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4f Echo Revenge Dusk Road Ready

Throne Deck By
lexatu

+1

Cost Curve

Type

Faction

Information

I think I've finally settled on my 4f makto deck for dusk road. Not much has changed but the new crest cards are absolutely amazing for the deck. Scout has a special synergy with revenge as moving closer towards your revenge units :)

I think where other Echo Revenge decks fail and this one succeeds is because this one is committed to splashing the colors outside of argenport. TJPS variants of the deck for example are good at times but the fact that they are full primal instead of splash fire makes your deck severely less consistent, besides primal mostly just adds card draw and we have 10 draw cards. Torch, Purify, Banish, and Vara's Choice are all good cards but if you rely to heavily on your non main faction cards you can get totally bunk openers. The key to playing 4 factions in one deck is balance. We don't get the bread and butter of fire and time, their place in our deck is to facilitate our combo. Keep removal to Argenport because you will always have the influence requirements and argenport has the strongest removal in the game anyway!

Details

Shiftstone Cost
Does not include campaign cost
27,750

Premium Cost
143,200

Influence Requirements
1 3 2 2

Power Sources
6 6 15 15 17

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
17 32 14 4

Card Types
16 2 32 0 25

Contains Cards From Campaigns
Jekk's Bounty [Set1001]

Archetype
Combo

Added
January 16, 2018

Views
1,900

Eternal Version
The Dusk Road

BBCode For Comments

Deck URL

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Comments

Wildcard Eternal Version: 1.27
Do you really find this to facilitate your combo better than the primal version?
lexatu Eternal Version: 1.27
I've played a lot less of the primal version but I think it hits the combo at more or less the same rate, but it has harder to hit influence requirements. What I really like about this deck is it an argenport deck with a 6 card 1influence splash in two other factions. The primal deck requires at least 2primal for wisdom of the elders which makes your influence much harder to hit, and makes it much less appealing to only run ~6 cards in the faction. Turn 3 with wisdom in the hand but missing the 2primal is possibly one of the worst feelings. I've also seen other primal versions of the deck running haunting scream/gorgon fanatic or crown. Crown is terrible in this deck and you shouldn't play it, while it has a fun synergy, what makes the deck "playable" is being able to fit a strong removal package around the combo. Playing crown turn 3/4 when your opponent has nothing to remove is awesome but pretty much any other situation is either actively bad or you should already be winning. haunting scream/gorgon fanatic is an interesting idea as fanatic can soak up removal but hitting a fanatic with your pathfinder is a good enough reason not to run fanatic. I'm pretty sure haunting scream doesn't draw you card with destiny or trigger echo so it's not good enough at accomplishing your goals/keeping you alive, if I am wrong about scream the card might be an interesting idea to build the deck around.