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Blitzscream

Throne Deck By
Chimpien

+5

Cost Curve

Type

Faction

Information

The ideal plan with the deck is to swing with a berserk pumped disciple, occasionally this will be a turn 3 swing for 24 (gift + rapid shot), more often several swings with pumped berserk units. It’s generally best to wait until the opponent is tapped out before committing to a big swing, so this might be later in the game, and sometimes it’s a unit returned with scream, especially against removal piles. Timing is everything with this deck, identifying when to trigger berserk, when to pump, and when to go for a giant lethal attack.

Sequencing of units can help bait out removal, dusk raider is great for drawing fire so your elves and disciples have the best chance of survival.

You rarely use finest hour/quick draw to trade with an opposing creature, unless it is something you want dead or you get 2 for 1 value; try and save them for a lethal swing later. Sometimes it is worth a single pump on a berserking unit if it kills a blocker then hits the opponent for a bunch.

Merchant usually fetches gift or scream, especially if it is my only turn 3 play and there is no clear card needed (if in doubt I grab scream). I often merchant away my 4th power as the deck can operate on 3, only needing 4 or 5 for combo turns involving scream which happen later so you usually draw in to it in time. Permafrost is for cheaply removing a blocker. Lightning storm vs token hordes (over hailstorm as our important units survive it, but this might be wrong). Changeestik is usually just for the evasion and pump, but I have spell crafted a few times (hitting an SST with it is so satisfying). Could possibly do with a unit in the market but not sure what I'd cut for it.

Thief’s pick mostly works out well ensuring a berserk unit can get in, and again on subsequent turns once relentless. A canny opponent may leave a flying blocker back to stop a surprise scream getting them, and the unblockable gets round that. Possibly ghostform is a better choice for cheapness, but it feels a bit more all in; it's not unusual to put it on an aegis unit and get in for multiple turns. It rarely gets spellcrafted.

Update: Really liking the pacifiers over the battlemages, they dodge a lot of removal and flying plus overwhelm is good with berserk + pump. Switched the picks for ghostforms, which they probably should have been anyway.

Details

Shiftstone Cost
Does not include campaign cost
30,250

Premium Cost
160,800

Influence Requirements
2 2 1

Power Sources
14 13 8 13 4

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
15 31 22 3

Card Types
24 4 26 0 26

Contains Cards From Campaigns
The Tale of Horus Traver [Set1002]

Archetype
Aggro Combo

Updated
March 18, 2019

Added
August 7, 2018

Views
2,221

Eternal Version
Community Store

BBCode For Comments

Deck URL

Revisions (Since last major patch) March 18, 2019


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Comments

SzGamer227 Eternal Version: 1.37
Acquisitive Crow seems like the perfect fit for this deck, since its Flying Berserker which puts cheap spells in your hand. I'm going to try to make room for it when I build this for myself.
Chimpien Eternal Version: 1.37
I have had the crow in previous builds, as you are right it seems like a perfect fit, ultimately they got cut for the Enforcers as I wanted the silence effect and occasional ability to block. There is also an issue with the strain on the influence requirements, you'd definitely want to swap out the picks for ghost form/levitate/drop kick or similar and shift the power base to accommodate PP by turn 3.
LordEng1ish Eternal Version: 1.37
Why are Dark Return and Gorgon Fanatic excluded here? I'm open to innovation but why the cut?

Is the unblockable on Thief's Pick worth the slot? Is Levitate triggering the spell triggers not better?
Chimpien Eternal Version: 1.37
Dark return was on my list of possible cards but ended up not having space.

Gorgon fanatic I'd not considered. Could try him over battlemage, as a different 3 drop that fits the plan.

Pick has been great, on a berserk guy means you get in for tons with a pump, then the relentless attack the following turn gets in to finish them. It's also not uncommon to put it on an aegis creature and gift plus pump on a future turn. Unblockable has been better than flying, so have considered ghostform for the spell trigger and being only 1 cost; levitate seems less good at 2. I've only spell crafted once.
stratosthegreek Eternal Version: 1.37
I have everything but the Geomars. Any suggestion on what to put in their place?
Chimpien Eternal Version: 1.37
Impending doom is fine in that slot. Was playing it before I crafted geomar. I want to cut something for the 4th seek power, currently testing with 1 less geomar.
stratosthegreek Eternal Version: 1.37
After hitting master this season I've wanted to check out different decks. I've gone something like 2-10 with this deck. =\ Not sure if it's horrible luck but everything I do seems to be easily answered.
Chimpien Edited Eternal Version: 1.37
I'm only in gold 1 but am something like 15-5 with it. The key I've found is timing, as recognising when to combo off makes a big difference. Also, when it's worth spending pump spells is not always obvious.

I've mainly lost to influence screw, so I'm still tuning to cut down on that.