Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.
Name: GoTRushed:P
Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)
Hover over cards for details, click for permalink
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn
Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo
Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.
Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.
Played - 6
Won - 4
EMs - 0
TTW:
6 - 2
7 - 2
TTW Average - 6.5
From my first few games, just to show what this deck is capable of. It is quite fragile but if it gets its combo off I think its one of the fastest HB decks.