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RecSaur 2.0

Throne Deck By
5CSliver

Work in Progress
+7

Cost Curve

Type

Faction

Information

The version of RecSaur combo I've been trying after making masters with version 1 of this deck.

So far I've been extremely happy with the 3 main changes -- no maindeck quarry, market savage denial, and a playset of temple tactics.

I'm planning to turn this into a more extensive primer soon, but for now just the basics. This deck is looking to play a 0-cost Recurring Nightmare 20+ times in a single turn with the help of Iceberg Scattershot, so you need to assemble a 4 card combo: Nightmare+Scattershot+Avisaur+other cost reduction. That miscellaneous piece can be quarry, in which case you usually need 6 power to go Avisaur+Quarry in one turn. For faster comboing, that last piece can be Journey Guide. If you're on the Guide plan, and you have a Jennev or Kerendon Merchant to spare getting Nightmare, I strongly recommend holding it until a turn where you can play both. Merchants don't generate a response window, so this guarantees the inspire proc on Nightmare and makes you immune to removal on the Guide. Occasionally your 4th piece can just be a second copy of avisaur that you play the turn after, but this requires at least one Avisaur be hard drawn or for you to tactics your first one.

By the power of Merchants and abusing the guaranteed non-power on a redraw the deck can be surprisingly consistent, and draws with a Journey Guide can be fast as well. Try to figure out how many turns you have before dying so you know whether you can afford to wait for Temple Tactics or Denial as combo protection.

Finally, you might think that "normal" damage isn't important when you're playing an infinite combo, but every point still matters. Not only does pressuring your opponents life total with random merchants and nightmares sometimes force your opponents to tap out and give you a safe window to combo, but you can actually win the game every so often with a bit of chip damage+4-5 Nightmare attacks.

Edit: Still way too small a sample size, but so far this version has got me to rank 33.

Edit 2: Now 34, with a record of 37-28 in high masters.

Details

Shiftstone Cost
Does not include campaign cost
35,900

Premium Cost
171,200

Influence Requirements
1 1 1 1

Power Sources
16 14 18 16 22 4

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
12 18 42

Card Types
32 0 2 0 46

Contains Cards From Campaigns
Jekk's Bounty [Set1001]

Archetype
Combo

Updated
August 16, 2018

Added
August 14, 2018

Views
2,376

Eternal Version
Balance Changes

BBCode For Comments

Deck URL

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Comments

skayleef Eternal Version: 1.37
This is a really good budget deck for new players cause it forces you to craft staples that you shouldn't mind spending stones on like merchants and crests.
5CSliver Edited Eternal Version: 1.37
That's an interesting perspective. The pure stone cost isn't that low despite running no legendaries thanks to the 42 rares, but I guess it's true that most of them are constructed staples that are valuable across many different decks.
skayleef Eternal Version: 1.37
Yea, the only non-staple rare is the nightmare itself. I'm not even a new player and I don't have all these staple cards yet but I am close! As soon as I do I'm going to try this until I win one
Vitalez Eternal Version: 1.37
I prefer triple colour version
5CSliver Eternal Version: 1.37
I'm honestly not sure how you would even make a triple faction version, since Avisaur, Nightmare, and Scattershot are all key pieces. I guess maybe you're referring to a purely FPS version that uses Stoneshaker or Second Sight+Miner's Musket for cost reduction, but to be honest that's practically an entirely different deck.
Vitalez Eternal Version: 1.37
There is Scream vesrion of OTK Scattershot with Stoneshakers. This is good deck too, and it has better defence
Ninjacan Eternal Version: 1.37
or West wind(north? east?) herald + Mirror Image. Still scattershot combo. I tried your list before, I couldn't beat anything or anybody, I have no idea how you can have a positive record. I was like 1-9. The several times I acctually assembled the combo, I just got torched. I think this deck is deceptively bad. Sorry.
Ravager Eternal Version: 1.37
Deck is fun but everyone holds on to 2-3 fast spells. Played three games, got double annihilated and triple equivocated. Finally won the third because they only had ONE torch.
slippypeach Eternal Version: 1.37
Hey, thanks for sharing. Don't you think that, by now, the deck has gotten too popular? Me myself, I always hold up torches and anihilates, equivocates or whatever as soon as I see multifraction deck with journey guide or Avisaur in general. Holding up temple tactic or denial just delays your combo, and by that point I would have certainly found more than one answer myself (in most cases).
5CSliver Eternal Version: 1.37
No, in fact I think the deck benefits at the moment from having faded from popularity for the most part. I don't see anyone playing it except for me, and I've benefited from many opponents not having a full understanding of the deck. Sometimes your opponent has two removal spells and can afford to hold them up the whole game and you just lose, but it's not enough of an issue to make the deck bad.