not sure whether or not I am comfortable with the tempo loss of paying two power to play this though. It's had its nut draws, but the cost is steep in a list like this.
Any good replacement options?