Salvaging
Zeru: 2 RT, 4 CS
I can think of a few scenarious here depending on what we want to do. My first instinct is 6 rt to help combat all the nova grabby decks darkness and entropy are running. Then again we could pull 6 chaos seed to bolster the 4 discord we already have for a stronger entropy deck. We could also pull 3 discord if we want another discord deck. The best option is prolly 2 RT, and 4 CS or 2 rt 3 CS and 1 discord. The rt and CS are both good CC for our immo phoenix decks and having extra are prolly great ideas down the road.
Napalm: 5 poison, 1 arsenic.
Napalm has 2 key cards to salvage, poison and momentum. There are 2 direction we can go here: we ether grab 5 poison and 1 arsenic or 5 momentum and 1 arsenic. The poison set can be ran off the mark and could be effective as a splash in a dragon deck or some such; dare I aslo say a 3rd poison bolt deck, lol. The momentum can also be a splash card we may need down the road. Down the road when the vault becomes more depleated, a poison set will be a much more effective splash from the mark than momentum likely will be.
cebra: 4 devourers, 2 steal
This one is almost a no bainer. The only gravity card we're interested in in this deck is the oty's. We already have 3 so not really that big of a deal. Since we beat darkness twice, taking the devourers here will allow us to salvage the guts of a decent darkness deck from those 2 decks.
guy_fawkes/radiant6: 2 steal, 2 vamp stilletto, 2 devourers
Well the obvious targets here are the stillettos and the steals. Stillettos fit nicely in immo and nova decks and are a great card overall. Steals would work beautifully as extra CC if we get low on deflags. The other 2 cards should be 2 devourers to round out a set of 6.
mastermind76: 4 nova, 1 deflagration, 1 arsenic
Thanks to mastermind, we will have 2 sets of novas allowing all kinds of fun decks in the future. Packing 4 novas gives 13 allowing for 1 extra still for suddenkiller of whatever other deck we need. Arsenic will prove very powerful cards to have down the road. I always like picking up
cards when we have the chance and the deflagration could be quite useful later on.
plastiqe: 6 graboids
Since we have 2 nova sets, picking up the graboids allows for 2 nova grabby decks. Now depending on how deck building goes, we may prefer 5 graboids and 1 lightning, but we do also have 5 lightning atm.
nilsieboy : 5 phoenix, 1 deflagration
As temptimg as steam machines are, taking
cards is more important. Phoenix is our bread and butter, so I suggest 5 phoenix and 1 deflag to round out.
Tinkady: 2 eq, 4 dim shield
Earthquake and dim shield are really the only useful cards in the deck for us, and great cards at that. immortal and phase dragon are of 0 use to us.
Discarding
kevkev60614: 12 fire pillar, 2 fire mark, 2 reflective shield, and 2 farenheight.
The pillars/marks, and reflectors are givens. They can all be easily replaced. For this deck to still work, we MUST keep the 6 sundials, so we have to choose to lose 2 of farenheight and firebolt. We currently have 4 sets of bolts and 6 farenheight, so losing either really hurts. I'm leaning toward 2 farenheight usless someone convinces me otherwise. We have the poison to run several poison bolt decks so losing farenheights would prolly hurt much less. 2 farenheight would be reserved for dialbolt, and 2 more for ant other farenheight stall we wish to make.