I've been playing around with this deck for a while now, and like what it's evolved into.
I never shared an original deck, but I believe this one is original enough to be posted as a standalone thread, even though I've seen other speed rainbows on the forum.
It combines the speed rainbow with some of my favorite combos.
And yes, I know, I borrowed the "27 card" thing from vreely, but hey, it's a good eye catcher...
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6qq 6qq 6qq 6qq 6u1 6u3 6u3 6u3 6u3 6u3 6u3 745 74a 74a 77g 77g 7ah 7ah 7dm 7dm 7dq 7mu 7q2 7qb 7qb 7qb 80b 80b 80h 80h 8pj
The idea is pretty simple: play as many cheap creatures as possible.
Make your stronger creatures unstoppable, and explode whatever else can get in your way.
TU is there to copy your (or your opponent's) strongest creatures, preferably unstoppable ones.
Note the possibility of the wyrm + unstoppable + dive + TU combo that can create a 12/3, or even 24/3 unstoppable creature with dive ability.
You can quint a creature that needs protection, like the previously mentioned wyrm.
And finally, precognition essentially makes this a 27 card deck, which makes this deck faster than usual.
I know, 4 quantum towers seem very little, but thanks to auto-mulligan, you pretty much guarantee you get one or two in your opening hand, which is basically enough to help you play your game.
You'd basically be able to play anything if you could draw three supernovas.
A hand with a tower, a supernova (or two) and a precognition is very common.
I like the speed of this deck, and tested it against T50 and PvP. Unless you get a bad draw, which of course happens occasionally, you'll have a bunch of creatures out before you opponent can even set up.
Alternatively, you could replace the fate egg with another werewolf, but I like the possibility to get a heavy hitter or useful creature, which happened to me far more often than not.
I have had no real problems with the lack of a shield or weapon, since you should be able to outrush your opponent fairly easily (which is also why there's no creature control in it).
If I wanted to add any of that, I'd remove the three precognitions to add the following sets (in order of preference):
- A werewolf, a vampire dagger and a mirror shield
- A werewolf and two thunderbolts
- A werewolf, a morning glory and an improved dusk
However, adding permanents gives your opponent something to steal or destroy....
I've had very good results with this deck, although sometimes you get bad draws, like no supernovas leaving waiting for the quanta, though it's fun to suddenly be able to play 4 creatures and a twin when you do finally draw it. Also, sometimes you draw three or four aether cards in a row, which can sometimes ruin your day, but I found that two TU and two quints are needed for consistent results.
Usually, this deck's fun to play, and that's what it's all about, in my opinion. I hope others will have fun playing with this deck as well.
Oh... and feel free to leave any comments or suggestions. Have fun!