to see where i got the idea:
http://elementscommunity.org/wiki/uncategorized/anger-management/Merawder's decks have been a huge boost to my knowledge of synergies, but i was always perplexed at why i could never get this one to work. his upped version perplexed me even more, due to this explanation:
The angels aren’t upgraded because of they cost too much . The nymphs and potions aren’t upgraded because then they do more damage then the angels can heal.
in the fine tradition of building a better mouse trap, here's my take on this classic (i found about 5 or 6 different takes on the combo, including Higurachi's zealots of the red sky, but none using this quantum gathering strategy)
Hover over cards for details, click for permalink
5fb 5fb 5fb 5fk 5fk 5fk 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dm 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7jt 7jt 7jt 7ju 7ju 7ju 7ju 7k2 8pq
it's the same overall strategy, and it makes for an efficient grinder with a ttw at around 8-9 on AI 3.
the main difference obviously is my adding solar bucklers. Merawder had trouble generating
, not anymore. now you can efficiently put out a 7/7 critter on turn 3, which has the added advantage of speeding up the ttw.
some possible mods to add either damage or safety include replacing one solar buckler by a fire buckler, or adding a farenheit (you tend to gather a lot of
, even with your 3 nymphs out) in exchange for, say, miracle (example's sake)
this deck, incidentally, gains a lot of stability in case of bad draws. with an archangel out, you can afford to wait one or two turns for your hot sauce or riot girls, without losing too much time compared to the unupped angel.