2. SNbows. SNbows are very common arena grinders for every league. Is it that hard to assemble 6/7 and make ghost backfire against your opponent?
After all, ghostmares are not that hard to beat... I personally defeat them in gold league 70% of the time
Felt i should mention somethings. It is difficult for speedbows to muster up over 6--7 time quanta, even if they do play a ghost, its likely going to be rewound.
The other part..... well all that i really have for that is stupid ai.
2 SNovas (usually what a SNbow needs to get its momentum) + some leftovers from quantum towers gives 6 , if you saved them up instead of playing an hourglass.
Accept ghostmares... they're already a part of the metagame. Pack a counter for them and it'll be all fine. (Tyrant players will know what I mean...)
Again, rewinds, which make playing the ghost boarder line useless. Then you get hit with nightmares which clog your draws as well, making it so your likely never going to draw more then 4 super novas.
Also, slipping counters in for specific decks just hurts the deck in the grand scheme. Unless of course your almost exclusively playing the said deck.
The "grand scheme" means to win consistently, in which means countering the common decks in the metagame (e.g. SNbows, ghostmares, disholes, creama-golem) is important.
For instance, a good AI3 grinder is meant to beat AI3 decks, and not decks out of those (they can do good outside, but it's not a must).
Sometimes a deck type will appear so much that including certain counters are worth it. (e.g. a black hole to cripple SNbows)
That aside, here comes a few all-rounded counters VS ghostmare:
1. Discord. It's scramble is usually good enough to prevent the occasional steal, while it brings your opponent to the same quanta issues on playing the ghosts. (Yes, I have to agree with your point here)
2. Sanctuary. A consistent healer that counters nightmare hard. Also provides protection VS disholes. Healing, BH counter, nightmare counter - 3 in 1. (Detergent advert?
)
3. Wings. 5 turn protection vs active ghosts. Enough to recover the draw-lock. Steals are not present in all ghostmares.
4. Maxwell's Demon. With some careful baiting of rewinds this little demon can bust those ghosts.
5. Elite Otyugh. Although it's a priority target of rewind, even eating 1 or 2 ghosts can give you more time.
6. Steal. Solve the quanta issue by getting yourself a time tower, or block the damage with a stolen dusk mantle.
7. Black Hole. Sometimes ghostmares pwoer nightmares with a mere
mark. Quanta drain will render nightmares useless.
(Not-so-useful counters, still ok)
8. Rewind. Ghosts are costly creatures. This helps clogging your opponent's hand early on, and may cause them to discard ghosts too.
9. Mummy. This poor little guy ought to receive more attention... The AI will never target rewind on your mummy since they consider it as a buff (and it IS, for rainbows). Is 1 attack less than flesh recluse really that bad?
10. Silence. Stops all rewinding for 1 turn. Sometimes the AI is silly enough to discard a ghost and damage himself... This card deserves more use vs SNbows in sustaining turn advantage (i.e. stop your opponent from playing SNovas), too.
Does it really hurt that much to include some of the above cards in a SNbow in order to stand a chance vs a common deck type?