Writing the analysis of Earthquake. I haven't done this in a while, so I hope my writing skills aren't rusty. And this is gonna be a pretty short article, since the card is not that complex.
Earthquake | Quicksand
Earthquake is a powerful permanent control and quanta denial spell that instantly destroys up to three pillars your opponent controls. When used properly, Earthquake can completely shut down your opponent's deck, depriving him of his quanta source and preventing him from playing any more cards.
In the game, the same type of pillars/pendulums will always occupy a single permanent slot, to prevent cluttering your field. For example, if you have 15 Water Pillars, all of them would be gathered into a single stack. When you target a pillar stack with Earthquake, three pillars in that stack are destroyed. The powerful aspect of Earthquake is that with one card, you can destroy up to three of your opponent's cards. Theoretically, 6 copies of Earthquake in your deck can destroy 18 of your opponent's pillars, and most decks don't even carry that many; if your deck is built around this card, then you can often strip your opponent pillarless, and usually they can hardly do anything to stop you.
While powerful by itself, Earthquake can be absolutely devastating when combined with other cards. A very popular deck is the Time-Earth Shrieker Rush, with Earthquake and Reverse Time added for control: destroy your opponent's pillars, and Rewind his creatures so he'll no longer have the quanta to play them, then mow him down with your powerful Shriekers. Another powerful deck is the Darkness-Earth Denial, which uses Earthquakes to destroy your opponent's pillars, then summons Devourers to suck up his remaining quanta and lock him down. Earthquake is cheap enough to be fueled only by a couple of pendulums unupgraded, and when upgraded it can be splashed in with just an Earth Mark; this makes Earthquake a versatile card that can fit in many decks.
Just like any other card in the game, Earthquake is not invincible. There are indeed ways to counter Earthquake, ways that may not seem obvious when you first think about it. The most obvious answer is using a deck without pillars, with all your quanta generated by Nova, Immolation, or quanta-generating creatures. Another way is to put an Enchant Artifact card in your deck, and use it on your pillar stack; one use of the card renders your entire stack invulnerable to destruction, so you won't have to worry about it being targeted by Earthquake. A third method is to have multiple stacks of pillars, since Earthquake can only target one stack at a time; regular/upgraded pillars and pendulums all count as different stacks, so splitting your resources over several stacks can at least slow down your opponent. Lastly, if you know for sure that your opponent is playing an Earthquake denial deck, you can simply hold back your pillars, and play them one at a time, so he'll only be able to destroy one pillar per Earthquake. This strategy is frequently used against the False God Seism, whose deck focuses very heavily on quanta denial.
Quick Facts:
- Earthquake can destroy up to three pillars or pendulums in the targeted stack.
- Earthquake only affects one stack, so it cannot destroy pillars in two or more different stacks.
Synergies:
- Devourer | Pest
- Reverse Time | Rewind
- Graboid | Elite Graboid
Decks:
- Shrieker Rush
- Dark-Earth Denial
- The Shutdown
Please tell me if I made any mistakes, or if I need to add anything.