This seems to be what all the cool kids are doing these days. But instead of posting my successful decks, I'm going to post my creative and fun decks. Honestly, I got bored putting up Fire, Rainbow, Quanta Denial, etc. decks. I might be losing out on some electrum, but I'm having more fun playing around with the deck possibilities. The arena deck-building has drawn me into the game again.
So here's three recent decks to get things started. So here are my decks:
Improved Mutation | 2x Draw | 2x Mark | 30 Upgrades | 200HP |
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4vk 5l9 5l9 5l9 5l9 5l9 5l9 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u4 6u4 6u4 6u4 6u4 6u6 6u6 716 716 716 716 719 7dm 7dm 7q4 7q4 7t9 8pj

[I didn't have any images from play-testing so I went into the trainer to get this snapshot.]
It's a little short on death and entropy quanta sometimes. Plague, Mutation, and Rewinds for CC (Rewinds also double for Skeletons); Explosion and Steal for basic PC; Photons and Skellies for Mutation fodder.
Vanadium Warden | 2x Draw | 2x Mark | 30 Upgrades | 200HP |
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596 5c1 5c1 5f6 5f6 6qq 6qq 6qq 6qq 6qq 6qq 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6u8 713 713 745 77m 77m 77m 77m 7jv 7jv 7q5 7q5 7q5 7t9 80g 80g 8pj

[I didn't have any images from play-testing so I went into the trainer to get this snapshot.]
Buffed Wardens for CC with flanking Spiders to web airborne creatures. Some more creatures + PC rounds out the deck. Unfortunately, the AI tends to bless the other creatures instead of the Wardens.
Mitosis | 2x Draw | 2x Mark | 30 Upgrades | 200HP |
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4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 52k 52k 52v 52v 5c9 6ua 6ua 6ua 6ua 6ua 714 714 719 719 71b 71b 71b 71f 71f 71f 7ap 7ap 7ap 7ap 8pn

Cats > Mitosis > Soul Catcher > Condors > Mitosis > Bone Wall = Growing flock of birds (both in size and quantity) and growing defense. Plague helps control Fractal RoLs and spawned FFs. Unfortunately the AI makes a couple mistakes in playing this deck. They use abilities in play order instead of birds first then cats. And mid-game they mitosis too many birds so that they stop growing.

Pharaoh | 2x Draw | 2x Mark | 30 Upgrades | 200HP | 4-2 |
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5c3 5c3 5c6 5c6 5rs 7am 7am 7dg 7dg 7dg 7dg 7dg 7dm 7dm 7dm 7dm 7dm 7dr 7dr 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7qc 7qc 7qc 7qc 8pn
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5c3 5c3 5c6 5c6 5rs 7am 7am 7dm 7dm 7dm 7dm 7dm 7dp 7dp 7dp 7dp 7dp 7dr 7dr 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7qc 7qc 7qc 7qc 8pn

Decided to avoid the obvious Gravity synergy, though I was tempted to show off my foil Chimera. Instead I opted to try to make a synergy with the swarming ability of Pharaoh. Feral Bonds give lots of healing and Thorn Carapace helps provide some CC. I added Fire to help control those pesky Pulverizers since I was permanent-heavy. I actually wanted to use Cremations instead of Towers (non-permanent fire gain + gravity for scarabs) but the AI doesn't want to sacrifice Scarabs.
Death Stalker | 2x Draw | 2x Mark | 30 Upgrades | 200HP | 10-1 |
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52u 542 5lf 5lf 5lf 710 710 710 710 710 718 718 718 718 718 718 71b 71b 71b 71b 71e 71e 71e 71e 72i 72i 72i 72i 72i 7jv 7jv 7jv 7k2 7k2 7k2 8pq

Nothing too original here. I tried to make a rainbow deck with only Death Stalkers for creatures but it didn't really work so well. This one is pretty straightforward.
Lava Destroyer | 2x Draw | 2x Mark | 30 Upgrades | 200HP | 8-0 |
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5fa 5ii 5ii 5ii 5ii 77e 77e 77e 77e 77e 77l 77l 77l 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dm 7dm 7dm 7dq 7dq 7dq 7dq 8pp


