Hello all, despite having thoroughly enjoyed this game for a while, I'm new to the forums here. This is the first deck I've built from scratch that I've actually stuck with enough to hone into a shape that I like, and am actually proud of
. I can't find a similar enough deck thread to post on so thought I'd make a new thread - I hope that's all OK. So here it is, Archaeic Suppression:
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Cards:
Anubis - First card to be played, always with a Shard of Readiness to protect itself immediately (plus a nymph if played on the same turn).
Purple Nymph - Played second, only when it can be protected. Preferably wait until a second SoR is in hand unless desperate. Upped would be preferable for this deck, but I can't bring myself to do it.
This duo creates opponent creatures that heal you, that the opponent cannot easily nullify. Pharaoh - Provides scarab fodder for multiple purposes. Unupped. Potential SoR target unless Time quanta is abundant. Scarabs' devour skill is rarely utilised.
Butterfly Effect - Used on a scarab (cannot be done if an upped Pharaoh is used). The deck's only (non-mutant) permanent control. Likely target for SoR.
Eternity (and Animate Weapon) - Used to constantly rewind a single Scarab to prevent deckout. A single SoR should be saved in case either card is drawn last. Can be used early to try and stall a rush.
Fallen Druid - Used to mutate scarabs for endgame damage and fun. Possible target for SoR if Quantum Towers not played early and Life quanta lacking.
Shard of Readiness - 1 for Anubis, 1 for Purple Nymph, 1 to be saved until Eternity is played, 3(4 after Eternity) to be used between Pharaoh, Butterfly'd Scarab, Fallen Druid and any powerful mutated abilities.
Quantum Towers - Provide token quanta for mutate skill, mutant abilities and extra Quinting from additional Anubises.
Strengths:
Untargetable creatures.
Great healing from antimattered opponents. Good chance of EMs.
Miniscule chance of decking out.
Mutation (who doesn't love it) and 0-cost abilities.Weaknesses:
Rushes (strong early damage). An early Eternity combo could help, but may hinder the speed to 'get the combo out' too much. Creature-Control Shields (Fire Shield/Buckler, Thorn/Spine Carapace, Skull Shield/Buckler, Ice/Permafrost Sheild, Procrastination/Turtle Shield).
Prioritise getting a scarab out, use Butterfly Effect and a Shard of Readiness to immediately destroy said shield. You can antimatter your own creatures to safeguard from these - I would highly recommend antimattering your second nymph, and then possibly your BE'd Scarab and Eternity and maybe even the Fallen Druid. Untargetable Opponent Creatures. All you can do is suck it up and rush (and prepare for a cheap loss ).I hope everyone enjoys playing with this as much as I do, I tend to play against AI4s which provide a challenge without the brutal beatdown this deck takes against the false gods due to its slowish setup. I would appreciate any tips and suggestions - especially if anyone can seamlessly add in some early stalling opportunities to help fend off rush decks. I have experimented with Discord/Turtle Shield but haven't had much luck. Look forward to hearing anyones thoughts!
PS: The deck functions without the two Quantum Towers, so I assumed it was safe to call it a Duo rather than Rainbow (which would be a bit of a joke). I also hope I'm right in thinking the Animate Weapon doesn't make this a Trio deck.
Edit 17-10-2014: I am now using an altered version with an Entropy mark which gives a much better quanta balance early on and makes it feasible to quint the first purple nymph without using a/n SoR on it (cutting the 'required' combo to realistically just 3 cards).
Spoiler for Hidden:
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I also often add an extra eternity in for either early use to slow damage, or to to enable use of RT on enemy creatures whilst at 1 card remaining