My claim is that my version is faster & less luck based compared to classic shrieker rush while holding same if not more damage potential than classic shrieker rush. What i have in mind is t50 farming. I'd appreciate your thoughts and feedback.
As you all know, below is the classic mono shrieker rush deck
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6rk 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77g 77g 77g 77g 77g 77g 77h 77h 77h 77h 77h 77h 8ps
And here is my version of the shrieker rush.
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6rl 778 778 778 778 77g 77g 77g 77g 77g 77g 77h 77h 77h 77h 78q 78q 78q 7q4 7qb 7qb 7qb 7qb 7qb 7ri 7ri 7ri 7ri 7ri 7ri 8pm
I have played classic shrieker rush for a very long time to farm t50 which is very succesfull and easy to play. I was thinking if i could make it even faster so i came up with this deck. After testing it for an hour or two, i find it to be faster than classic shriekers.
* It digs through your deck, only to get the useful cards... The problem with classic shriekers is that there is a potential that after a couple of turns, you will keep drawing towers instead of your precious graboids / shriekers when you need them. Altough lower, there is also a chance that opposite will occur, where you need more towers and waiting with huge creatures in your hand. (oh you also get to know enemy hand all the time
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* Classic deck has 17 towers, mine has 13, so it is not as bloated. And you will more likely get towers AND shriekers you need way easier than the classic one. Earth mark also helps against having less earth quanta resources.
* Classic version only has 2 more shriekers compared to mine. But its highly unlikely that you will be able to play more of them before the game ends. Besides, my version draws the shriekers / graboids way earlier than the classic one. Its not like you will get to play all 12 creatures before the game ends.
* Gavel > Long sword. And you will more likely draw it with precognitions.
* Has rewind. Better 1 than no control against an enemy growing or control creature or an antimattered shrieker. Can be switched with 6th precognition or another time pendulum.
* Time pendulums ensure that graboids will evolve. While playing classic, I have suffered so many times from annoying Pests that drain my only time quanta.
* You might think precognitions have a risk to deck you out. But a control deck that can potentially deck you out with all your burst, will also deckout classic one.
* Earth pendulums are there to be less harmed by enemy quicksand.
* FTL stands for faster than light
Disclaimer: Today, i saw Belthazar666's deck in WAR which was similar to this one. I feel like i should say that i saw this days after i made up my deck above. Even tough my post appears to be 29 minutes after his post, i didn't copycat his deck. To show a witness, I told about this deck to TheOnlyRealbeef to ask his opinion way before that WAR post.
http://elementscommunity.org/forum/index.php/topic,14674.0.html