Formerly Flying Titans
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595 595 595 5i7 5rk 5rp 5rp 5rp 5rp 5rp 5rp 6u3 6u3 6u3 6u3 6u3 6u3 74h 74h 74h 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7tg 80b 80b 8pj
Thanks to Sevs and Baily18 for the suggestions and improvements.
(unupped sundials because of mulligan and everything else unupped doesn't need to be upped, except maybe RT and freeze (to freeze the opponent's weapon longer, see Pros for explanation))
PVP 2 (I'm not sure for the 30th slot)
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4vj 4vj 4vj 4vj 4vj 4vj 561 561 595 595 5i7 5rk 5v0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7q9 7q9 7q9 7q9 7q9 7q9 80b 8pl
Spoiler for AI0:
AI0
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4vj 4vj 4vj 4vj 4vj 4vj 595 595 5i7 5rk 5v0 74h 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7q9 7q9 7q9 7q9 7q9 7q9 8ps
The combo is
+ 3x
+
+ 2x
.
Then once you catapult all three dolls, 67 + 67+ 67 = 201
Spoiler for How to use:
Step 1: Draw you deck until you have used 6 supernovae and have the combo ready (this also means 3 usable trebuchets!)
Step 2: Play a voodoo doll, freeze it, use basilisk blood on it three times, and then TU it twice
In this image, I had the reverse time left, so I RTed his Chimera
Step 3: Catapult all three voodoo dolls
In this image, I bottom decked a trebuchet, so I had to RT. Since my hand was full before and I was forced to play all my dials, this meant I had to take one final beating from the FG, which is why I only had 5 HP left.
The rest of this deck is from the base build of Instosis.
This is better than the Titan version (below) because it requires at most 12 quanta of 1 element other than
, (which are
and
). This means the whole combo and necessary cards can be covered with SNs. The rewind is in case that a trebuchet is the last card. The voodoo doll can be rewinded to able to use the trebuchet's ability.
If the FG has quite a bit of permanent control, there is a chance that the trebuchets are destroyed.
The strategy is quite similar to Instosis. If anyone could test this deck and come up with some stats, that would be appreciated.
Compared to Instosis:
Pros:
This deck doesn't need to use time quanta for any other purpose except hastening and stalling, which means its less reliant on time towers.Sundials can be played on the combo turn, but this is kinda useless anyway except for preventing stupid mistakesSince freezing a voodoo doll also freezes the opponent's weapon, if the opponent has no CC, then you can stop its weapon damage by freezing your voodoo doll. (Remember to use the combo before it's unfrozen though)It doesn't have any rare cards
Cons:
It's bigger, therefore slower.It's reliant on 3 permanents that need to be played before the combo turn; this is definitely the biggest drawbackIt uses 12 and 12 quanta, which means any kind of quanta shuffling/denial is probably going to result in a loss
Overall, it will probably have a lower win rate.
Unfortunately, still no one has tested this T_T.