Rustler RushSince Rustler is the lynchpin of this deck, if we can deal with them, we can deal with the deck. The simplest counter to this deck would be basically any kind of CC, i.e. Bolts, Lightning, Shockwave. Also Dim Shield can stop this deck hard. You might need to add EAs to counter Deflags and Lobos to counter Momentum. A second turn Devourer could stop this deck too if your Devourer is nice and keeps eating his Life quanta, but that's leaving things up to chance.
Possible countersHover over cards for details, click for permalink
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Plenty of CC to knock out those pesky Rustlers before they can convert any light quanta. From there, Poison and Bolts take care of the rest.
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EA'd Dim Shields stall while Lobo takes care of the possibility of Momentum. The Poison isn't much without Arsenic, but it'll get the job done while you hide behind your shields. You could replace the Poisons with something else like CC or even more stalling with Sundials, but I prefer to have a second way of winning just in case decking out doesn't work out.
Graboid+GolemThis is a fast, consistent deck with lots of creatures. So what stops Golems and Graboids? Dim Shield or Wings of course. We'll have to pack some EAs to counter his Deflags but it would be game over for the Grabby-Golem rush if we can keep the chain going. Another possibility would be to pack lots of CC. 13-14 CC cards could bring this deck to a halt. Or better, some Maxwells or EEs could kill this deck. You'll be low on health and depending on how he plays his Graboids, you may not be able to deck him out. So you'd have to combine lots of CC with enough of your own firepower to keep him from winning with burrowed Graboids. EQs could slow the deck down too, but again, you'll need to bring a solid set of your own attackers to outpace him.
Possible countersHover over cards for details, click for permalink
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We can reuse this deck against the Grabby-Golem rush but with Arsenics instead of Lobos. You could also use Wings instead of Dim Shields. Either way, the Grabby-Golem rush is sunk against these EA'd shields. Again, you can add CC, creatures, or Poison for the 3rd element though I think Poison is preferred.
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Maxwells easily take out all the Golems and Graboids. Once the Bone Wall is up with a Maxwell or two on the field, the game is over. Steals could be replaced with Gargoyles if you need speed more than versatility.
CatatitansThis deck is gonna be tougher to crack. Although it's not as fast as the others, it uses a mix of creature/weapon damage and alternative damage. CC is useless. Dim Shields are circumvented. Even if we lobo'd a Flying Titan, the deck can get around the shield with a Catapult. So what does that leave? Well, the catapult is really what gives this deck the speed it does have. If we can get rid of the Catapults we can slow the deck down. So maybe some Deflags or Steals + enough creatures to outpace 2-3 Titans. Also, since the deck will probably be barely juggling 3 kinds of quanta, EQs can wreck havoc on the deck.
Possible countersHover over cards for details, click for permalink
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EQs to slow the deck down, Deflags to take out Catapults, and creatures to outrace his Titans.
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Interestingly, probably one of the better counters to the Catatitans deck is the Grabby-Golem rush. With some slight modification to get up to 4 Deflags, the deck handles the Catapults while still maintaining it's extreme speed.
So we got some counters, but we can't use all of them. We need to find something that has a good chance to win against most if not all of the decks including the other counter decks. So let's do some head-to-head battles to see how the decks do against each other. If we were to put the results from these match-ups in a table to see how the counter decks did against both the rushes and the other counter decks, we'd get a table like this:
Where did I get this information? Some of it is obvious which deck would win in a matchup. But for the others, I play tested them myself. You can do this too. The best way would be if you had a second account or a friend to play against. But if you don't, the trainer still can give you a rough picture. Of course the AI on the trainer doesn't play decks the best, so you'll have to take that into consideration, but it can give you a rough idea of how the decks compare with each other.
So when we compare decks, we can see that the Rustler deck, well . . . it sucks. So let's get rid of that deck. Now let's redo the table.
The new most sucky deck is the Grabby-Golem rush. Although it is one of 2 decks that can be the Catatitans deck, it fails against every kind of stall deck. Even though it's fast, it's not actually very resilient to counter strategies. So let's remove it also.
Now, the top 3 decks in our pool of possibilities are Catatitans, CC Stall, and the EQ-Grabby deck. Of the 3 stall decks, the CC stall wins against all the other stalls. It even wins out against the EQ-Grabby deck. However, it loses against Catatitans. Catatitans wins against everything except the EQ-Grabby deck. And although the EQ-Grabby deck loses to two different decks, it's the only deck left that can take on Catatitans. Simply put, the power structure of the viable decks is as follows:
Catatitans > CC Stall > EQ-Grabby > Catatitans . . .
So there we go, those are probably the top 3 decks we have to work with—at least the rough, general ideas. But we're not done yet. Now that we've finished Step 3, we need to refine our decks more, so on to . . .