Well, antimatter is used on the chimera. 6 sn generate 12
at most. (Might not draw all 6, thats why I said at most) Antimatter costs
and pandemonium costs 3
. To use pandemonium, you have to have at least drawn 5 SN out of 6 because you absolutely need to be able to power antimatter. So pandemonium, antimatter, SN, SN, SN, SN, SN, chimera are all the cards you need to at least use pandemonium and have a fighting chance afterwards, which is 8 cards. This is now beginning to be like and OTK to use a simple CC card, except you can discard that 1 card or an SN and hope you draw your 6th one. You have to get the quanta for the SN so theres a 9th card. But mind you, to this OTK type of feeling now, we have to wait turns and turns and turns while making sure we dont deck out while drawing fast for the 9 cards cause we want to have as many singularities on the field as possible. Overall I feel the deck would have a vast improvement if the card was changed to anything else beside entropy. I could be wrong though, so testing on that and posted in his thread the stat comparisons would be awesome. I do like the idea that pandemonium can cause some multiple turn wins in a draw fast deck though. I find you should use unupped dials to enchance the probablitlites of have 1 out of 3 amethyst towers to show up in starting hand, there gonna be needed if you want to power as many SN as possible to get the whole thing of 9 cards cause sundials can not count as a 9th card as they dont produce any
.
I didnt use BB's because sod's can give me a whole turn vs a small whole army where BBs can block 1 creature for 6 turns, and usually will be blocking my own unless i get lobotomizer. Tying into the lobotomizer thing its a GREAT thing to get early, might change those 4 cards around a bit for a bb/sod:lobotomizer ratio of balence. And might use the liquid shadow card to throw in with that ratio planning. Liquid shadow can save yourself in a multiple turns to kill incident, and allows you to play the combo cards so much quicker if need be.