With the new AI3's in 1.26, I found that a lot of the Ai3 grinders that I was using were not as effective as before.
They seem to have more CC, shields and better decks all round.
So, I tweaked my old Darkness EM AI3 grinder a bit and eventually settled on this:
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It is a pretty standard "Team Edward" vampire deck. You shove out some pests, get quanta, play vamps, dagger, eclipse and win.
Now, I know that there are tons of these kinds of decks out there but I didnt see one that looked like mine (I searched using the deck code). The tweaks were:
* A standard split of Towers and Pendulums to mitigate effects of Earthquakes;
* Two Eclipse to make up for the lack of heavier hitters (no dragons);
* Two Improved Steals as permanent control. Use them wisely. Save them for your opponents game changers (Pulverisers, Lobotomisers, various shields);
* Five Siphon Life as creature control. It may seem like a lot but you are going to use them to ensure the EM at the end of the game too. Drain any creature that can really hurt you: Maxwell's, Oty, something with Butterfly Effect, etc... You may need to do some maths to ensure the EM. If your opponent doesn't have enough HP for your Vamps to heal you to full, it sometimes helps to drain a creature or two instead to get the EM. Remember too that your pests are going to get played first in most games and when Eclipse is out they will therefore generally hit first. I have sometimes drained my own pests to get the EM.
If you win the coin toss and have enough quanta to play either a pest or a dagger on the first turn: play the dagger as the pest has no opposition quanta to drain.
I don't think it will work too well against AI5 as with only 4 towers and 4 pendulums it relies heavily on the pests for quanta. You can get away with a slow start because the AI3 only uses unupgraded cards and can't really do much in the first turn without quanta.
There is no TTW study yet but I have the feeling it probably sits at about 9. The EM rate is really high and obviously improves as you become more comfortable with the killing blow calculations. It also takes some special circumstances for this deck to lose
Any input, advice or criticism welcome!