I like the deck.
7/10 Points substracted and respective reasons:
-Playing Water Golems to have a 6/3 creature for 4
effectively after freezing isn't worth the combo.
Playing Water Golems for the ability to freeze after being freezed themselves isn't worth it either because Arctic Squids do the same thing faster. So, simply using 6 Arctic Squids and 6 Dragons would be more effective. Of course, that would also make it a boring deck not worthy of being posted here, but a very good deck should combine creativity and effectivity.
-1 point-When you already have 11 (!) cards that can freeze, more than 2 Sleets would make sense, especially because you need quite some Freezes for your own creatures.
-0.5 points-Upgrade really isn't worth it in this deck. The only combination that might be worth it is with Ice Shield, but with only 1 Ice Shield in deck, you can' expect to be able to pull it off. Thus, adding Upgrade seems a bit arbitrary.
-0.5 points-The deck lacks damage and will sometimes lose despite having full control over the field, simply because it is - after a slow start - finished by a single weapon, a bit of poison, etc.
-0.5 points-The deck is way more creative than the name, I would have liked to see an interesting name for it.
-0.5 points |
Deck's Name: |
Forest Fire Fighting |
CIA Cards Used: |
Burning Treant |
Tired Treant |
ETG Cards Used: |
Water Pillar Burning Pillar Deflagration Forest Spectre |
Deck's Strategy: |
This deck is build around Burning Treant. Burning Treant enters game "burning", which is mechanically the same as being poisoned, so it dies after 4 turns, or, if you have an Emerald Pillar under your control and BT thus gains Adrenaline, even in 1 turn. The bonuses stack though, so the decks obvious goal is to get a Water Pillar out first, and then an Emerald Piller from Tired Treant - then you have a 3/4 with Adrenaline without any drawback. Deflagrations task is obvious, Forest Spectres make sure the Water quantum isn't wasted and this deck is not automatically countered by shields that reduce damage. This decks start is a bit slow, as you need to wait 2 turns until you can play Tired Treant, but the strength of Burning Treant easily makes up for it.
(@dragtom: I only upped 'em because the wording of the unupped ones is different (and bad) and I was too lazy to remake it. :p Thanks for your good rating though!)
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