TRS Shout Scout: 1st at Masters Series Qualifier#2

By: EndoZoa
View other Decks by EndoZoa
Posted: 4 months ago
Outdated (MantikoraNerf patch)
Crafting Cost: 13950crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+6
Shout Scout is likely the most highly optimized list in the game, you can change 1 card here or there but the deck is understood at a higher level than anything else. I ran this list to a 1st place finish at qualifier #2.

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10 Comments

mss747 4 months ago
mad good
you do not run mentors ? great i always disliked them tbh.
1 Reply
EndoZoa 4 months ago
Mentor is very limited in what it can do and generally only playable in decks that run just dv. A lot of the time when you play it it has to hit dv and if it doesn't you lose. This deck doesn't need to be that coin flippy, it has insane consistency so no reason to remove that. And since its the historical replacement I should note that camel is absolutely nuts.
BoiSlipp 4 months ago
Could you enlighten me, a peasant, and reveal your best tactics/strategy(s) when using this deck, and what your win condition overall is? I personally love scout decks, but I always want to squeeze all the juice out of them, so that I don't just brainlessly play cards on the field, if you know what I mean.
1 Reply
EndoZoa 4 months ago
In general this deck operates a little differently than most other control decks in this game since rather than trying to maintain board parity throughout the game, you generally largely give up board in the early turns and instead focus on ramping and sculpting your hand to enable a large board flip later on, generally either level 3 Drain Vitality or an Uprising on a couple creatures (which can be so mana efficient that it can allow you to catch up from several turns of inefficiency at once). Some of the primary interactions to be aware of are that putting creatures in your discard that you can bring back using Necromancer or Soul Tear using Camel, Indoril, or Report can be an actively good thing, giving you broader access to your toolbox of situational cards that you run 1 or 2 copies of. Your post stabelization win condition against aggro is 7/7 giant bats but of course getting to a stable point is the tricky part, though contrary to popular belief frequently doesn't even require Drain Vitality. You can outvalue basically any control deck but at times can also take more aggressive lines, particularly using multiple red Bramman triggers to prevent your ooponent from interacting with your aggression. Your most common Galyn targets are Necromancer, Bramman, Bat, rarely Paarth, occasionally Deathpriest, and in a pinch Histmage.
BoiSlipp 4 months ago
EndoZoa wrote:
In general this deck operates a little differently than most other control decks in this game since rather than trying to maintain board parity throughout the game, you generally largely give up board in the early turns and instead focus on ramping and sculpting your hand to enable a large board flip later on, generally either level 3 Drain Vitality or an Uprising on a couple creatures (which can be so mana efficient that it can allow you to catch up from several turns of inefficiency at once). Some of the primary interactions to be aware of are that putting creatures in your discard that you can bring back using Necromancer or Soul Tear using Camel, Indoril, or Report can be an actively good thing, giving you broader access to your toolbox of situational cards that you run 1 or 2 copies of. Your post stabelization win condition against aggro is 7/7 giant bats but of course getting to a stable point is the tricky part, though contrary to popular belief frequently doesn't even require Drain Vitality. You can outvalue basically any control deck but at times can also take more aggressive lines, particularly using multiple red Bramman triggers to prevent your ooponent from interacting with your aggression. Your most common Galyn targets are Necromancer, Bramman, Bat, rarely Paarth, occasionally Deathpriest, and in a pinch Histmage.
Thank you so much for your very detailed explanation of how the deck works. The only thing I'm missing is Odahviing, and as soon as I craft him, I'll be sure to hop on the ladder and maybe let you know how the deck goes.
BoiSlipp 4 months ago
The deck, so far, has been flawless, and I haven't lost a single battle with it, as well as pulling off a 1hp clutch in one of the games. My only downside with this deck personally, is that games take very long with it, and I wish I could climb ranks faster lol. I'll try to find a deck that I can rank up fast with, but in case I start losing hard, I'll make sure to return to this amazing deck. 10 banished necromancers/10. Would play again.
EndoZoa wrote:
Mentor is very limited in what it can do and generally only playable in decks that run just dv. A lot of the time when you play it it has to hit dv and if it doesn't you lose. This deck doesn't need to be that coin flippy, it has insane consistency so no reason to remove that. And since its the historical replacement I should note that camel is absolutely nuts.
i run camel with grain of salt honestly it's too good to not include but at times it's just bitch and offers multiple DVs or Uprisings.
1 Reply
EndoZoa 4 months ago
The worst case of having to put good cards from your deck in your discard so that you can draw another good card is much better than the 50% chance to draw tear against aggro and concede on the spot.
zzc1997 3 months ago
i often win when HP is less than 10,but can win!!
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