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Deck Help / Re: unupped rainbow deck with new cards
« on: January 01, 2011, 04:38:59 pm »hmmm, a completly different approach at pvp than i do...my comments might be off, cause i have absolutely no experience with this kind of deck...thanx for this feedback, yeah i no it has a lot of weakness's but i designed this for a tournament only. its slow to start off but if the other player doesnt have high damage u can get in there with a dimensional shield. rain of fire is just to get a skeleton, for the butterfly effect, and to damage some of the larger creatures. yeah it does tend to fall apart once they start using creature control. i dont care wat nymph i get i just wanted something to do a bit more damage and as i dont have a nymph currently its the best i have. the catapult and a few other cards r only in it because the tourneys special rules r the new cards. after playing it i enjoyed the challenge because u do have to use strategy and no wen to play the right cards instead of just chucking this and that out. if u wouldnt mind can u suggest wat cards u would put in to make it a better deck thanx again for having a look at it
I am afraid, i do see a lot of weaknesses in this build...i will explain:
1) the deck is dangerously slow for pvp...well built pvp decks have a killing speed about 5-8 turns, and you need 6 to play your dim shield...so either you are lucky and draw 1 of your 2 sundials or your quantum pillars generate some arther quanta.
Sure you can delay speed decks further with silence, but this again uses your precious quanta...
2) Even when you have setup your dim shield, its a game of luck to have sufficient quanta to setup the second...
3) you might kill some creatures with rain of fire...but as you need 7 quanta for it, growing creatures might have grown out of reach..then what?
--> the deck is slow in stalling, isnt able to achieve stall reliable and lacks efficient creature control to ensure survival after the last dim shield went down
4) Quanta issues: There are many cards that need a lot of quanta to work...e.g. crusader, titan, titanium shield (need those quanta for graboids, eternity
5) punch: your main damage dealers are those two graboids...thats it. maybe a crusader if your enemy has a decent weapon you can endow... even IF you achieve a stall long enough, kill most/all enemies creatures, you managed to bring some skellies on the table...your enemy will probably have enough time to recover before he is dead...
6) weaknesses: you are set on some specific combos...a single well placed deflagration or lightning bolt can pretty much ruin your plans...even with cloak, as it only has a duration of 2 turns...
On some specific cards you use:
Purify: Sure a great card against poison...but if enemy doesnt use much poison, almost useless...
Butterfly effect: Another cool card with nice effect...but i do see any creature you can use it on...i assume the nymph you want to create? but it will then loose its nice ability...oh wait...just a second...crusader will do...but you still need 5 and 5 for this to work...hmmm...furthermore: when playing pvp count how many permanents your enemy plays during the game the really need to be removed...
Nymph tear: using nymph tear on a quantum pillar will create a random nymph...which one do really want to have for winning?
cloak: nice card to buy some time against targeted spells...but which of your cards urgently needs protection?
catapult: can be a real nasty damage dealer...but which high HP creatures are you going to toss? i dont see any!
Again, sorry for tearing your deck apart. it might be better then i expect it to be...but from what i see, i expect a lot of losses...
i wont state many improvement ideas right now, as there is one aspect that should be set before changing the deck: what should be the main theme of the deck?
do you still want to slow down/stall your enemy while setting up a lock? -> you might be better of doing this with a mono/duo deck...
or are you looking for some completely new ideas?