Scareclaw

Master I from on February 19th, 2024
cp-ur 1110 + cp-sr 150
40 cards

Notes & Combos

Climb was very very easy up until Master 2 where I spent a bit more time but overall it was smooth.

Scareclaw does not setup the strongest board but it makes up for its ability to perform well going 1st or 2nd. Additionnally, lots of meta decks like Tear, Branded and Kashtira have little to no way to deal with Tri-Heart.

TTT singlehandedly won me the vast majority of my games. If you can resolve it going 1st, taking out one of your opponent's key card in their hand + knowing what they can do during their turn is invaluable. Must 3. Thrust is also good because you can set Twinsaw.

2nd best card after TTT is Fenrir (Bait hand traps, free defense body for Reich/Tri-Heart, Able to search otk combo, Strong eff going 2nd).

If you get MaxxCd just summon Reich search and set Twinsaw.

Only thing that I would consider switching out is Visas Starfrost for another Thrust. I never had to rely on him at all. Nibiru is also a bit more on the experimental side of things, you could cut it to one for a third copy of imperm and one droll for crossout target because this deck does lose to droll.

Your end board is usually Tri-Heart with Twinsaw/Defanging, and one level 3 scareclaw as well as one Reich in hand for your next turn.

If opponent plays Fenrir remember to always try to revive him to your field with Earth Charmer

Hardest match up is Mathmec.

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