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Deck Help / Swiss Army Rainbow looking for suggestions
« on: December 15, 2009, 10:10:19 pm »Back to the deck...You actually hit upon just some of the reasons for including all of the quanta producing creatures.
Uncle mentioned to remove the Ray of Light out of there. Even though it does add extra baggage to the deck, I can see a specific use for it:
Helping get those first Life quanta when you drop 1 or 2 towers and a Dial on the first turn and the second turn yields no Life quanta yet. The Ray of Light can be down first turn and give you want you need to draw 2nd turn. Also a good early target to draw some direct damage from your opponent to see what they have in-hand.
However, that's the only reason it might be useful. At end-game or even mid-game, it's just baggage.
But this is why I usually steal a Life pillar from Miracle or so early in the game.
With only 1-3 Quantum Towers out any of them can help get a big item of the same color out far quicker (GGemfinder=pulverizer, ROLight=Archangel, BEater=Fire Storm, Damselfy=EQueen or EEye, LDragon=FBond as well as fuel for EQueen & FDruid). They all become great targets/fodder for the FDruid or Otyugh's during the midgame. They are great at drawing out creature destruction before Animate Weapon is used. They help keep the deck from getting stuck with 8 cards in hand (from the draw) and not enough quantum to cast any (nullifying the hourglass and sundial card drawing abilities).
BTY, the mark of the deck is Time. And I spend more time in PvP than vs. False Gods.
Yes, the deck can sometimes get bad draws but it has several recovery paths that can open up that are just not available to 'tighter' decks.
It can also get some devastatingly good draws (first or second turn animated Poseidon with more consistent quanta due to the GGemfinder)