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6u3 6u3 6u3 6u3 6u3 6u3 74a 74a 74a 7ai 7ai 7ai 7ai 7ee 7ee 7ee 7ee 7q9 7q9 7q9 7q9 7qd 7qd 7qd 7u2 7u2 7u2 7u2 7u2 7u2 8pj
The premise of the deck is get an early scorp with unstoppable, drop SoB's to help the opponent play cards and then stack SoV and watch their health drop like a lead brick off the empire state. Problem is it doesn't stall well enough, the heals are a place holder.
Its essentially a rush counter, the faster they go the more damage neurotoxin does
(http://i0.kym-cdn.com/photos/images/facebook/001/056/730/597.jpg)
(image for namesake)
(https://gifimage.net/wp-content/uploads/2017/07/dj-khaled-gif-13.gif)
i love dj khaled, he is a living meme
btw u can't play sovs with a non dark mark, sov is already slow, 3 sovs in play with different mark = 2 sovs with darkness mark
playing with only snovas force u to discard until u don't have 2 :entropy
u put a lot of ideas in a deck without thinking on how to play them
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6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 74a 74a 74a 7qd 7qd 7qd 7tb 7u2 7u2 7u2 7u2 7u2 7u2 8pt
u are supposed to draw at least one tower, play snova and use all the tons of quanta to play antimatter and somewhat stall your opponent, u can even think to play upped or unupped pande and fill the 4 slots with pretty much everything u want (cc, dials, still play sobrs)
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4vj 4vj 4vj 4vj 4vj 74a 74a 74a 7ee 7ee 7ee 7ee 7q0 7q0 7q0 7q0 7qd 7qd 7qd 7tb 7u2 7u2 7u2 7u2 7u2 7u2 8pt
this can be another solution, but still u lack some sort of defence (rt/tbolts/unupped dials/fog shield), or at least u can play from turn 1
i'am having fun this against ai4
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4vj 4vj 4vj 4vj 4vj 5rp 5rp 5rp 5rp 74a 74a 74a 77l 7ee 7n0 7q0 7q0 7q0 7q0 7qd 7qd 7qd 7tb 7u2 7u2 7u2 7u2 7u2 7u2 80a 8pt
okay, after reading through the recommendations I have made some modifications to the khaledbow and its now far more consistent:
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4vj 4vj 4vj 4vj 4vj 5c5 5rp 5rp 5rp 5rp 5rp 74a 74a 74a 77l 7ee 7ee 7ee 7ee 7gn 7n0 7n1 7qd 7qd 7qd 7th 7th 80a 80a 80a 8ps
-first things first the mark is now time which really helps get an early dune scorp and keep a sundial chain going.
-I dropped the SoVos because they were a doing absolutely nothing but filling up some pretty crucial card spaces.
-shard of bravery is still the same, they help get an early dune scorp out and they help the opponent draw which is a plus
-I added 2 nightmare, use it on a cheap creature the opponent played and watch the neurotoxin stacks sky rocket
other changes: lightning storm for mass control, congeal, basalisk blood, and 3 t-bolts for larger creatures, opted for unupped novas, druidic staff and improved fog for some extra stalling
I got a short test trial with this and won 3 games in ai4, no losses. seems much better and far more consistent
I got a turn 2 scorp every single game
let me know what you think of this new version.