The other day I tried constructing a mono-nymph deck which was based on the principle of getting out
and
nymphs. This is the best version ive devised so far, this only has 4 nymph tears as most of the intended nymph production will come from a nymph queen. The 4 quintessences are to provide a reasonable chance of drawing by the time I have the quanta to play the combo and if I need more then I rely on getting out
nymph. The only real weaknesses Ive found of this deck is not being able to play until maybe turn 5 or 6 due to awful hands or shields, namely: procrastination, permafrost and fire shield. These essentially cripple your nymphs abilities and I seem to get really awful hands every other game and most of the rest either my quanta pillars dont come through or shields ruin it. Im not sure how to get around these problems without supernovas (cant afford upped and unupped just wont work) or clogging up the decks with permenant control. The sword and shield both just help a little as sometimes I get close to decking out and the swords damage builds up, the shield just helps me last until I can get my combo out, especially if its a deck based on lots of little creatures. The mindgate may seem like a waste but its helped me a lot more than its hindered me, often once I have my 2 key nymphs out I find myself building up aether quanta and this allows me to get extra damage out incase I get close to decking out. This isnt meant to be a fast deck, more of a fun deck or maybe anti-fg if i get some upped cards, however constantly losing isnt fun.
[code]4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4t4 4tc 4vc 4vc 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5uk 5uk 621 621 621 621 623 8pp
[/code]
One of the ?s is a quanta pillar, the other is nothing, not sure why an extra card has appeared.