Can you please tell me some decks that are able to achieve that consistantly? Thank you.
Sure, depending on my mood I bounce around between these, give them a try and see what fits your playstyle and/or any upgrades you may already have:
Mark of Air
11x Air Pillar
6x Life Pillar
6x Firefly Queen
4x Empathic Bond
4x Rustler
2x Owl's Eye
1x Flying Weapon
An ideal start contains 2 Air Pillars, 1 Life Pillar, Firefly Queen, Rustler. Turn 2 play Firefly Queen, turn 3 make a Firefly and play Rustler. Turn 4 use Rustlers ability to make life quantum, to make another Firefly. Compounds from there. Never play more than one Rustler at once, in case they die. Prioritize Fireflies over Empathic Bonds in the beginning, the quantum return is exponential. Depending on the opponents board, prioritize your Owl Eye's and multiple Firefly Queens accordingly. Occasionally you miss out on a mastery due to the game registering your "victory" prematurely on your final turn before it had properly recorded your full life gain from the Empathic Bonds. Bug imo, hopefully eventually it will get fixed, time will tell.
Mark of Life
12x Light Pillar
5x Emerald Dragon
5x Rustler
4x Empathic Bond
3x Miracle
1x Druidic Staff
Rustlers are the key to victory, never play more than one at a time. Turn 1 play all your Light Pillars, Turn 2 play Rustler, Turn 3 use Rustlers ability to gain Life quanta and play Emerald Dragon. For mastery, you need to play Miracle and Empathic Bond on your final turn. Unless you require them to stay alive, don't bother playing Empathic Bond during the game, save it for your final turn in case it gets stolen and/or destroyed. After you get 1 dragon out, sometimes 2 depending on if you have alot of Light Pillars or not, make sure you are very careful in how much Light quanta you convert into Life quanta. You need to make sure that on your final turn you have at least 15 Light quanta to play Miracle. This deck wins slighlty less than the above deck due to being more vulnerable to creature control as you generally only have 1-3 Dragons out, but when it does wins it's always a mastery if you have Miracle and Empathic Bond in your hand with the proper quanta management.
Mark of Darkness
13x Obsidian Pillar
6x Devourer
6x Minor Vampire (upgraded really helps)
4x Black Dragon
1x Nightfall (upgraded helps)
1x Vampire Stiletto (again, upgraded helps)
1x Drain Life
I have the added benefit of 3 Vampires, 1 Eclipse, and a Vampire Dagger, so your mileage may vary with this one. Use your Drain Life to kill an opponents threat early (Dragon/Otyugh/Squid). With the Devourers going, you'll slow them down considerably and before they can properly recover they are dead. In theory of course. This deck again gets mastery slightly less (especially without upgrades), but I have a soft spot for it because when it works, it really works. If you are in the position of having enough damage to kill them with your board in a turn or two, do not play any more dragons, as it may end up costing you a mastery in the same "bug" that the first deck is susceptible to. Always play Vampires though.
Mark of Darkness
15x Obsidian Pillar
6x Devourer
6x Drain Life
1x Dusk Shield
1x Steal
1x Vampire Stiletto
This deck build is not mine, I credit a friend for his idea. Essentially you don't play anything and keep building your mana until you can Drain Life your opponent to zero in a single turn, to guarantee a mastery win. I recommend making a little damage table with each row being multiples of 10 quanta and six columns representing the number of Drain Life's in your hand. Don't forget in your calculations to subtract 3 quanta off your quanta total for each Drain Life you play in succession, as you may find you messed up your calculation and left your opponent with 2 life or something, it sucks. This way you don't have to do the math every turn, especially on turns where you draw an extra Drain Life. My annoyance with this deck is that in level 3, I believe it's the rainbow deck that uses Emerald Shield. If he plays it, just quit, you can't win. You can't steal it and it will reflect your damage (although you can't kill yourself this way, since you heal yourself just as much as you damage yourself). My friend swears by it, I find it a bit too boring for me, and the frustration of facing Emerald Shield a couple times in a row really gets you down.
I play around all the time with different ideas, but these ones seem to work best. If the "Empathic Bond-Final Turn-Premature Victory" bug ever gets fixed (doubtful), the first deck would probably come out ahead of the others.
Happy hunting!