Elemental: They used gravity pull on their voodoo doll!
Admiral Ackbar: It's a trap!Hover over cards for details, click for permalink
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Almost every player will carelessly send out all their creatures. After all, this deck looks like an average graboid rainbow to anyone playing against it. Until...It's a trap and I send out a gravity pulled voodoo doll with a couple basilisk bloods.
What's fun about this deck is that it's not only reliable in PvP1 (85% win rate), but that more than half of the wins end in ragequits! If not, there is a good chance
their own creatures will kill them. How exciting! To me, nothing is more fun than watching the enemy struggle to stop their own creatures from finishing them off.
Quantum Pillar and Nova: These provide the right amount of quantum generation. With more pillars you don't get enough other cards, with fewer pillars you don't get enough quantum.
Arsenic: The clear weapon of choice. It is cheap, which means you can play it much sooner than a more expensive weapon, and it can continue to do damage even after being destroyed. Lastly, it can rack up a lot of damage over a long period of time, which is useful against stalls.
Gravity Pull: Three of these are neccessary in order to get one before you are killed. You usually want to save one for the voodoo doll. The other two can be used for creature control.
Graboid: A high damage creature that can use quantum from two elements. Very useful to help do damage if the voodoo dolls are not enough.
Basilisk Blood: An amazing card to play on your gravity pulled voodoo doll because it will increase its health by 20. This means it will shield you 20 more damage and do 20 more damage to the enemy. Also can be used for creature control on high damage creatures like dragons. Lastly, when used on a voodoo doll, it will disable their weapon for 6 turns.
Forest Spirit: A great way to use both life and water quantum and do a lot of damage over time.
Rage Potion: This is preferred over deflagration because basilisk blood can disable their weapon, and the voodoo ability gets past shields. The rage potion is useful on the second voodoo doll you draw; it allows it to become a strong attacker. Also able to be used for creature control.
Blessing: Ideally used on shriekers to allow them to reach 6 health, enough to survive a lightning or rage potion. Can be used on other creatures too.
Voodoo Doll: The star of the team. The trap in the deck. When combined with gravity pull and a few basilisk bloods, they basically reflect the enemy's attacks back at them.
Stall: Because so many cards rely on the enemy playing creatures, a good stall deck can deckout this.
Healing: This deck has trouble against decks with healing because they can eventually kill the voodoo dolls and stay alive. Minor vampires and liquid shadow cause this deck trouble.
Reverse Time: A lot of reverse times really hurt this deck. They crush a gravity pulled voodoo doll, a forest spirit with high stats, and shriekers when there is not enough earth quantum around.
Momentum: A well timed momentum can bypass my voodoo doll. However, if you save a couple gravity pulls/basilisk bloods/rage potions, you should be fine.
Mutation: Often I have an extra voodoo doll doing nothing. This can give it a use.
Discord: Great against monos and duos, a little expensive for something you will usually want to play as soon as your draw it.
Pandemonium: A fun mass CC card that has great synergy with voodoo dolls. Remember to burrow your shriekers before playing this!
Druidic Staff + Mind Flayer (to replace Forest Spirit + Arsenic): A more defensive option to combat rushes. Not a good choice against decks with high control, because the lack of damage will hurt you.
Holy Light (to replace Blessing): A versatile card because it can give you 10 healing or 10 damage if you target a voodoo doll. A good choice for getting unexpected kills against decks with healing, and a stalling card against rushes.
Fog Shield: Provides good defense against decks with lots of creatures while you wait for your gravity pull, voodoo doll, or basilisk blood. Not an excellent choice against decks with few creatures because you can control them with extra gravity pulls, basilisk bloods, or rage potions.
Lightning: Good creature control, also can be for damaging the enemy.
Silence: Usually not worth it unless you are facing a stall with healing. In that case you can prevent a key heal or miracle.