"Fire Spirits suck" and "Graviton Fire Eaters suck" are two very common opinions between ETG players. However, my opinion is the following; "if you believe there are two underpowered cards, then try to put them together to see if they work". Since I was intrigued by the fact both Fire Spirits and Fire Eaters had the same ability for the same quanta cost (1
:Ablaze) I though of combining them into a growth deck. So, here it is...
Latest Version
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A mark of Gravity and a few pends are enough to supply
quanta for playing your Graviton Fire Eaters. Furthermore, the huge
supply as well as the amount of growers in your deck will eventually enable you a decent army which will grow in power every single turn. Deflags are essential for removing those irritating shields and those annoying Owl Eyes, Lobos and Eternities. Cards like Rain of Fire can be used to neutralize opposing swarming decks, especially those lethal scarab swarms. Rage Pots are very reliable CC and, if you also use Momentum, there is a nice FireEater + Momentum + RagePot combo! Finally, if you can have enough
supply, Fire Bolts and Fahrenheits increase your damage (or CC supply) greatly.
As far as I've tested it, this deck is a decent PVP 1 deck and a great AI3 grinder (except for AI3 Timebow, better autoquit Timebow with this deck). With a bit of luck, it can also farm Bronze league too if it doesn't encounter heavy & mass CC or buffed BoneWalls.
The power of this deck is the amount of its growers, which enables you to have a great amount of Ablazers on the field. For example, having 3 Fire Spirits and 2 Graviton Fire Eaters (something quite common with this deck), you can gain 10 extra damage per turn for 5
quanta. The formula goes like this:
1 grower = 2 extra damage/turn for 1 quanta
2 growers = 4 extra damage/turn for 2 quanta
3 growers = 6 extra damage/turn for 3 quanta
4 growers = 8 extra damage/turn for 4 quanta
5 growers = 10 extra damage/turn for 5 quanta
6 growers = 12 extra damage/turn for 6 quanta
etc.
Generally, mass CC or single-creature CC used repeatedly are the biggest weaknesses of this deck. Very fast rushes are also annoying, but CC usually take care of powerful rushers. Another weakness is swarming decks, especially Pharaoh/Scarabs, but mass CC may take care of them or single-creature CC can eliminate the mother-creature. Feedback is appreciated, especially suggestions about balancing issues. Good luck & have fun!