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Kabuki Relay

Throne Deck By
Hexadecagon

+12

Cost Curve

Type

Faction

Information

Kabuki Relay is a combo deck that aims to attach Dramatist's Mask to a token, guaranteeing a tributed First Flame from your deck on the next turn for 24 damage plus extra units to finish the job. It can combo off as early as turn 4, but more commonly goes off around turn 6.

The deck's namesake is the fact that we are trying to find as many copies of Dramatist's Mask as possible, as quickly as possible, so a token can pass it off to First Flame. To this end we are playing 15 cantrips and the full 12 crests. Strategize's most important use in the deck is putting drawn copies of First Flame back into your deck, so you will always want to save it until it is the last cantrip in your hand. Second Sight can be used in a few different ways. With 12 crests, you can use it like more copies of Strategize, putting an unwanted card on top and then Scouting it to the bottom. Similarly, you can put an unwanted card on top if you are about to follow it up with a Cull the Deck or Quarry. Lastly, if you suspect your opponent is playing Rain of Frogs or Sabotage, it can be saved to protect a valuable combo piece in your hand.

To protect our combo we play 4 copies of Sabotage, two copies of Unseal and two copies of Rindra's Choice. I recommend saving Sabotage for your combo turn if you can afford to wait a little longer, but it's okay to try to go off without it if you have a backup Mask in hand.

We are playing cheap removal options for the most part with the goal being to slow down aggro or midrange long enough to combo off, or to clear the way for First Flame when it hits. We're not planning on playing into the long game against aggro or fast midrange, so we generally don't need to save our removal for key targets, with a few exceptions. Time decks will likely be playing Teacher of Humility which ruins our ability to churn through our deck. Luckily it is vulnerable to almost all our removal, so we can kill it on sight. The other units that disrupt our strategy are Valkyrie Enforcer and Hooru Pacifier. The latter prevents us from casting our Mask, and the former is a very efficient reaction to a vulnerable equipped creature. We play two copies of In Cold Blood that need to be saved to answer these threats.

Our bad matchup is any deck packing lots of removal, as the only threat we present for the whole game is a 2/2 that dies to everything. Our good matchups are Time midrange decks attempting to win through board control which play little disruption for our combo, aggro decks that kill slower than us and are vulnerable to our removal, and other combo decks which are almost certainly slower than us.

Mulligans for this deck are quite simple: barring obvious exceptions due to influence or power screw, you will want to keep any hand with Mask and redraw anything else.

The deck doesn't really need more than 6 power for Mask + Unseal / Rindra's Choice. We need all three factions as soon as possible in order to play out our cantrips and removal, but we also need to achieve FFF to activate our Granite Waystones.

Kabuki Relay is a blast to play and I will be doing my best to refine it as the season progresses. This seems like the fastest and most effective combo in Eternal as of yet and I am excited to see how it evolves. Please feel free to leave suggestions or link me to your own builds of the deck, as I know there are many different ways of building it.

Details

Shiftstone Cost
Does not include campaign cost
35,850

Premium Cost
167,200

Influence Requirements
2 1 2

Power Sources
17 10 10 16 4

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
21 32 12 9

Card Types
3 8 39 0 25

Contains Cards From Campaigns
Jekk's Bounty [Set1001]
Dead Reckoning [Set1003]

Archetype
Combo

Updated
July 4, 2018

Added
June 29, 2018

Views
11,137

Eternal Version
The Fall of Argenport

BBCode For Comments

Deck URL

Revisions (Since last major patch) July 4, 2018


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Comments

SottoSopra666 Eternal Version: 1.37.4
Hi man, it looks like a FANTASTIC list, i love the idea!! I was thinking to craft this deck, but i was wondering if with the current meta, you think that can be a decent deck to climb ladder, or if it is only a 4 fun deck!! Just to know i it worth the dust!! Let me know, and have a nice day!!
Hexadecagon Eternal Version: 1.37.4
Hey! I was playing the deck just last week actually, and I can assure you that it is NOT for climbing. The deck is only for fun, so don't waste your stones if you just want to hit masters.
SottoSopra666 Eternal Version: 1.37.4
Ok, thanks man, but i think i'm gonna craft it anyway, when.i'll have enough dust to craft a deck for fun!! Again, good job!!
flippyflopJANK Eternal Version: 1.37
wish i read the comment section before i tried to build my own, some super insightful stuff here.
i also basically ended up building the same deck as yours despite countless iterations:

