Presenting, the Death Duo.
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Now first of all, I know that what one would normally expect from one talking about successful gravity war decks would be expecting the classic Chargertal. That's fine - Chargertal is a good deck, it's solid, it has been around for a long time, and because of that, it's also boring to talk about. While tactics like using Otyughs in some Chargertals for some CC; or using Guardtal with Chimera instead of Chargertal exist, they are all very well known as well. However, a death duo that seems fairly straightforward at times can have some strategy that most people overlook. And, since it debutted in War #7 (as a good deck, at least), it's still relatively "new".
Like every deck, the Death Duo can have many cards changed, removed, or added. But let's talk about things that we usually see in it.
Gravity Pendulum: This gives you Gravity Quanta. And Death Quanta. It's pretty useful. Take it with you, young adventurer.
Graviton Mercenary: Most of the time, this is the go-to creature when we prefer to use it over Chargers. For starters, it costs less. And, with the buff to it - that is now relatively old - Graviton Mercenary is a good hitter, specially if upgraded. It is, however, rarely upgraded - but is no less cheap because of that, and since Gravity is known for being quanta tight, using cheap-cost cards is a good counter to those that come with Quanta Control.
Gravity Pull: Death is known for having Death effects. Gravity Pull can work to kill the opponent's creatures or, in specific cases, even to use on your own as a last-ditch effort to save your HP or to simply fuel your Death effects. The card that would benefit the most about this is the one that we will detail below.
Bone Wall: A shield is never unnecessary in War, and Bone Wall, despite being succeptible to things like Psiontal, is a very good choice, specially when paired with Gravity. With the addition of sometimes Otyugh or Gravity Pull, Bone Wall can stick around for two more hits more often than not to help you out. All in all, a strong shield and a fairly obvious pick.
Arsenic: The go-to weapon in most rushes, specially rainbow ones un-upgraded, it is no different in a Gravity/Death duo. Arsenic will also hit the opponent with Poison - while it won't be a big deal against opponents that also possess Dim Shield or similar, it is not exactly useless, as the damage does indeed pile up. It is also a small way around Shields, since we are often using Graviton Mercenaries instead of Sapphire Chargers. And since we're not going to be using Titan...
Mummy: On most of the times, we often have better things to upgrade than our Death Creature, so we usually use them un-upped. And un-upped, Mummy is still superior to Flesh Spider!
Poison: Sometimes used for that bit of extra damage through shields. Use and pack this if you're fighting someone you know is prone to abusing shields. Pretty simple and straightforward pick, but always important to know when to take it.
So you might ask, what of different cards can we add that are not in this scope? Well, of course, there are some obvious picks that we can always take. Like for example, an
Otyugh to further fill our Bone Wall. Or you can pick some other cards like
Acceleration; the death effect will both feed the Bone Wall while the active effect will make your creature stronger. Some people may forget it, but on a pinch, it also works as a Lobotomizer - And since you're using Bone Wall, you don't have to worry about getting hit by the creature that continues to go stronger.
But you might be wondering - is that all there is to it? Is there anything fancy this deck can pull with Salvages or similar?
No deck is without surprises, and neither is this one. So peer into the spoiler.
Spoiler for Hidden:
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Reverse Time can be used both as CC on the opponent or on your own Mummies - This in turn will make them Pharaohs. We all know what Pharaoh does - And scarabs, interestingly, have a Gravity skill called Devour. With the Pharaoh, we now fill our field, getting more creatures to attack the opponent - Simultaneously, the Scarabs will eat whatever is on the field if left alone for nothing but a few turns, endlessly filling the Bone Wall. A funky combo - but one that defiitely works.
All in all, this deck is not a powerhouse. It is not a chargertal and it may be a bit unreliable at times - But the unpredictability of it and the fact that it can cover a lot of things makes it a viable pick against many opponents, be it what you're expecting a few strong creatures, creature spam -- or even shields with Lobotomizers or Mass CC to overcome a chargertal. While uncommon, it is no less viable because of it.
Bibliography: (Or, in ther words, some links where this deck won.)
http://elementscommunity.org/forum/round-4-169/(gravity-soldier)-w4sh1ng7on-3-0-s2xat5no-(time-soldier)/http://elementscommunity.org/forum/round-5-170/(gravity-sld-)-suxerz-(sub-laxadarap)-3-2-(entropy-gen)-calindu/http://elementscommunity.org/forum/round-7-172/(gravity-sld)-suxerz-(sub)-3-2-(time-sld)-andretimpa/http://elementscommunity.org/forum/round-6-171/(gravity-sld)-h1ng7on-(sub)-3-1-calindu-(entropy)/http://elementscommunity.org/forum/round-6-171/(gravity-sld)-brusterix-3-1-annele-(fire-sld)/