this is my deck:
the un-upped cards (other than the firefly queens) will be upped as soon as i get enough
the general philosophy of this deck is that if you have enough different win conditions you are sure to achieve one of them.
in testing against half-bloods i got:
1 loss
2 regular victories
12 EMs
Hover over cards for details, click for permalink
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 56i 56i 5c2 5c6 5f5 5f5 5oj 5oj 5up 623 623 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u6 6u6 6u6 717 717 717 7ai 7am 7am 7k2 7k2 7q5 7q5 7q5 7q5 7q5 7q5 7q8 7q8 7t9 80j 8ps
it has multiple stratagems running at once:
- mindgates + quantum towers = ability to play several copies of each card your opponent draws
- fire shield = dead enemy creatures
- shard of focus = PC + dead creatures + black holes
- black holes = healing + quanta deprivation
- dead creatures + graveyards = lots of upped skeletons on your side
- upped skeletons + eternity = random upped creatures (some weak some strong)
- un-upped firefly queen = lost of weak creatures + lots of light quanta
- lots of light quanta + miracles = EPIC healing
- weak creatures + fallen druid = mutants
- mutants/random upped creatures + quantum towers = ability to use any abilities the creatures may have
- lots of creatures + empathic bond = EPIC healing (upward of 80/turn in late game)
- steal + quantum towers = PC + ability to use what ever permanents the enemy has
- heal = early game healing
- eternity = no deck-out + draw lock
- fallen druid + eternity = hard CC vs mono decks or soft CC vs rainbow decks
- many electrum hourglasses + time mark = plat 60 card deck faster than others play 30 card deck (on average)
- miracle + any other heal in last turn = EM
in an average game about 2/3 of there stratagems come into play.
if more than 1/3 of them come into play you will almost certainly win.
quanta is a bit tight in early game but i think this will be fixed when i finish upgrading.
a few tips on how to play:
- don't risk getting your fallen druids killed unless you have stuff for them to mutate or NEED healing via empathic bond
- the MOST important thing is drawing cards.
- don't have more than 4 hourglasses out. (the deck has 6 to increase draw chance)
- activate one mind gate and decide if you like the card before activating the others
- once you have less than 10 cards in your deck stop using hourglasses and rely on mindgates
i am interested in any suggestions that people may have.