Kaker has done an excellent job going through how to modify your deck and keep the guts of it largely the same. There is a different type of deck that can accomplish what you're looking for, although via slightly different means. While your deck's aim is to prevent your opponent from playing anything at all, there is always the option to greatly reduce what he can play, and then immediately get rid of anything he manages to get out no matter whether permanent or creature. Of course, then there is the whole "beating him to a pulp while you don't allow him to do anything part", which just happens to be one of Earth's specialties.
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The Graboids are obviously there to provide the fast hard-hitting that they are famous for. One thing to note is that you can play with the Graboids un-evolved for a little while if you need to avoid CC yourself. The rest of the deck is pretty much used to lock your opponent down. The four Earthquakes will ensure that you almost always have one early enough to make a difference and also that you will continue to draw them as needed throughout the match. The Nightmares will help to fill your opponent's hand with cards that they will never, ever be able to play (generating 8
![Earth :earth](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/earth18x18.png)
quanta against this deck is no easy feat) while simultaneously healing you. Of course, there are times where Nightmare will simply be almost useless to you since your opponent already has a hand full of cards that they cannot play, but in that case you've pretty much got the game won already. The Reverse Times put a huge strain on your opponent's quanta when combined with the Earthquakes and in addition slows down their deck. The Deflagration is there to account for any pesky permanent that may get through your web, while the Freeze, Shockwave, Lightning, and Iridium Warden are there to do the same thing to creatures. Obviously, the Shockwave and Lightning can also be used to finish off an opponent in addition to being CC. The final little touch is the Iridium Warden. This guy is there to provide repeatable CC and for you to have a use for your excess
![Earth :earth](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/earth18x18.png)
that you will generate.
This deck has two main weaknesses: CC and Black Hole. If for some reason you get hit with a Black Hole you CAN still recover, but it will obviously be much more difficult to do so if you've already played a few Novas and haven't already used Deflagration, Freeze, Lightning, Nightmare, or Shockwave. If you think you're doing up against a deck that utilizes them you need to play much more cautiously. The same thing goes with a deck that specializes in CC. With only six attacking creatures in your deck, you can find yourself without a way to kill your opponent should you play recklessly.
Another variation of this deck is quite similar to the Lockbow that
![Darkness :darkness](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/darkness18x18.png)
ran this last War:
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The idea is very similar to the deck above, with the main difference being that you can drain whatever quanta your opponent has remaining and convert it to
![Darkness :darkness](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/darkness18x18.png)
, which you in turn use to pound your opponent. The Black Dragons and Gargoyles are both more CC resistant than the Graboid/Shriekers, and the Arsenic provides for an alternate source of damage.