This is the Origional deck, I've modified it slightly since
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I call the deck:
HOLY $#17!! VOODOO!cause well... It will make your opponent respond like that when they don't see it coming, and they are dead regardless of anything they have or you have on the field. Too late... tooo sad.
How to play the deckusually sets up and wins in about 8-9 game turns... If you can hold off the sundials to play after the first 3-4 turns you are golden... just chain them up.
If you have to discard early (missed cointoss without a aether tower), first discard a supernova (ONLY 1 and ONLY if you have 2 to start) then its a cross between Holy Flash and Precog...
to finish the combo, you need:
(this takes the longest to set up 8+ turns)
(A) Deals 120 damage
(18 aether + whatever else)
1 Voodoo
1 BB
3 Holy flash
3 Twin Universe
or if you can play a voodoo early (opponent rewind cards in the hole, the voodoo is only weak to rewind) and if they have an eternity, just play a BB with the voodoo early
(I've had these set up in 6 turns)
(B) Deals 120 damage
(12 aether in the hole)
1 extra BB on voodoo in field (get it to 60 HP, use both BB's in the deck)
4 Holy Flash
2 Twin Universe
or
(C) Deals 100 damage
(I've had these set up in 5 turns)
(B)
(6 aether in the hole)
1 extra BB on voodoo in field (get it to 60 HP, use both BB's in the deck)
5 Holy Flash
1 Twin Universe
you guys have any thoughts?
You could swap a supernova for a precog... but I was left discarding more often early game...
4-8-2010 UPDATE!:
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switched a supernova for a purify. honestly, it was needed. It takes away the majority of poison losses and makes the deck more effective overall... if its not needed, just use it for the +2 HP (or if unupped, +1) and call it a day...
List of weaknesses I know of: (ranked by severity)
1- Explosion (it breaks your sundial shield, and when they hit with massive damage late on, you are just screwed)
2- Pulverizer (same problem as Explosion, but this can combo with Crusaders, and you are SOL)
3- Devourer/Pests played turn on 1 or 2 (destroys the 2 entropy needed to start the supernova chain)
4- Black Hole (makes generating enough Aether for a successful combo near impossible)
5- Discord (well... its the same trouble as the devourer if played early, not very bad if played late)
6- Nightmare (Slows the deck down, and can ruin the sundials ability to keep drawing)
7- Poison if unable to stop or outdraw...
8- Anything that mutates if you have to play the voodoo early (Druids, etc., Pandemonium falls here, but its pretty cruddy)
Least upped possible (without causing lots of problems)
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