The Long VersionI've done a lot of work on this deck. Over 2000 games of testing against AIs, in the trainer, and in PvP. I've tried out many dual element concepts, tried every other fire card, and mixed the cards in the deck in many different proportions. Every time i have put even so much as a Shard of Gratitude or a Firestorm in the deck, i've wished that card was more damage almost every time i drew it. I have found that the best defense is a blazing fast offense.
I'm very happy with this iteration of the deck. This is the hardest, fastest, most aggressive deck i've made from the most aggressive element. A deck built 1/3rd from some of the highest damage cards in the game, and packed with quick quanta and a well calibrated amount of permanent destruction.
I - The RushIn order to get your opponent within spiking range, you need to push hard and fast to take him down before his defenses are fully deployed. Decks that can't slow you down won't beat your speed. It's the decks that pack heavy creature destruction that give this deck trouble. Unfortunately, most rainbow decks do, but we're going to overwhelm them.
Rush decks race to the finish. If you do not have more health than your opponent
you are losing the race.[/li] Put out enough cards to out damage your opponent. Hold everything else. The idea is that you can spike harder than he can, so if you also have more health you will be able to spike first. Everything else is overkill, and unsafe to play.[/li]If your opponent can cast firestorm, do not put down more than 1 dragon. Cremate all but one brimstone eater if you can. This may seem extreme, but firestorm is the only card this deck fears, it will beat you if you don't respect it.[/li]A multifaceted attack force is the hardest to kill. If you have a farenheit, an animated farenheit, and a crimson dragon in play, it takes 3 full cards to shut you down. If you can then replace those cards from your hand as they are destroyed you can't help but overwhelm the opponent.[/li]Animate your farenheit right away against decks with permanent destruction (fire or dark quanta, or a pulv in play)[/li]Against heavy creature destruction, play brimstone eaters just to cremate them, hit with your farenheit if they'll let you, and save your fire lances for the spike. The more control cards your opponent plays, the less damage cards they are playing, so if they are playing heavy destruction, build up heavy quanta for a massive spike.[/li][/list]
II - The SpikeDelivering the killing blow is very big part of this deck. Knowing how and when to strike with everything you have is key to achieving this decks full potential.
Calculate your total damage potential. The first turn you can kill your opponent, you should.[/li]Fire lances deal 3 damage plus 3 damage for every 10 quanta you have, calculated
before the quanta is spent to cast the lance. (i.e. 6 at 10, 9 at 20, 12 at 30, 15 at 40...)
[/li]Farenheits (upgraded) deal 5 damage + 1 for every 5 quanta you have. If they are equipped in your weapon slot, you get your tower quanta for the turn before they attack. If animated, they do not.[/li]Always play your fire lances
after your cremates, and
before you play anything else.
[/li]Do not cremate a brimstone eater just to deal more damage with a single farenheit. Only use a cremate if you are dealing damage from more than one farenheit, or if you have a fire lance.[/li]If you're up against heavy creature destruction, hold your animate, and use it to spike (with a second farenheit)[/li]Try to keep one explosion in hand to take down shields for your spike.[/li]The AI will use miracle if you can reduce him below 10 health with the visible cards. Against the AI, think of miracles (in decks that can play them) as a trap you trigger if you get your opponent too close to death without killing them.[/li][/list]