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« on: December 15, 2009, 10:09:29 pm »
Echoing what CB said. Several of your card picks look good on paper, but in most situations they're entirely irrelevant to the strategy of this deck.
Nova/immolation/photon is the core of your quanta supply. With mark of fire, ash eaters may be able to partially substitute for photons--their damage output is not worth much, but it's enough to contribute and you can still easily use them for fodder. There's virtually no point in having a dragonfly vs. having another photon, though. I'm kind of iffy on this use of deja vu; while deja vu + blessing is fun, I don't think you're reliably going to be able to get it out in time to do any good.
Deflagration is key--it protects you from Owl's Eye/Lobotomizer, and stops most shields from reducing your damage output. Steal can work in a pinch, although it's more expensive than I'd like and there are some other tempting options for darkness quanta.
Lava golems are tremendously good for damage output. Most variations on this deck I've seen ran mark of earth and had lots of golems, but that arose in part from when lava golems cost 3 instead of 4; now that they're more expensive, some experimentation is probably in order. Graviton Fire Eater is another decent source of damage; it's a bit slower to start, but it's a lot sturdier which makes you a bit less vulnerable to creature-killing cards. Other creatures worth looking at include forest spirits and lycanthropes.
Lobotomizer seems like a good idea, but spending 5 quanta just to remove the skill from one enemy creature? If you want to throw in a little creature control, try a mind flayer instead. You can get it out and start lobotomizing things after only 2 nova/immolations.
Chrysoara isn't bad--it's cheap immolation fodder and it converts death quanta into damage. Its damage output is a bit low, though, and you may find better uses for water/death. The poison spell does damage a bit faster than chrysoara, but I'd recommend ditching it--it still doesn't do damage fast enough to be relied upon, and it takes up a card that does not help you get your critical immolation fodder up.
Chaos Seed is a fantastic card that seems to be under-rated in a lot of rainbow decks; it's extremely inexpensive and will generally take care of many threats. You might consider replacing 1 or 2 of them with Freeze--it's just as inexpensive but has a more reliable effect. Freeze won't kill things, but it's guaranteed to stall them for 3 turns and that's what you're really after. Freeze an otyugh to get your creatures room to grow large enough that they're not in immediate danger of munchies, or simply beat down the opponent to critical health while it's frozen.
Dragons are horrendously expensive and are still very vulnerable to creature damage which is your #1 threat. Two golems are cheaper, more effective, and in most circumstances less vulnerable than 1 dragon; of course, the dragon has the advantage of only taking 1 card instead of 2, so they're nort worthless. I think 4 is definitely too many, though.
Blessing is decent, although I wouldn't rely on it--it's expensive and only adds a static 3 damage/turn, not too hot, but it does help protect your creatures against damage. That being one of this deck's biggest weaknesses this is definitely worthwhile, although getting it out fast enough to matter may be difficult.
Boneyard, Rain of Fire, and Fireshield, though--these are all powerful, but here they don't fit in. They don't contribute to your primary strategy (putting out a lot of damage fast), they do a poor job addressing counters to your primary strategy (killing your creatures to stop your damage), and they're too expensive to be effective for stalling in situations where you're having difficulty getting your primary strategy up and running. If you need creature control, I'd vastly prefer to use Chaos Seed and Freeze over RoF/Fireshield to kill/stall early threats--if the game lasts long enough for a late threat to emerge, you've already failed.