The GladiatorHover over cards for details, click for permalink
7dm 7dm 7dm 7dm 7gk 7gk 7gk 7gk 7gk 7gk 7gr 7gr 7gr 7h2 7h2 7h2 7h2 7h2 7i6 7i6 80b 80b 80b 80h 80h 81q 81q 81q 81q 81q 8po
As it turned out, few other creatures from Water are capable of dealing enough damage to bring down 150+ hp opponents with relative ease than the Steam. Anyway, the better the Steam damage sounds in theory, on the field it feels slow and clumsy, especially when facing the all round popular Immolation decks. After days of trying I finally found a solution that is capable of handling most of the situations the Arena can throw at you, resistant to CC, almost immune to PC, and has rush stopping ability on it's own.
Pros:
A quinted Steam Machine is one scary sight.
an immortal Octopus can catch a whole immolation rush with the proper starting hand.
You can always double the fun (and the damage output) in the middle of the match if you have a terminator on board. Also works wonders on enemy creatures from time to time.
Cons:
Somewhat draw dependant.
As all Steam Decks, this one is also clumsy at start, even with a perfect hand, though TU repays you the wasted time after awhile.
Despite the explosions, you can't keep up with arena decks in the permanent eliminating game. Careful timing is needed for best result.
The deck would do 150% better with some form of healing, but that would mean an even slower start.