I find that with any less pillars it takes too long to get a druid out. The problem with a druid is that it's expensive but has very little hp, so if I have to wait, the opponent can get out an oty, an ulitharid, hell, if I can get it out before they have a chance to play firebolt/ RoF, then next turn I create a mutant that will hopefully survive the onslaught.
That makes sense. Though I think that every deck has a weak point. Having more pillars for druids might give you a bit of an edge against a heavy creature control deck. But you'll be more likely to get bad draws against most other decks. Also, you might not be able to draw multiple druids in order to take advantage of the additional pillars - pillars which could have been replaced with more creatures - giving you faster damage output. The deja vu's are a nice example - even if I can't mutate them they can rack up some damage faster than you might expect. With that said, my own deck is weak against creature control, but strong in other areas. I figured it was a fair trade off. I also experimented with improved mutations - the spell - which could be one way of bypassing otyugh's and the like. But here again, I'd have to drop some druids or creatures to make it happen, which could make the deck unstable + they can be highly unpredictable. I'm beginning to think some thunderbolts or congeals could be a nice complement instead.
leaf dragons are cheap fodder as well as useful. The problem for me would be : 1)you still gotta make sure they survive 1 turn to use the ability. 2) You're losing light quanta, which are useful for daje vu-ing golden dragons, and I like to keep my options open for the occasional devour/ablaze etc.
Any player worth their salt wouldn't waste creature removal on the leaf dragons. I've had this happen only once in the past 100 games or so (in pvp). They're just not a likely target. If anything, the druids are going to take the blows. Even so, it's not like they're that essential anyway. The possibility of deja-vu'ing a golden dragon is incredibly unlikely. Either way, I've never been short on light quanta. If you get more than 1 supernova you don't have to drain all of the light quanta on the leaf dragon. I find just using it once to get 4 life quanta is enough of an edge to fuel the druids.
The turtle shield though I find very useful most of the time. Other than crippling most decks, it's good to slow down fed otys so you can get out a druid and mutate them, and basically slow down all kinds of nasty things. I never play it without an explosion on hand though. Someone stealing them would only be rainbow (in which case you're f***ed most of the time, this being the least of your worries) or darkness, both of which, by the way, become easy with a 1st/2nd turn pulv.
See, now that's interesting - I actually have a pretty high win rate against rainbow decks. Since they tend to be slow I can manage to get a nice army out before they're even ready to fight. Then it's just a matter of using the explosions at a few critical points. The only exception is when the rainbow deck uses heavy creature control. It's a cakewalk otherwise. As for the turtle shield I can see how it might help. But then you wouldn't be able to use deja vu's. Besides, having only 1 in the deck makes it unreliable.
The druids themselves become fodder once there are more than 2 on the table. With more fodder, you're more likely to get that in your starting hand than druids, which are the essential card. Also, having 1 druid out and lots of fodder (which would happen) isn't very useful, because you can only mutate once a turn.
Agreed. I also mutate druids quite a bit. About your other point: both our decks use 6 druids - so no matter how much fodder is in the deck it doesn't change the probability of drawing them. The difference as I see it is that I can draw a druid + fodder very consistently - whereas if I had less fodder I might only have the druid with nothing to mutate or be forced to mutate an additional druid. The next point is that having a lot of fodder on the table isn't a problem really. For one thing, as I mentioned above, the fodder itself can rack up some nice damage on its own. I tend to mutate everything that I draw, as long as I have a druid or two out. The life quanta isn't an obstacle. The fact that you can only use the ability once per turn isn't really a limitation either since you'll be mutating at the same rate no matter how little or how much fodder you have - both decks have 6 druids. It's a question of which support cards give you more of edge. I just think you get more utility out of the fodder than you would otherwise.
Thanks for the input, and perhaps we should duel sometime to see which deck works better.
Sounds good. I'll look for you online.