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FPS Midrange

Throne Deck By
AGhostlyToaster

+12

Cost Curve

Type

Faction

Information

A big midrange I've been playing in a fun set of colors. This deck plays a controlling, value-oriented early game before turning the corner with a series of big flying/lifesteal threats and game-swinging sites. Bonus: much dragon. Thanks to Vaylin for help testing and refining the list!

Threats
Vara, Vengeance-Seeker is still a great card, but I haven't played another shell where she shines like this since the nerf. I originally toyed around with the idea of other four-drops to lock in a bigger body (Rindra, the Duskblade was interesting), but this deck really wants the aegis hose with all its spot removal, so I went with Vara and haven't regretted it. She is an incredible target for Mirror Image off your Peaks to trigger her summon again; if your opponent couldn't remove the first Vara, it is very likely the pair of them will finish off the game. It is generally best to try to get value out of her summon by not giving your opponent easy outs - try not to play her into a torch or let them sacrifice something they don't care about, as you want the race-swinging threat typically - though the 3/3 version is still useful against aggro.

Eclipse Dragon has a ton of utility. Its ability to accelerate a clock is important here, as the deck is slow early but often wants to end the game quickly once it deploys threats on a stable board. The fast-spell power is the best thing about the card; casting your Wisdom of the Elders without spending a turn or actual power is great, as is deploying a threat and still holding up removal. Additionally, killing sites immediately is nuts, and if they aren't losing the site they are probably losing a unit for free to chump the quickdraw.

Black-Sky Harbinger is one of the best stabilizers in the game. Just the summon likely wins you the game against a lot of aggro, and it's extremely valuable if unanswered as a sizable flying lifestealer. Pinging off aegis, Auric Runehammer, or x/1s from aggro/Rakano decks is great utility.

Xo of the Endless Hoard is card advantage in big dragon form and allows you to top off the line of threats with a real game-winner. It is usually too slow to do much of anything on the board in any deck that plays it, but drawing cards is good and an opponent who can't remove Xo probably isn't coming back after the attack. You typically want to market away Xo, and you should look to play him when you believe you have exhausted your enemy's removal.

Sites
Howling Peak and Dizo's Office are the heart of the deck's top-end. Each is capable of removing a unit AND generating a card (on board or in hand, respectively) if they survive just one turn, which is not hard with built-in removal. Peak also gets you to 7 power, while Dizo's stabilizes your life among the best in the game. Playing multiple sites in a game is a really, really good thing here. Don't be afraid to remove an existing site to deploy another if you need the removal, copied unit or life gain. 6 expensive sites maindeck may seem greedy, but these cards more than anything are how you win games. I considered titling the deck "FPS Sites."

Smugglers
Howling Peak Smuggler is no-doubt one of the best and amazing with all the damage spells in the deck. Blight Pass Smuggler has fantastic defensive stats (and survives your Hailstorm) and turns into a meaningful unit and lifestealer with Threaten off Dizo's. The strength of these merchants with our gameplan is a major strength of the deck.

This brings us to the market. Royal Decree has a critical target or two in some matchups, but is almost always good and one of the most fetched market cards off your first smuggler. The other common early fetches are Hailstorm - you don't need multiples and 8 smugglers means it essentially always gets played against aggro - and the Feln Banner. Molot & Nakova is for when you need a big finisher above and beyond the sites, and is even capable of bringing you back into a nearly lost game by brickwalling late-game threats. Flying and aegis is a potent combination, and 8/8 is a whole lot with that in mind. Spark can be triggered in a lot of ways (a good one is Kaleb's Favor from Peak, which also helps get to the 8 power). This ability is capable of extremely swingy plays like destroying a site, or hitting a wide board with Dizo's out and gaining 20 life. Since Sediti, the Killing Steel has been nerfed, I don't think Kaleb's Choice is as necessary, and Vaylin and I have been thinking the market has been missing something. I'm trying Vicious Highwayman at his suggestion, as the market does lack something proactive and it has a variety of valuable functions. Other options on the table for this flex slot arePermafrost, Feeding Time, or Honor of Claws.

