| Level | 69 | Health Points | 168/200 | Max Upgraded | 10 | Oracle Upgraded | 2 | Mark Multiplier | 3X | Card(s) per Turn | 2X | Deck Size | 2X |
| Win:Loss | 31:5 | Electrum Earned | 528 | Rank | 41 | Rating | 160 | Age (days) | 5 | Thumbs Up? | 13 | Thumbs Down? | 18 |
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6ts 6ts 4vc 4vc 4vc 4vh 4vh 4vh 4vh 4vh 4vh 50u 50u 50u 5uk 5uk 5up 5up 5up 5up 5up 5up 5v2 5v2 5v2 606 606 6u9 7t8 7t8 7tb 7tb 7td 7td 7td 8pt
I could have left my previous deck longer, but when the Oracle gave me another pillar (amethyst this time), I couldn't resist the challenge of another deck attempt with one.
Originally, I was trying to configure some kind of pandemonium / discord / SoV deck, but as things turned out in tests, it gradually evolved into a variation of a common deck known as "Lycan Steal".
I play a simpler version of the deck in PvP-1, so have a good idea how it performs with human opponents, and against various deck types they bring. So with an extra 5 cards required to the minimum of the deck size, and tacking advantage of the double draw ability - I tried to enhance it with some extra cards that reinforced the core idea, as well as with some that support it too.
First thing you might wonder is why so few upped cards? Because I don't have that many upped entropy cards, and those that I do, didn't fit well with the final concept. Any ways, no need for them - as long as a deck is well constructed. With the extra points left over, I went with a triple mark multiplier, to help the deck get going (with its stealing), early.
Steal was expanded to the maximum (12 cards total), as this was the main way of controlling opponent quanta (pillars / pendulums) and whatever other permanents they dare play. Cloak was to protect the lycans, especially the first turn they are played, as this is when they are the most vulnerable, it also doubles as a layer of protection for the decks' own permanents. Doubling of the dusk mantle and vampire dagger, was not as much for draw chance, but more to replace whatever items were stolen by the deck. The three vampires were added after some close games in testing, as a little more security to achieve victory, through health point transfers. One upgraded pandemonium was the "surprise" card in the deck.
I played a few games against it, every day it was up - just to remind myself each time - of how frustrating it was to play against it...