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This does not seem like much, but it surprisingly works. Ill go through the deck now.
1) Quanta- Obviously, there will be bad draws. But typically the sheer number of quantam pillers makes it so you have 2-5 at start- and even if you dont, you draw them quickly enough. So this is not a huge problem, though a good hand can give you a good chance of winning.
2) Stalling- shields, sundials. Gives you 6X1 plus 4X3 turns, so 18 turns of stalling. Note: Only use when needed, or else this deck will fail. Of course, this does not involve weapons.... so...
3) PC- SoF is as good as always:) (Note: that morning star always kills this deck
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4) Drawing- This deck would suck if you had to wait 60 turns to get things out. However, sundials plus precog work well. I use precog over electrum hourglasses for quanta management, especially cause SoSe can produce time things. About sundials- I prefer to only use when needed to stop damage, but some users use them just for card drawing. Just a offense/defense preference, I guess.
5) Damage. Obviously, you rely on SoSe to produce damage. However, typically with the drawing this deck has you get a mitosis at some point, which can greatly increase your damage. Tears is there because a nymph late in the game, especially with excess of quanta can prove amazing- especially if its a light/gravity one or a purple/earth one which can easily turn the tide of the battle (free heal plus CC).
6)CC- besides what you get from SeSe, only fire storm. Why did I chose this? there are a lot of really weak creatures, especially in rushes. This clears them out. Especially usefull against Ai ( maybe).
7) Void- Sure does good in a stall- even if you only get 1 in 15 turns thats basically 30 dmg off what u need too do- also a counter to PDials.
I definitely need improvements and suggestions! So feel free to comment on ANYTHING (im not the greatest deck builder). Thank you!