Vaylin and I have been discussing possible tweaks like market Peak and extra removal; we have settled for now on an extra removal spell over the 8th smuggler. We have also just added Cauldron Cookbook to the market, as Decree is quite inconsistent and it is really punishing to whiff or get the onslaught denied (wasting your market turn and subsequent turn), and Cookbook is Sediti levels of sustain.

Have fun and let me know what you think!

Details

Shiftstone Cost
Does not include campaign cost
65,950

Premium Cost
290,400

Influence Requirements
3 3 2

Power Sources
14 15 14 17

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
13 17 22 19

Card Types
27 1 20 6 26

Contains Cards From Campaigns
Dead Reckoning [Set1003]
Into Shadow [Set1004]
Homecoming [Set1005]

Archetype
Control Midrange

Updated
August 13, 2019

Added
July 17, 2019

Views
5,830

Eternal Version
Dark Frontier

BBCode For Comments

Deck URL

Revisions (Since last major patch) July 23, 2019


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Comments

Arcengal Eternal Version: 1.46.8
I feel like this deck is probably good for a specific meta-game, but you're approximately 0% against aggro (mono-red/Skycrag/Stonescar). Black-Sky Harbinger is a fantastic card but it doesn't matter because you're dead before you cast it. I feel like the curve needs to be lower to be competitive, or the powerbase made more reliable.
AGhostlyToaster Edited Eternal Version: 1.46.8
Thanks for the comment. Aggro is in, in my opinion, one of the deck's best matchups. I can start tracking the win rate in those matchups from here but I believe it is at least 80% for me, if not higher. I am not sure why you are having so much more trouble. In my experience aggro cannot handle merchant 3 into hailstorm 4 into BSH on 6, there is just too much lifesteal and cards like Torch and Snowball. Stonescar is not as easy as Fire or Skycrag because their removal is better suited. The smugglers are key against aggro: Blight Pass is a blocker that can't be Torched, and Howling Peak's spell damage is often important for Hailstorm and snowballs.
Arcengal Eternal Version: 1.46.8
I assume I'm having trouble because I don't have merchant on turn 3 into hailstorm on 4 into BSH on 6 into Santa Claus saving the world on 7? :p I imagine you do pretty well against aggro when you manage to have a curve like that. The majority of the time I'm too busy trying to balance not-dying, playing draw spells to hit my power drops and complaining loudly when Desecrate is killing me just as fast as my opponent / I can't draw a merchant ever.

I had deleted the decklist after going 2-8 or something depressing, but I'll give it another try and mulligan more aggressively for merchants.
AGhostlyToaster Eternal Version: 1.46.8
Basically 3 power and a merchant is where you want your hand to be. Torch, Hurler are the next best opening hand cards and then after that Xo, Wisdom, shadow removal, maybe Vara. There are 8 merchants so it should be very consistent to play one on turn 3.

If you don't draw one of your 4 BSHs, you still have Vara, Dizo's office, and Highwayman in the market for lifesteal. Firing off royal decree after an aggro decks markets late in the game is good even without onslaught because they probably went for burn if you are low and you want to get rid of that.
ABadMagicPlayer100 Eternal Version: 1.46.8
This deck is looking really good post-nerfs. I've still been playing Rakano and it feels a lot worse than I thought it would. I will have to try out this list, there's room for a new midrange deck at the top :)
VaylinArcher Eternal Version: 1.46.8
I don't think rakano valks is bad, but it took a step back and I think people are learning how to beat it. This deck does very well to beat it.
ABadMagicPlayer100 Eternal Version: 1.46.8
I don't think it's tier 1 anymore. It relies so much on the Sediti draws to get resources in the late game
AGhostlyToaster Edited Eternal Version: 1.46.8
Sounds like what it always needed- ramping to icaria is strong, but still having a full hand after spending all your resources on it was the issue. This deck has a lot of anti-rakano options and handles the curse well with damage-based removal, so we have a pretty good matchup despite our units not lining up well in the air (until Molot shuts down everything).
HamAndSwiss Edited Eternal Version: 1.46.8
Super fun list, thanks for posting.

