Apparently setting up farms and taking a break from the game can have some good results...I came up with this rather devious deck idea while helping a poor soul earlier this evening:
Version 2.1:
Hover over cards for details, click for permalink
6rq 6rq 6rq 6rq 7ai 7ai 7ai 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7gk 7gk 7gk 7gk 7gu 7gu 7gu 7h0 7h0 7h0 7h0 7h0 7h0 8pp
Version 1.1:
Hover over cards for details, click for permalink
6rq 6rq 6rq 6rq 7ac 7ac 7ai 7ai 7ai 7bu 7bu 7bu 7bu 7bu 7bu 7gk 7gk 7gk 7gk 7gk 7gk 7gu 7gu 7gu 7h0 7h0 7h0 7h0 7h0 7h0 8pp
Not much of a difference here, but I find the quantum issues aren't as common with the changes made. I took the following stats for 50 AI3 games:
avg. Sec/Game: 112.180
Sec/Turn: 12.27
Clicks/Game: 28.82
Clicks/Turn: 3.15
Score/Min: 8.71
Electrum/Min: 8.93
Time overall (min.): 93.483
Wins: 46
Ems: 6
Losses: 4
Score: 815
Electrum: 835
Avg ttw: 9.140
This is a deck for FUN, I didn't design it with AI3, T50, etc. in mind. However, it manages to crush AI3 with ease so it's fairly efficient outside of the realm of fun. Strategy is fairly simple: play towers/pends, use Nymph's Tears to breed your own Nymph army, then Adrenaline the heck out of everything on the field. SoR helps this portion quite a bit. Heals are available in the event of bad draws (which there are always plenty of). Puffers are just sick when used in such a way, so I added them as well. The deck is prone to some quantum denial/CC but is pretty sturdy. Feel free to offer any comments/feedback necessary.