Notes & Combos
Standard Scareclaw + Adventure + DPE package with a few tweaks. The triple engine works well as you can typically use one to bait negates then pivot as necessary. Multiple scareclaws in hand can lead you down any of the other engines to outpace your opponent, or stack into Tri-Heart for an OTK.
Scythe usually wants to be popped right away in Standby if you get it set with DPE. You take a huge risk if you try and get value from the DPE by waiting for them to play something. I lost a few games due to this greed. I'm not too big on Dasher as its effect never came up., but maybe I'm missing something. 2 Mali might be better, as you get so much value when it works with Denier. You just get really sad when you see 2 in hand with no way to unbrick.
To talk about the few oddities
- Spiritualism: Forces out a play before you commit to the board, like Branded and Labrynth sets, Runic Fountain get bounced so no Hugin, etc. It came up multiple times. Go with Cosmic Cyclone if you have them though!
- Illegal Knight: A fantastic option! If you have the token up, bounce 2 with it then bring him home with Dracoback or hit over him. Definitely not a deck staple, but it was a great when you happen to get multiple Adventure searches in a game or if you need to break a board where Gryphon negate doesn't help.
- Avramax: Only came up once, but if you have ED space for him + IP, its a good backup plan.
- Aussa: Well worth it. Grab a Pankratops for a pop, or a Maxx C for link climbing.