Its a shame that there isnt some sort of dragon payoff to capitalize on all these big lizards! Do you feel that it fares well against rakano?
AGhostlyToaster Eternal Version: 1.46.8
Thanks for the comment, glad you're playing it. I love it too, maybe my favorite deck to play now. Maybe in the next set/expansion we'll get some dragon payoff that isn't antithetical to the gameplan :)

I have done well against Rakano so far but I haven't decided in full what I think of the matchup. The gameplan needs to be:

1. Keep the board clear at essentially all costs when approaching onslaught turns. That's any turn when they are going to have 5 J influence and power, or turn 4 after marketing, when you should expect Reclaim. Sediti's curse isn't as bad as I expected in this deck but you always want to avoid it in any deck. Then,
2. Royal Decree. You want to hit Icaria. She's the main thing that can trip up your removal, but aegis is quite manageable with Hurler, Vara, BSH, and Torch if necessary, so that's not TOO bad. However, she also blows out sites really badly around the turns we want to be playing sites, so always be mindful of that possibility and factor it into your plays.
alexjamen Eternal Version: 1.46.8
I've been using this deck with great success - well designed!
AGhostlyToaster Eternal Version: 1.46.8
Awesome! Thank you :)
HamAndSwiss Eternal Version: 1.46.8
Yeah the site blowout and warcry are both huge problems I am having vs rakano, also it seems my opponents all have the magic ability of not drawing icaria until after my decree, but still finding it by the time they reach 7 power. The nerfs should help though, and I am finding this deck to be quite successful.

I was playing midrange feln beforehand, this seems to play similarly if not better/more fun
AGhostlyToaster Edited Eternal Version: 1.46.8
Glad it's working out for you overall. The privilege nerf should help slow down those Icarias and is something this deck should really be happy about IMO. And any non-Sediti deck is happy about Sediti - especially one that plays so much damage-based removal.

Agree with the comparison to Feln, it's closer to that in overall pace than anything else, but the fire support is just sooo good. Tell me "Feln with Torch and Peak" and I'm already sold, to say nothing of what Xo, Eclipse, Molot, and spell damage +1 bring to the table.
HamAndSwiss Eternal Version: 1.46.8
Hahaha yeah pretty much! Eclipse seems to play really well in this deck, like, better than most decks. The combination of shadow removal and primal draw is just awesome.

orionalt Eternal Version: 1.46.8
Any thoughts on ice bolt over desecrate? Fast and synergies with Dragon. 3 damage vs power only real difference
AGhostlyToaster Edited Eternal Version: 1.46.8
It's a good idea, but I think ramping your opponent is a truly horrible thing to be doing which is easy to overlook because the effect is somewhat hidden. Buffed up multifaction units only dying to Dizo's in the whole deck is a light concern as well. If you try it, though, let me know how it goes, could be sweet. Basically, while Ice Bolt is a good card, I prefer to leverage the options in these factions to avoid giving my opponent ramp - especially when they throw out something like Baby Icaria or Hojan.
orionalt Eternal Version: 1.46.8
I'm only 3 games in so I won't change anything for another dozen at least. I've been playing ixtun lately which doesn't have nice options like desecrate.
AGhostlyToaster Eternal Version: 1.46.8
Did you ever end up testing Ice Bolt? My friend Vaylin has picked it up over Desecrate and swears by it, so I may be giving it a try. I have serious misgivings about the ramp, but I think it is far more justified in this current meta (lighter on decks that are focused on ramping themselves, heavier on aggro).
orionalt Eternal Version: 1.46.8
Still on your list, its been treating me right. I'll give it a few tries this evening.
AGhostlyToaster Eternal Version: 1.46.8
Cool. I made a few other minor changes which you may or may not want to follow. Cookbook is the big one.
AGhostlyToaster Eternal Version: 1.46.8
Yeah, I play Eclipse + IB in my Ixtun Icaria list and it's great without the awesome shadow removal on tap. Here I just think there are enough fast spells already to get value off eclipse without losing Desecrate (best spot removal in the game) for Ice Bolt. Glad you're trying out the deck!