Note: By Mono, I mean that the deck only use one type of
quantum; therefore, the Graboid speed deck does not count, because while the cards are all Earth, the Mark is Time.
Currently, for all the Mono decks, only Fire, Dark, Gravity, and Aether work well by themselves. All other elements do not work Mono; they are only good when combined with at least one other element. The purpose of this thread is to add some cards that will make Mono decks work well.
Mono-Earth:
Transformer: 4/6 (6 Earth)
Transform (2 Earth): The stats of Transformer are swapped.
With this card, a popular Mono-Earth strategy could be to cast Plate Armor on Transformer, and then use Transform to change the boosted HP to ATK. And when Transformer is damaged, you can swap its stats again to prevent it from dying.
Mono-Air:
Tornado: 9/0 (6 Air)
Immortal: Tornado cannot be targeted.
Mist: Permanent (1 Air)
Enemy creatures have 10% to miss you. Mists can stack with each other and Fog Shield, but cannot stack with Dusk Mantle.
Hurricane is not really a mob generator, since Tornado dies after 1 turn. To prevent you from using Blessing/Armor on Tornadoes to make them permanent, I made them Immortal; but that way, they're not affected by shields and such. Immortal can also be called Immaterial, which fits the theme of wind and such.
And no, this is different from a more powerful Dive. Each Tornado attack can remove a Bone Wall, while Diving cannot.
For Mist, if have 6 Mists and a Fog Shield on the field, enemy creatures have 90% chance to miss you. Of course, this can get broken with False Gods, if they have 12 Mists and an Improved Fog, but you can simply use permanent control or something...
Mono-Water:
Frost: Spell (2 Water)
Disable the target permanent for 3 turns.
Ocean Rift: Permanent (6 Water)
Summon a Blue Crawler each turn for 3 turns.
Each turn, 10% chance to summon an Ice Dragon instead.
Flood: Permanent (4 Water)
For 3 turns, all Water creatures gain 1 HP, and all non-Water creatures lose 1 ATK.
Water lacks permanent control, and it lacks good creatures. Blue Crawler and Ice Dragon are the only Mono-Water creatures available; but Ice Dragon is too expensive, and Blue Crawler too weak. So I added something that can summon a lot of Crawlers, to make Water creatures put up a fight.
Mono-Light:
The Chosen: 3/3 (5 Light)
Blessing (3 Light): Target creature gains +3/+3.
Mono-Light just need a relatively powerful creature. Light growth doesn't sound too bad, and The Chosen can make other creatures stronger, too.
Mono-Entropy:
Beholder: 3/5 (6 Entropy)
Chaos (2 Entropy): Inflict a random negative effect on the target creature.
Mutant: 3/3 (4 Entropy)
Mutant: When Mutant enters play, it gains a random bonus in stats, and gains a random ability for 1 or 2 Entropy.
Mono-Entropy should revolve around randomness, so mutants are good for the theme. But since Fallen Elf use Life to mutate, I made an auto-mutant that make Mono-Entropy workable.
Mono-Time:
Time Lord: 7/1 (5 Time)
Timeless: When Time Lord is killed, it is Reverse Timed instead.
Tempus Fugit: 0/3 (6 Time)
Age (2 Time): Target creature gain -1/-1. This ability cannot kill a creature.
Time itself is probably semi-workable by going Mono, because it has Hourglasses to accelerate draws. It just lacks a few powerful cards.
Mono-Life:
Tree of Life: 0/6 (7 Life)
Seed (3 Life): Generate a Seed.
Seed: 0/1 (1 Life)
Seed enters play burrowed.
Germinate (2 Life): Turn into a Tree Sprite.
Tree Sprite: 2/4 (2 Life)
Healing Aura: Heal you for up to 2 HP each turn.
Mono-Life should be massive mob spamming and healing. And the Tree of Life fits the theme. While the Sprites don't have as much ATK as the Fireflies, they heal you even without Empathic Bonds.
Mono-Death:
Necromancer: 1/3 (4 Death)
Necromancy (3 Death): Simulates a creature death, and triggers the effects of all cards related to creature deaths.
Mono-Death itself, just like Time, is semi-workable. While you can manage by sacrificing Viruses to fuel Boneyards and such, it's much better to use Necromancer. Each time it activates its ability, Boneyard will generate a Skeleton, Bone Wall will generate 2 Bones, and Vulture will gain +1/+1. With Necromancer, Mono-Death will be much more powerful.
No doubt that some of those cards are overpowered, and it's up to you guys to correct me. I am open to suggestions, so if you have a great idea to make those Mono decks work, please post it here.