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« on: July 15, 2010, 08:35:50 pm »
Why the dim shields? PUs would be much more useful (for duplicating your buffed vultures), especially with the bone walls. 5 sparks and fractals is more than enough. You could even go with 4 sparks, since once you fractal you can just leave one in your hand, though 5 is probably the safest. In my RoL-Hope deck I have 6 rays because sometimes I can play a hope before fractaling, or play a ray while keeping one in my hand against a god with CC, but here there's no reason to have 6 sparks. with 6 fractals, you'll often have 1 cluttering your hand early on.
-dim shields
-1-2 spark(s) and 1 fractal
+some combination of graveyards, bone wall, and/or PUs (graveyard would be nice if you have 2-3 fractals, so you fractal once without it, then again once or twice with it, filling your side with skellies in addition to super-vultures and bone wall. If your opponent kills them, all the better for you, and if he has a dmg-reducing shield, your bone wall should stall plenty long for your vultures to do their dirty work.
Try to cut it down to 30 cards. Since death cards are cheaper, mark of aether may work better to allow you to drop your aether pillars to 8 (or more with PUs) and add in some bone pillars.
You only have 3 vultures and 2 bonewalls, even thought you need at least 1-2 vultures and 1 bonewall for your combo to work, so you only have 1 extra of each O.o I'd say 3 bone walls is a must, in order to give you a good chance to draw one while it'll still be helpful (lol) and 4 vultures would be nice to help you draw one or even two.
To summarize: More vultures and bone walls, drop the dim shields, less aether pillars. I've seen at least 2 previous (albeit upped) versions of this deck before, so search around for them to help you fine turn yours.
Nice job, thanks for posting, hope this helps!