not a bad build, every timebow is going to have to choose a relative strength and weakness. the most important difference is playing crisp and fresh. (basically not tired or distracted)
i dont like the sanctuaries or feral bonds. require too much else to be in your favor. i like a 22-23 tower version of this deck with unupped druids. nothing negative to say, just commenting in general
many style choices give you a good chance against a certain FG deck, but at the mercy of RNG drawing. probably a 50-60% winning deck on a happy day.
if you can offer some personal stats and matchups, thats always a nice touch
tried the deck for a bit.
it really is a bit slow but can be fun if you survive long enough.
I mostly got killed before I could get it running tho ...
Problems for me - too much green quanta used (I think you do not need the feral bonds)
also - no PC which can be really annoying - it takes too long to wait for a steal or destroy mutant.
I'd add steals or pulvies - 2b faster
perhaps add an antimatter too - I would have loved to get one quite often - u need quanta for the druids tho too - not sure here
one sanctuary is not enough - for the gods you really need it against (dark matter, dream catcher, ... ) you need it quick - quanta denial is the death of this deck - my opinion
thanks 4 posting it
I have ran a 22 tower variant as well. As far as the Sanct's My original build didn't have one. I will try to remember the original build and post it. As far as running Elf's over Druid's, I know that they have their upsides as far as CC, but I prefer the Druid's due to the fact that I don't want to worry about wasting a turn using mutate only to have my creature die instead of mutating. Especially since I tend to only need to use it as CC against either the big creatures or creatures with an annoying ability. I would much rather face a 2/30 armagio w/ steal that a 3/5 poison creature
As far as PC I know that this deck is lacking it, but to run a 2nd weapon would mean to run a 3rd PA as both of the PA's in the deck are spoken for(1 for Eternity for end game to prevent decking, and the other goes on either a tower, an hourglass, or a shield) As for antimatter... well.. I know that other people like them, but I just can't get into them lol..
I would love to see others post their idea's on how to improve the deck. If nothing else maybe working together this deck could get up there to CCYB status(probably not likely, but would be cool). So please, keep the ideas flowing.