I'd like to point out that I don't find Obliterator easy with this deck, I'd say I lost 8 out of 8 games. Lots of unlucky draws, granted, but he does get a number of creatures and his weapon out quickly. Even antimattering two dragons doesn't put you on the safe side with, say, three burrowed shiekers, one out in the open and his pulverizer, because that also means no shields for you. You might end up having to use the combo on a shrieker and he doesn't last long...
In general I wish it was a slightly more reliable deck. So many games could have gone my way if only I had the right cards. Great deck nonetheless, and wins are very satisfying.
nice deck. takes too much brain power for me to use;/
If you're not joking - and the poster beforehand seemed to have troubles as well - let me enlighten you, it's a very straightforward deck, only four different cards. You (nearly) never want to play a liquid shadow without antimattering at the same time otherwise the creature will just heal the opponent. Do antimatter creatures first (see tactics for individual FGs in the thread opener) to heal you. Don't do it with creatures that can grow - like forest spirits - because, say, it's at 8/9 and you antimatter it to -8/9 (healing you for 8 ), each time it grows by +2/+2 you "lose" healing (so it goes to -6/11 and then -4/13 and so on) and even worse, you lose the potential damage of the liquid shadow later on. Sometimes it cannot be avoided just to stay alive and sometimes you'll have to liquid shadow creatures so they lose their special power, like druids (or even otyughs), which will otherwise attack the other creatures you use the combo on.
In general, you'll want to play both antimatter and liquid shadow on the same turn. Which is especially true for creatures with lots of HP like massive dragons, 30 HP, that's theoretically 30 turns of healing and damaging the opponent. The less HP (and the more attacking power), the better it usually is to only antimatter a creature at first. As theonlyrealbeef recommends, this is true for Neptune, for example. He's got arctic dragons (13/5) and crawlers (6/6). If you you the combo too soon and he gets out lots of creatures, you lose the healing power after 5 or 6 turns because the creatures die and your health might be in danger. In this case you can use all your six antimatters first, healing you the whole time without damaging him. And wait with the liquid shadows until you are down to a few cards. Two dragons and four crawlers, for example, would then damage him 50 HP per turn and he's done in four turns. Last time I played Neptune he didn't get out any dragons and so I lost (by deck out, health was fine).
I also added one upgraded card I got at some point - chaos power. It's quite useful to use before the rest of the combo, because it grants a random improvement to both attack and defence which is exactly what you want and it only costs 1 entropy quantum.