Deck Helper comment: This deck was posted before the 1.32 game update and as a result may work very differently now. Use at your own risk.
i started with the idea of using Shards of Readiness to spam nymph abilities, and then thought, how could i do it in a way that i wont just lose all my work to a lightning bolt?
i came up with this:
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6ve 6ve 6ve 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7i6 7i6 7i6 7jp 7n2 7q0 7q0 7q8 7qu 7qu 7qu 7qu 7qu 7qu 80d 80d 80d 80d 80d 80d 80h 80h 80h 81q 81q 81q 81q 8pu
The idea is to save up for a nymphs tears on a water pillar, shard of readiness it and, if the opponent has any CC, quintessence it.
this gives you an immortal nymph who can turn any pillar into another nymph for free
to protect you while you do this, are some phase shields, although i recommend waiting until your at 50 health to start your spam (maybe higher if your opponent likes momentum or has spells).
from here, the strategy is relatively simple. wait for a second shard, and turn an aether pendulum into an aether nymph, and shard it (also quint it if your opponent has CC).
from here, just wait until you get an entropy pendulum and another shard, and you can turn it into a nymph for free, shard it, and turn it immortal for free as well.
then just antimatter your opponents into oblivion.
you can continuously spam new immortal nymphs every turn via your water and aether nymphs, while turning your opponents damage into healing.
by the time your shields run out, you should have more than enough creatures antimattered to heal you up to 100 health every turn (depending on attack order).
your nymphs will pump out significant damage as well. aether nymphs have 8 attack, which cannot be stopped by shields (by which i mean damage reduction shields, not dim shields).
there are weaknesses though. a spine carapace or fire shield would kill your nymphs off, and anyone who can earthquake/destroy your pillars before you can turn them into nymphs can also win. anyone who can destroy your shields is also a problem (although not impossible with the right hand). aside from these, nothing much can hurt you.
there are a couple of interesting cases though. decks using catapults (osiris), can fling their antimattered creatures at you, and spawn new creatures. you might be able to outdamage them if you get your nymphs early and they get a bad hand, but its not reliable.
a lot of healing decks will stall as well. particularly ffq+feral bond decks. you wont outdamage their healing with your nymphs, so youll have to wait for a deckout.
this is what the eternity is for. save your eternity until you have the animated weapon, and a shard of readiness, and you can spawn it as a weapon, turn it into a creature, shard it, and immortalise it with your nymph, preventing destruction. then you are free to abuse RoL + reverse time while waiting for your opponent to finish drawing.
i have used this deck in the trainer against quite a few FGs, and have had about a 40% win rate over 15 fights. maybe i got lucky and got easy FGs, but i thought it might be an idea to post it so others could try it.
here are a few screenshots of the last few fights i fought:
(
http://imageplay.net/view/m7Gbd115641/gemini_nymphs)
(
http://imageplay.net/view/m7Gbd115642/paradox_win_nymphs)
(
http://imageplay.net/view/m7Gbd115639/ferox_halfwin)
this one would have been a win, but i accidentally took out the RoL while adjusting the water tower/pendulum ratio. lol.
mind you, i didnt take screenshots of all my wins, just the final few.
let me know what you think.