https://eternalwarcry.com/decks/details/u4zFA0F78cw/

not sure if you've been playing this list since you first posted it but i'd be curious to know what kind of thing you've settled into.
Cytus Eternal Version: 1.36
I started playing Eternal during mid April, and Dramatist's Mask is the first legendary I decided to create with my hard earned shiftstones. I've been playing MTG for 11 years and simply loved combo decks.

However, I found myself struggling in Gold II/III, went 29-37 in the first week while I had been comfortably wandering around Master top300 during last two month, you definitely could do awesome combo with the deck, sometimes even a T4 win (T2 Sabotage followed by T3 token play and T4 mask while no visible threat), but it was just too inconsistant and the removal tech in the deck is mediocre to compete with meta decks.

I've tried several solution to survive the token, sharing my experience here and like to hear what you think.

Weather the Storm
I found this as the best card to protect the token in the meta I was in, which my tokens die to damage spell removal, weapons and Heart of the Vault 70% of the time, but obviously the card itself has its extremely narrow edge and could be more inconsistant as the meta is shifting chaotically with the new expansion.

Holdup
I found this much better than In Cold Blood in terms of dealing with silence threat, even if you successfully make a play on cards like Valkyrie Enforcer, if it was after the silence hit your masks, it's less efficient as you're not guaranteed to draw a second mask before you run out of life, not only Holdup generate additional value vs. control decks, but also it makes the most comfortable prerequisite to play the combo - your opponent's hand is null. Playing some Abducts could be considered if multiple copies of Holdup is included.

Corrupt
Add additional strength on removal tech, I ended up giving up Rindra's Choice and Unseal.

Consuming Flames
I found that I always have too many tokens so I gave this card a try, it was obviously bad against Time decks, since 3 damage can't remove anything (even Auralian Merchant), and the tokens could always block 5+ damage from those midrange fatties, but against anything else, the card was able to show its value.

My final adjustment to the deck below:
-2 Rindra's Choice
-2 Unseal
+4 Corrupt
-1 Trailblaze
-2 In Cold Blood
-1 Assembly Line
+2 Holdup
+2 Weather the Storm

