Here is my deck: Nothing Hurts Gravity. The starting idea was to use gravity shield and otyugh as a combo, after that i wanted protection for them. Then overkill for damage and healing was added. Here is the last version after some changes. The changes made are in the spoilers.
The deck is made for PVP
version 1.3:
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The best thing about this deck is that you can greatly change your tactic against your opponent. It is capable to rush a farenheit deck. but when needed it can also stall a rush. It beats things like USEM more often than it loses.
How to use the cards in this deck:
Elite Armagio:Main use for this card is to overdrive it. Because it has ridiculously high hp it can survive almost every CC. You play this card early if you need to rush (off course in conjunction with overdrive). You can also use it to stall with it's ability Gravity pull. 30 hp wall often makes the difference against rushes.
Elite Otyugh: You use this card for field control. Against rushes you play this card first. However sometimes it is better to wait for the quint if you expect CC.
Gavel:This card can speed things up. And because it low costs you can often play it the first turn. In some games this is the main damage when the opponent has no healing.
Overdrive:Main source of damage. However, you can use it as CC. against fire for example; lava destroyers or phoenix's both die when targeted with overdrive. If you don't need a Otyugh you can also overdrive it to rush.
Gravity Shield:Everything that Otyugh can't eat after a Unstoppable is stopped with this shield (except momentum). don't play this card if you don't need it yet. growth creatures have to reach 6+ health and than the shield comes in play
. And look out for steal using decks.
Unstoppable:really useful. You can use it to bypass shields, as an attack boost and as an hp boost for Otyugh. Be careful against eather users, they will copy your overdrived momentum creature and kill you with it.
Quintesse:Sometimes unnecessary, Sometimes the key to Success. Prevent copying, freezing, rewinding, BB'ing, lobotomizing, etc. Sometimes you can't do nothing until you can play it.
Shard of Gratitude:Very useful healing. However, play it on a smart moment. think if you need to rush or stall. Even when stalling an Otyugh is more important than some healing. Most of the time it is best to use eather quanta for this card (example, after you played Otyugh and have 1 gravity and 2 eather quanta). If the Opponent has a pulvi you want to play as many as you can in one time so it can't destroy everything immediately.
Towers and pendulums shouldn't need explanation.
Original deck (1.0) and reasons for changing:
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reasons for changing to version 1.1:
I started with Eather mark which guaranteed the quanta for Quint, but I had not enough gravity quanta. the earth pendulums created pointless eather quanta. 3 earth pendulums were to much and 2 amergio's was not enough for rushes with overdrive or just protection (gravity pull).
Version 1.1 with protection for gravity shield and without the titans (and reasons for the changes):
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reasons for changing to version 1.2:
The earth pendulums + PA's were 4 dead cards when the opponent didn't have 6+ hp creatures or PC. To increase the speed they were replaced with 2 titans and 2 towers. (which also increases the speed to put an otyugh on the field). Furthermore the Towers and pendulums were split equally to lessen the effect of EQ.
version 1.2 with Titans instead of the Gavel:
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reasons for changing to version 1.2:
The Titan could often not be played because the high quanta cost (5). Other cards where more important. Gavel on the other hand is cheap (2 quanta), so you can use it faster. And if it get's stolen it deals only 6 damage
stats against PVP2:
these stats are from version 1.2 and beyond. The stats where something like 15-10 when i switched to 1.3 (guess).
If a match isn't decided at the moment the opponent times out it will not count in the statistics.
PVP2:
45-22
PVP2 losses explained
lost--> immorush, no otyugh's to stop it. (opponent 28 hp left) did win rematch with a late otyugh.
lost--> no quintesse against mind flayer (rainbow) (opponent 20 hp left)
lost--> big rainbow deck out, really late first amergio (8 cards left)
lost--> started with 1 eather pendulum, outrushed
lost--> earth deck with explosions was 1 turn faster than me (22 hp left). A rematch was won
lost--> CCYB, antimatter + pulvi +permafrost was to much
lost--> fractal lava destroyer^
lost--> same deck, opponent had 6 hp if i hadn't made 1 mistake i had won
lost--> no overdrives no otyughs against fire deck the entire game.
lost--> started with 1 eather pendulum, outrushed
lost--> darkness deck, healing got stolen, no gravity shield
lost--> same as above (same opponent)
lost--> steel golem rush with pulvi. so no shield, no healing, no eating with oty ánd he was 2 turns faster than my overdrived amargio.
lost--> early spine carapace killed my otyugh and overdrived amargio.
lost--> deck out, all the amargio's where in the last 6 cards!!!
lost--> no otyugh's and no overdrives against a rainbow supernova rush.
lost--> flying titans can't be stopped, no overdrive.
lost--> dark nypmhe's + devourer + CC made it impossible to get anything out with skill.
lost --> GOTP/nightmare no otyugh or quint
lost-->darkness earth denial. could maybe have won if i didn't play SOG (i had an oty +weapon out he had 1 burrowed pest, i had 3 quanta).
lost--> to slow (not enought towers) against flying farenheit's.
lost-->devtal no oty/amargio
I hope you also see the fun and potential this deck has. Also I am open for suggestions for change.
EDIT:
At the moment I use a version without eather. It really pains me to become less versatile, but is smooths the deck against regular opponents. It can get everything faster out and is in my opinion better than the original. Oh and by the way, this is the mono variant so I will not make it version 1.4 in top of this post. Just know I like it better than the duo version
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