6rk 778 778 778 778 778 778 778 778 778 778 778 778 778 778 779 77a 77a 77a 77g 77g 77g 77g 77g 77g 77h 77h 7q4 7q4 7q4
After testing several combinations, this is the deck i use for top50 and pvp. I'm not saying its optimal yet, but here are some ideas about why i use this;
- Graboids are the skeleton of the deck. Cheap to play, hard hiting after next turn. so 6x
- I believe that the quicksands are very situational. Every quicksand you draw after the middle of the game, is a waste. And its not that helpful since there are loads of cremation decks. I tested them for a while then just disposed of them.
- While the shield is useful against rush decks, it is also very situational. Totally wasted card against control decks (steal ? oh boy) or even fire rush decks which may just destroy it. Its only good against other rush decks which cannot perma control. And even then, its quite expensive and meaning you can't play it early and i'd rather play another creature instead.
- Why 3 golems 1 antilon and 2 shirekers ?
Its all about practical quanta management in early game. Golems are there in case your quanta is fitting to play it. Having a variety of creatures lets you adept to how much quanta you have. Also they are very resillient against damage & outyghs with 9 hp. But too much of them cripples your rush since they only have 6 attack. So i balanced golems with shirekers. The Antlion is there for situations like when you have 5 quanta in early game, which happens a lot (in which case you play graboid + antlion)
- Rewinds; there couldn't possibly be more versatile card for this deck. It is very rarely a waste draw, it is both offensive and defensive and useful in early, mid, late games. Your shireker is antimattered ? rewind it. There are annoying outyughs ? rewind it. He played an expensive creature ? rewind it to cripple his opening (really cripples fire rush decks which don't have quanta generation). A non-earth deck TU'd your bigboys ? rewind it and he be wasting [TU card + Wasted next draw + quanta to cast TU]. You almost won but your opponent has a chance to draw a miracle / phase shield / sundial / rain of fire etc etc. ? Just rewind any random creature he has so he cant possibly draw a major spell. An enemy creature keeps growing ? rewind it. He has only 1-2 towers in game and starving for quanta ? Rewind his creature and not only he will starve 1 more turn, he can unlikely replay that creature. It also serves as a "Dispel" on enemy creatures (adrenaline, blessing, chaos power etc). It really rocks imo. But 3 is just enough, more than 3 cripples your rush and if you have less, you'll less likely draw it when you need. And having multiple copies allows you rewind 2-3 of his creatures at once so he has no way of drawing killer cards for couple of turns.