IntoxicationI have been struggling for a while with this deck, and would love some input from the community.
In search of an unupped nurotoxin deck I liked playing (just not a huge fan of the standard Time-Gravy duo splashing momentum) I came to the following conclusions:
a) Essentially any damage played by a nurotoxined player just needs to average more than 1 per turn to outrush the toxin generated by playing that card.
Deck Needs Stall.b) Fast toxin is good toxin.
Needs to have the ability to Nurotoxin on 1st turn (upped) or 2nd turn (unupped).Using "It's a Trap" as inspiration, my current build is:
Hover over cards for details, click for permalink
4sa 4sa 4sa 4sa 4sa 4vj 4vj 4vj 4vj 4vj 4vj 55q 55q 55q 55q 55t 55t 55t 595 595 595 595 595 5rt 5rt 5rt 5rt 5v0 5v0 5v0 8ps
Positives-Right draw and 2nd turn toxin is possible.
-Voodoo (if the combo is drawn) is the perfect complement to nurotoxin. It is stall and damage at the same time, shifting the tide of a damage war.
-Element of surprise similar to It's A Trap.
-BB can be used as CC to stall if Voodoo/GP is not drawn early.
Negatives-Essentially two separate combos required.
-Usual Voodoo vulnerabilities (RT, Mutate, Momentum, Psion etc).
-Usual Nurotoxin vulnerabilites (Heavy Healing, Purify etc).
Other Options-Blessing rather than momentum means extra damage from hit, and allows extra GPs to be used as CC, but will be slower to cast combo, and protected against by shields.
-Fewer dolls/BB/GP in favour of other bow cards (Lightning, Forest Sceptre, Fog etc), or an extra Scorpion/Momentum pair.
-Other poison accelerators (Poison, Arsenic)
Let me know what you think, I am specifically looking to build on the Nurotoxin / Voodoo element, rather than just ditching either element
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