If I happened to grasp a Weather the Storm, I tend to play the combo on Turn 7 with the list.
Hexadecagon Eternal Version: 1.36
Cytus, this is wonderful feedback. I hadn't even considered half of those cards and had dismissed the rest of them. I have had a similar experience playing the deck to you and honestly was about to give up with Mask combo in general - I felt like the bottom line was that the token is just too easy to remove. Your changes are sensible and well-reasoned, and I will certainly be trying out several of these changes. Thank you so much for playing the deck and letting me know what has been working for you
ABadMagicPlayer100 Eternal Version: 1.36
This looks sweet. Curious what rank you're at with it. Also, have you given any thought to the market? I feel like Jennev Merchant is good in this color combo as there are lots of things it can find (e.g. Rindra's Choice, Feeding Time). I know adding extra units makes the combo rough. I wonder if there's a way to deal with that
Hexadecagon Eternal Version: 1.36
I haven't been playing quite enough ladder to rank with it yet, but the deck has been mostly fine; the winrate feels close to 50%. If I were to include a merchant in the deck it would certainly be Ixtun Merchant to find a copy of mask, but giving yourself the chance to whiff on the combo isn't worth it in a build as dedicated to the combo as this. I might see the inclusion of merchants in some more control heavy combo lists that give themselves more time to craft a gamestate where they can afford to wait a couple turns to inevitably hit First Flame, but this isn't the deck for it.
ABadMagicPlayer100 Eternal Version: 1.36
Played a few games with the deck, and was surprised by how consistent the combo is. I replaced the Second Sights with Hailstorms to counter fast aggro. Second Sight is a horrible draw spell when it can't actually serv utility from the tuck. Still trying to find an answer to control, but I find this has great matchups against midrange and a decent chance against aggro
IanHirst Eternal Version: 1.36
I mean, with 12 (I think there are) Scry lands, you can just treat it as a Strategize. And the point is also made that you can dodge Sabotage and things of the like in response by putting whatever you want back on top of the deck. I haven't played this at all, so I'm half talking out of my ass, but the logic seems there.
firerogue517 Eternal Version: 1.36
Out of curiosity, how important are the Seek Powers? It feels like the deck is so overloaded with 2 mana filter spells that you shouldn't have trouble hitting land drops, and getting rid of them would allow you to swap sigils for Diplomatic Seals and free up deck slots. Maybe a 3rd second sight and some more removal?
Hexadecagon Eternal Version: 1.36
I think you're absolutely right. I was looking for a place to slot in Rindra's Choice, and diplo seal makes a lot of sense since the influence requirements aren't heavy.
pigzinzspace Eternal Version: 1.36
good deck )))
this is my version
https://eternalwarcry.com/decks/details/7jtFXMi5TEA/skycrag-flame
Arbiter Edited Eternal Version: 1.36
The First Mask! is my variant, if you're interested. I prefer justice to fetch mask over shadow. Why Unseal over Backlash if I may ask? Most curses dont stop the masks effect.
Hexadecagon Eternal Version: 1.36
I think the damage from Backlash is pretty much irrelevant, I would prefer to have the option to counter a Disciplinary Weights or an Azindel's Gift. It hasn't come up yet but neither has an opponent ever beat me with two life left!
Drizzt Eternal Version: 1.36
Nice on maybe I will try to put a second way to close , only one fire can be good if u fit 1/2 rally and one reanimate for the fire in case it dye and u don’t close
m3ddl3r Eternal Version: 1.36
I've played a few games with this and it's so much fun! Thanks for posting! I've done one less First Flame in mine (didn't want to blow all my shiftstone at once) and added a second In Cold Blood. I think it works just fine without all four, the odds of drawing all three are pretty low but if it did happen you may as well concede and try again. The extra In Cold Blood has been useful with the Argenport and Stonescar I'm seeing in the meta, at least in my pocket.
Hexadecagon Eternal Version: 1.36
That's awesome, I'm so glad it's working for you! I agree, I think it's a very satisfying combo that's a lot of fun to pull off. I think three is the right number of Flames since you want to be able to pull it twice, even if you have one in hand - but two should be fine in 90% of cases. It might be correct to play more than 1 ICB, though, and I could see myself playing another copy instead of an annihilate if the meta changes.
TitaniumTeddyBear Edited Eternal Version: 1.36
I've also been trying out some Mask ideas, and this looks really cool. Can't wait to give it a go.

Have you though of including 'Bait'?

When Mask kills it, you also get a dragon XD
Hexadecagon Eternal Version: 1.36
That's pretty hilarious, I didn't think of that!
TitaniumTeddyBear Edited Eternal Version: 1.36
Thx ^_^

I'm currently running 1 Voprex and 1 Rimescale because I don't have enough First Flame.

They can be prettty damn lulzy themselves ;)

I've also been thinking about making a different Mask deck using Makto or other Revenge creatures.
They die, but who cares, they'll be back.

Or possibly cycling Summon effects like Throne Warden, Rakano Artisan, etc.

I think Mask has TONS of potential that we're only just scratching the surface of.
Parkinthepark Edited Eternal Version: 1.36
I've been toying with something similar here: NmqymBqoV24. Similar core, but swapping out the draw mechanics for a secondary casting strategy, using Combustion Cell and End of the Barrel to hard-cast Flame.

I'm tinkering with Feed the Flames as a general-purpose token-generator/Tribute activator and Honor the Ancestors as a comeback strategy for dead Masks.
Hexadecagon Eternal Version: 1.36
Feed the Flames seems rather expensive, card-wise for what it needs to do. In my previous Stonescar build of the deck I was playing Kaleb's Intervention as a one-shot token maker as well as a way to destroy pesky relics or give overwhelm to a First-Flame. I think Manufacture is also a good pick for Fire token-makers.