Information

NOTE: I did not play a single game with this deck, but it feels like this deck should be something that at least *exists* in some fashion.



As I said in my second musings post, the new Be Gone card allows for a level of fixing that was heretofore impossible. Furthermore, as a 1-cost high-tempo spell, it fits right into the plan of TJP blitz.



My concerns about this deck, however, are that it still hasn't replaced what levitate and accelerated evolution gave it--namely, extra resources, either to use directly, or to trade into the market. I'm not sure that scream without nightfall *or* be gone replaces that lost utility, and I think it was something that gave the old blitz deck that much more stamina to grind out games.



Furthermore, I cut 2 battlemages to make a concession to the 4F power base (which is still surprisingly consistent by shiftstoned.com/epc's calculations--however, it leans HEAVILY on seek power and diplomatic seal counting as 4 sources) in exchange for two press-gangs, so there is less aegis than the old TJP blitz decks.



Ultimately, I'm leaving this here for the community to try out and see how they like it. Ultimately, it may be correct to cut scream from the main deck entirely and leave it just in the market for one last burst, and use, say, secret passage maindeck, or just not get cute with the shadow influence at all.



One other thing--Be Gone can also return one of YOUR units to your hand, which may be relevant after a scream to save it from dying, or to ready one of your units to handle a crackback.



I'm also very much uncertain about the power base. It seems like there should be seats of progress in the power base to at least have a chance at a turn 1 Alessi for chip damage.



So yeah, have fun with this, see where it takes you, and feel free to tune it how you want to.