Scareclaw

Master V from on November 12th, 2024
cp-ur 1080 + cp-sr 120
40 cards

Notes & Combos

At first I tried to play the Adventure variant because it's really good at helping break boards and the omni-negate is very nice, but this meta isn't so forgiving that you can afford to brick on a mix of engine requirements + dead handtraps. Big shoutout to Astra for suggesting a handtrap variant instead.

With 19 engine cards in the main (20 if you count ROTA), Scareclaw can be mixed in with a ton of handtraps and played as a midrange deck. As much as I dislike running generic handtraps, they're pretty much the name of the game nowadays due to how effective they can be at shutting down turns by themselves.

The downside is that this kind of build has a much harder time dealing with Stun and trap decks in general, but not a lot of decks can play through Tri-Heart switching bodies to defense plus a well placed Twinsaw popping 2 cards on the field.

Every card in the extra deck came up at least once except Link Spider and Accesscode but I wouldn't replace either of them with anything else.

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Replays

Some replays in my profile 512-924-139

There might be other replays with the Adventure engine or with other decks I tried at the start of the month