As you can probably tell, I like trio decks. They are infinitely better and more flexible with 2-3x Mark.
So this deck is pretty straightforward on how it works. Both Lava Destroyers and Steam Machines grow like crazy. A few PC and CC cards help round out the deck. I originally had Wardens, as you can see in the first screenshot, but decided that BBs are better since games didn't last too long. Plus, the Wardens didn't always use their ability when they had quanta which was annoying. I wanted to add a couple of Tridents but Earth quanta was too tight.
Archangel | 2x Draw | 2x Mark | 30 Upgrades | 200HP | 21-1 |
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562 562 562 562 562 5le 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 745 745 745 745 745 75c 75c 7ju 7ju 7ju 7ju 7ju 8pl


The deck's a simple concept similar to Raging Angels. Here I use Accelerate to get potentially unlimited growth with the healing from Angels. The main downside is that the AI seems to target Angels over Chargers messing up the ability to keep accelerated creatures alive. However, I got to show off my foil Chimeras.

Silence | 2x Draw | 2x Mark | 30 Upgrades | 200HP | 4-0 |
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4vd 4vd 5f6 5v1 624 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u7 6ve 6ve 6ve 6ve 6ve 6ve 74f 7dm 7dm 7dm 7qe 7qe 7qe 7qe 7qe 7th 7th 7th 80k 80k 80k 80k 8ps
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606 606 606 606 606 606 606 624 63a 63a 7q4 7q4 7q4 7q4 7qe 7qe 7qe 7qe 7qe 7t9 7t9 7t9 7t9 7th 7th 7th 7th 80k 80k 80k 80k 81q 81q 81q 81q 8ps


It's delicious when the AI can fill your hand with Ghosts and then Silence you the same turn. Unfortunately though, not too many people got to experience that since the deck didn't get much plays. Oh well.
I tried to maximize the idea of hand control so I used both Silence and Nightmare. I started off with the Trio version adding Rewinds to add a third kind of hand control as well as Steals for some PC. But with only 6 and 7 Pends, it wasn't as consistent as I would have liked. So I switched to the SN variant and added Demons and Antimatter for CC and BH and Discord for some light quanta control. I wanted to use a third Demon instead of the Antimatter but decided on 2 because every once in a while the AI would Nightmare the Demons because they didn't get to play any Ghosts yet. Although this one was much better and consistent than the trio, it sometimes clogged. Looking back, I probably should've dropped the Discord and added another Entropy Pendulum.
Wings | 2x Draw | 2x Mark | 30 Upgrades | 200HP | 7-1 |
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52g 52g 52h 52h 52h 5oo 710 710 710 710 710 710 710 710 710 713 713 713 713 713 718 718 718 718 718 718 71a 7n7 7n7 7n7 7n7 7n8 7n8 7n8 7n8 8pr

Another kind of poison stall, though a bit heavier on creatures. Nothing fancy. I probably should've replaced a Dragon for another Pillar though to speed up the early game.
Steel Golem | 33-0 | Rank 20 | 4 Days |
2x Draw | 2x Mark | 30 Upgrades | 200HP |
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58q 5aa 5aa 5aa 5aa 745 745 745 74f 74f 74f 74i 74i 74i 77a 77a 77a 77a 77a 77f 77f 77j 77j 77j 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 8pl

(I forgot to take screenshots before taking the deck down. Here's one from the Trainer.
I tried to take advantage of the Steel Golem's high HP with Overdrive. Unfortunately, I only have 3 upped Accelerates and using both upped and unupped variants mixes with the AI's stupidity like Ammonia and Bleach. So instead of more Accelerates, I threw in some good 'ole Chargers. I packed QS + BH to slow the player down while the AI gets his combo going. A couple Pulverizers help round out the deck. This deck did surprisingly well having an unbroken 33 win streak and topping out at Rank 20 before I pulled the plug on it.
I really need to upgrade the last 3 Accelerations. Unfortunately, I just blew my little savings upping another FG deck I wanted to try.
Gravity Pendulum | 48-3 | Rank 10 | 4 Days |
2x Draw | 2x Mark | 30 Upgrades | 200HP |
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55k 55k 55k 55k 55k 576 576 576 576 5fb 5fb 5fb 5fb 5fb 745 745 745 745 745 74a 74a 74a 74e 74e 74e 74e 74e 75m 75m 75m 75m 7dm 7dm 7dm 7dm 8po

I've been doing a lot of Gravity decks lately it seems. RPs work well both for CC and combo-ing with Firemasters. Unstoppables and Ablaze help against decks with Shields and Antimatter. For having so few Pillars/Pendulums upped, this deck did really well I think.