The idea behind this deck is to exploit a bug in Twin Universe where if a wyrm is diving and/or sky blitzing, if you twin universe it, the clone doesn't return to 5 attack at the end of the turn. This can be done more than once, so you could get a wyrm with 40 or 80 attack.
Due to the quanta needs and the 3 card combo, this deck isn't particularly fast - when it works it kills in about 6 turns, and it often doesn't get the combo. Also, I have not optimized this deck much - I'm sure it could be faster than this version.
Strategy:
1. Play a Wyrm when you can. Do not dive the wyrm, and do not play another wyrm unless the first one dies (you want to save the air quanta to play the combo).
2. Once you have 10 air quanta and 6 aether quanta, dive the wyrm, then play Sky Blitz, then play Twin Universe so you have two 20/3 wyrms.
3. Next turn, you will have a 20/3 wyrm and a 5/3 wyrm. From here you play it a little by ear. If you can dive the 20/3 and Twin Universe it to get two 40/3 wyrms, that would be good. Note that as once you dive the 20/3 wyrm to get a 40/3 wyrm, it will revert to being 5/3 at the end of the turn, so don't dive it unless you can twin universe it or kill the opponent that turn.
Hover over cards for details, click for permalink
7ms 7ms 7ms 7ms 7ms 7ms 7mu 7mu 7mu 7mu 7n9 7n9 7n9 7n9 7n9 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 80b 80b 80b 80b 80b 8pu