Wasp | Elite Wasp (
http://elementscommunity.org/forum/index.php/topic,10834)
Hive | Elite Hive (
http://elementscommunity.org/forum/index.php/topic,10837)
Flying Castle | Flying Fortress (
http://elementscommunity.org/forum/index.php/topic,10893.0.html)
Catapult | Trebuchet (
http://elementscommunity.org/forum/index.php/topic,10895)
Gust | Tempest (
http://elementscommunity.org/forum/index.php/topic,10848)
Smokescreen | Improved Smokescreen (
http://elementscommunity.org/forum/index.php/topic,10896)
Synergy: Basically, they all synergize together. Wasp is the centerpiece, it produces your creatures. Once you have 7+ wasps out, with 2-3 ones having been played from your hand and thus still producing more wasps, bring out the Hive. The wasps now begin to fuse, the new wasps reinforcing previous ones. Within a few turns you'll start generating a fused wasp every turn, plus possibly another fused wasp. Flying castle can be played at any point along the way, especially in the face of mass creature control such as fire storm, fire shield, spine carapace, etc. Catapult is meant to be used to eliminate annoying creatures such as otyugh and mind flayer before they have a chance to shut you down. It doesn't take into account increased HP from fusion, so make sure to sacrifice an unfused wasp. Gust works perfectly with Wasp since you don't have to worry about being able to generate new wasps (it's a passive ability), and you have tons of wasps that continually get stronger, consistently dealing damage despite the misses. This synergizes poorly with catapult, especially with the medium-cost of 2
, so be careful to use its ability out-of-sync with Tempest so you dont' have to worry about losing your 2
but it works well with a pre-existing shield in air
Smokescreen is your finisher/life-saver. If your opponent has several creatures with abilities all over his board, play smoke screen as soon as you can to screw him over. If you're lucky, he'll have no idea where his creatures are, and at best he'll have no idea which of your wasps are fused, still producing, or unfused and ability-less. It's also good end-game when you've got you combo up and running, especially against cards such as antimatter. If you have a flying castle amidst your creatures, cards such as antimatter will be completely wasted. In fact, smokescreen synergizes beautifully with flying castle. Ideally, you play a wasp or other creature such as catapult, then castle, then immediately smokescreen, so your opponent doesn't catch where the castle is. After wasps pop up, it's very unlikely he'll be able to remember where your castle is. The castle itself can be targeted by your opponent, and it only has so much hp, so it's especially vulnerable to gravity (oh hey, that's just as it should be!) pull.
Possible deck with these cards:
:airmark
6 Elite Wasps
4 Elite Hives
2 Flying Fortresses
2 Trebuchets
2 Tempests
2 Smokescreens
12 Air Towers