Basic idea : start like an immo rush except you also have soul catchers, make a bone wall relatively fast, burn creatures to strengthen it, win even if the opponent largely outdammage you by the end of the game.
Alternate possibility : fail your immo rush, make a bone wall, make all your immolations behind your bone wall, and save the day even with a very bad draw.
I use variants of this deck in unupped pvp since weeks and found only a few it couldn't beat.
I rather use 33 to 36 cards versions than the 30 cards one, adding one more bone wall, one more soul catcher and 1-4 cards from this list : a sundial, a purify, a bone dragon, one or two more phoenixes, chrysaora or immolation, a forest scorpion, a vulture, a lightning or two, a poison or two.
If there are a little more bad draws and slower starts with 35 cards it's compensated by a better midgame (more chance to win against decks that don't offer you fragile creatures to burn with rain of fires) and less risk to be decked out.
The small version :
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4vh 4vh 4vj 4vj 4vj 52q 52q 52r 52r 52v 52v 52v 590 5f6 5f8 5f8 5f9 5f9 5f9 5f9 5f9 5fc 5i5 5i5 5ia 5l9 5l9 5l9 5l9 5l9 8pk
My actual favorite bigger one :
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4vh 4vh 4vj 4vj 4vj 52h 52q 52q 52r 52r 52r 52v 52v 52v 52v 590 5c8 5f6 5f8 5f8 5f9 5f9 5f9 5f9 5f9 5fc 5i5 5i5 5ia 5l9 5l9 5l9 5l9 5l9 61q 8pk
In all cases :
- only play immolations or novas if you can get something out (don't waste too much immolations before you have soul catchers, wait a little except if you have the possibility to make a perfect first turn like arsenic and a lycanthrope and/or phoenix)
- the deflag is here to remove opponent weapon (especially to remove the annoying lobotomizer of an aether staler, or titans), not to break shields, poison is what kills enemy hidden behind shields ; you have chrysaora to continue to damage enemies behind phase shields or survive firewalls, and bone walls to outstale shield users
- the rains of fire are here to be cast after a bone wall not just to kill creatures ; only exception may be killing rustlers if opponent seem to use a life rush, or other cases of avoiding a sure death
- be carefull using chrysaoras in early game when you don't have soul catchers and immos, you may need this death quanta for the bone wall
- most dangerous opponents for this deck are life light rushes both outrushing you, healing themselves and using adrenaline to destroy a wall fast (and in the worse of the worse category those using cockatrices or dragons you can't kill with a rain of fire ; your only chance is to be able to cast a rain of fire on rustlers in very early game -and the opponent must have made the error to play all his rustlers at the same time), mono aether decks using mostly immortals (decks using more dragons are slow enough to be beaten before they break in, twin universe/fractal opponent decks will offer you creatures to burn as all yours are killable) and heavy healing based stales able to deck you out or killing with bolts ; in the average category most water decks can be annoying (they will freeze your creatures instead of killing them, not strengthening your wall ; and they usually have purify), fire queens decks are sometimes a problem (the good side : they give you a lot of flies to burn, the bad side : you will not kill the queens, so they win in the end if you don't kill their master fast enough), as well as decks using catapults or unstable gas or 6+ hp creatures and momentum (usually they are a little too slow if you have a good start, but will beat you on a bad draw) ; time using a lot of reverse time may also be annoying (keep the shrieker burrowed) but it can't reverse poison ; in the easy category, most rush decks can do nothing against bone wall and fire rushes will even feed your soul catchers with immolations they will only win if you are not lucky enough to draw it, denial decks are weak against pilarless ones (the fractal pest is especially fun to humiliate with a rain of fire just after the fractal), entropy decks are rarely a problem (just keep an immo for your antimattered creatures), most growing creatures, flying weapons or dragon decks don't use enough creatures to destroy a wall fast and other decks will allow you to make a big wall with their smaller creatures ; and in a special ultra super easy category : the death/entropy decks with shrodinger cats, for obvious reasons