Full credit for this deck goes to
furballdn, as this deck is almost exactly just an unupped version of
Look Ma! No rares!. However, as the target audience of this post is quite unlikely to go looking for an unupped AI3 grinder on page three of a thread about a fully upgraded deck, I thought a new post was appropriate.
Hover over cards for details, click for permalink
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5ig 5ig 8pp
Wins: 46 Losses: 4 Win Rate: 92% TTW: 7.61 EMs: 5 EM Rate: 10.87%
This deck has been around for quite a while, but I've always considered it just a rather effective gimmick. However, the other day, I started playing around with it and noticed it seemed to be a lot more than "rather effective", so I did a 50-game test in AI3. It turns out it's a full TTW faster than monodeath (according to kev's simulated stats) and is basically all-around wonderful.
This has now become the top thing I will recommend as a starter deck to new players. In addition to being super quick, it's also cheap, at a total cost of only 510 electrum, so it is well within the means of anyone, regardless of wealth.
TTW distribution:
TTW #Games
6 6
7 18
8 13
9 7
10 1
11 1
As you can see, most games end on turn 7. Turn 8 happens if there was a bad draw or a low end shield (low end in this case meaning anything other than gravity shield, wings, or dim shield). Turn 9 happens if you have to wait out a dim shield or a wings or something. Turn 10-11 happens due to combination of bad draw and dim shield spam or something to that effect. Turn 6 happens if everything goes perfectly.
The deck's biggest weakness in AI3 is gravity shield. If one of those gets played, you might as well quit. Fortunately, due to the speed, most of the time you'll win before one hits the table. Dim shield chains, wings chains, and pandemonium spam are also problems, but again the speed often means you win before the chains/pandes get started, and if a shield does get played, you can just sit there and build up your army and then win the turn the shield drops (assuming they don't just chain you to death (which they usually don't)).
The current UEI formula puts this at just over 1800 electrum per hour, which is almost 400 per hour more than the simulated monodeath provides in AI3, which is just amazing IMO.
Gameplay tips:
Possible modifications:
Spoiler for Hidden:
-Pillar/pend split. There is really no good reason not to do this other than that it adds almost 50% to the total electrum cost of the deck. However, it's less important here than it is in most decks, since basically all of the time you're going to have a stack of >=3 pillars out on the table unless you already have a huge queen swarm, and if you have a huge queen swarm, you're probably going to win.
-Freeze, ice bolt, or ice shield. Probably a good idea to add a shield or two and/or a freeze or two or something if you're going to take it into PvP, bronze, or AI4, but totally unnecessary in AI3. I have not done any recorded tests about what/how much to add for other targets.
-Non-water pillars/pends. You can add whatever nymphs you want. I have not tested anything else really since the doubling-basically-every-turn 5 attack queens are so awesome, but if you want to play with something else, go for it. Decent possibility there's some strong non-mono NT rush decks out there.
edit: Regarding bad draws: They don't happen nearly as often as you'd think. Of the 50 games, I had a total of
two where I didn't have a nymph within the first few turns. One of those two I lost due to the AI3 concurrently getting a good draw (including a procrastination, which sucks when you're first getting your army going), and the other I won at 9 TTW IIRC. In most cases, a "bad draw" actually means
too many nymph tears, meaning you can't grow your army fast enough, and pretty much just means that particular game is going to take a turn or two longer.