I read this forum for some weeks, but this is my first (but not last
) post here. I have to tell, that my english is not perfect, so please be patient with me. I hope it's not too bad btw
.
If you play a Nova, you'll get 12 Quantums instantly. If you play a Supernova, you'll get 24 Quantums instantly. Ok, it costs 2 Entropy mana, so you gain 22 "plus" Quantums. If we have 6 Supernovas in a deck, it would result 6*22=132 Quantums! I was wondering about it for some time. Isn't that enough? If you play a Mono-Duo-Trio deck, usually you don't have a sum of 100 or more Quantums by 15-20 turns (except you play Sundials and/or Hourglasses). If you try this deck, by the end of turn 10, you usually have 80+ Quantums. That means that you don't need any pillars/towers!
So, I've just set up and tested this entertaining (for you) and annoying (for your opponent) rainbow deck with no pillars/towers in it. It works fine!
Here it is:
Hover over cards for details, click for permalink
5rp 5rp 5rp 6rk 6u3 6u3 6u3 6u3 6u3 6u3 6u6 717 74b 77g 7ah 7dm 7dm 7dm 7dq 7gl 7gv 7n3 7q2 7t9 7t9 7t9 80a 80a 80a 80a 8pj
The main idea of this deck is the wiseful use and balance of your (limited) Quantums. As I said, the total number of them is pretty good, but you have a maximum of 12 of each type (except Entropy), so, the success of a deck like this depends on the balancing.
How this one works?
Firstly, it's a little denial deck for frustrating your opponent. You have a lot of frustrating cards: 4 Thuderbolts, 3 Steals, 3 Explosions, 3 Sundials...
This deck is ideal for PvP. Why? In the first 2 turns, you can't do anthing, you have to wait for 2 entropy Quantums to play your first Supernova (but it's not a big deal at all as you'll see). So, your opponent will think that you don't have anything, even a Pillar so it could be an easy win for him or her. But in a few turns you move on, play supernovas and everything else and th FUN begins. You should kill the creatures with Thunderbolts, steal and explode the permanents, eat up the threatening monsters (with high damage) and lobotomize the small but dangerous guys. So cool it is, isn't it? So, your opponent will be extremely upset and that's a big fun for you
My goal was to reach the perfect balance of the elements, so there is no unnecessary quantums.
Let's see the details.
About the supernovas: This is your one and only Quantum source. You have to wait for turn 3 to play it, so it doesn't matter if you don't have any in your starting hand, but it's essential to have at least one by the start of turn 3/turn 4. What if you don't have any? Well, that' a crap. If you
don't have at least a single Supernova in the first 10-11 cards, the game is over for you. But in average, there is only 2 or 3 games in every 100, when this happens, so you don't have to worry too much.
Another big problem could be an early (turn 1 or 2) Devourer at your opponents side... But that's not a frequent occurrence.
About the wiseful and balanced Quantum usage:I'll try to SUM the Quantums this deck uses for each element. I don't count with rewinds and etc. for now.
Entropy: Used by your Druid and the Supernovas. Have (maximum): 12 + the number of turns Use (maximum): 17
Death: Used by Physalia and Graveyard. Have: 12 Use: 5 + some for poisoning
Gravity: Used by Otyugh. Have: 12 Use: 4 + some for devour
Earth: Used by Graboid and Lava Golem. Have: 12 Use: 3 + some for Golem growth
Life: Used by Forest Spectre, Firefly Queen and Fallen Druid. Have: 12 Use: 3 + some for Fireflies and mutations
Fire: Used by Explosions and Lava Golem. Have: 12 + some from Fireflies Use: 8
Water: Used by Mind Flayer, Forest Spectre and Physalia. Have: 12 Use: 4 + some for Spectre growth
Light: Used by Sundials for drawing cards. Have: 12 Use: 6
Air: Used by FireFly Queen. Have: 12 Use: 6
Time: Used by Sundials, Fate egg and Graboid. Have: 12 Use: 7
Darkness: Used by Steals. Have: 12 Use: 6
Aether: Used by Thunderbolts and Mind Flayer. Have: 12 Use: 4 + some for lobotomizing
You can see, that this deck has an effective bunch of cards with a well balanced quantum usage.
The only minor problem with this is the high Life Quantum usage. If you both have FFQ and Druid in play, you have to decide what to do, create more Fireflies or mutate the current ones and other creatures (for example Skeletons). But that's not a big deal imo. You can choose Maxwell's Demon instead of the Druid as a solution.
I'm not sure about the Sword too. maybe a Discord would be better, or it could be replaced with an extra Sundial or Thunderbolt.
Finally: It's not the best deck ever, not a FG killer, but an entertainer and fun deck. I recommend it especially for PvP
What do you think about this deck? How to make it even better?
I'm open to suggestions or ideas.