***TRIALS RESPONSE***Well I felt kind of bad for up and deserting this topic the other day after saying it didn't work anymore, so I decided to focus on it for Task 1 of Trials #5. While I did say that these types of decks were obsolete against AI3 due to the game changing so much since their creation, they do still work, but they're more vulnerable than before. To rectify this issue I decided to try a different approach to the Adrenacrawler method. Before the decks suffered from a distinct Creature Control weakness that would dominate the rest of the deck if left unhindered. I decided to use a creature that would be able to withstand CC if needed but still serve as a terrific Adrenaline as well. In this case, I decided to use Forest Spirits like so:
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5bs 5bs 5bs 5c1 5c1 5c1 5c1 5c1 5c7 5c7 5c7 5c7 5c7 5c7 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5i6 5i6 5i6 5i6 5i6 5i6 8pp
While Forest Spirits make excellent Adrenaline targets at 3 or 7 attack, they can also be left alone to grow up and above almost any type of Creature Control thrown at them. Plague or Parasite would normally be disastrous for this deck, but with Forest Spirit the threat is lowered considerably due to Growth. Also, while the other decks focus on a Water Pend build due to Water Trials restrictions, I've decided to go with a Life Pend base to allow for Forest Spirits to be played earlier, to increase the chances to avoid Creature Control. Inverting the Pends and mark would work almost just as well, but the play style would be just a tad bit different. It manages to sweep over AI3 pretty easily while hovering around an average of 8-9 turns to win, granted a bit of rotten luck can spoil everything in a heartbeat.