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This started off as another attempt at building an OTK deck. But then I asked myself why do they have to have a stall element? Why can't they be a rush? Or why should it only have one viable strategy?
The initial one is obvious. Get a Voodoo Doll out, hit it with a BB, unload Rage Elixirs and Twin Universes, then finish with Chimera. That nets just under 200 damage. More than good enough for AI3 or PvP.
Another idea is to jettison the Dolls if you're worried about Rewinds. BB the opponent's creatures and buff them. Copy them to your side and Chimera to win. That should net you at lest 100 damage.
Alternatively, drop the concept of OTK altogether. What I end up doing more often than not is getting a BBd Voodoo out immediately. That allows me to get the Voodoos to do damage themselves without Chimera when I do get the combo.
There are quirky moments where you'll have to adapt, like when the AI puts Gravity Pull on your Doll and you improvise Sha'kars or something.
If going for AI4, you have to go after the OTK lest you want to risk going after a TTK.