This isn't a rush deck. Don't expect it to be one. It's supposed to be slow. It isn't even supposed to be effective.
You could even throw in more phase shields like Jangoo's, or SoGs.
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RUSH:
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STALL: -- -- -- --
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CHARGE: -- -- -- -- -- --
I like to call decks like this one (or my Lance-a-lot) a "Charge"-deck.
A charge-deck indeed kind of mimics a good old traditional war charge:
Slowly approaching for a while then charging in to destroy the opponent with certainty while taking heavy casualties oneself.
Charges generally exceed a rushes damage-output and ramp up their dmg to deadly proportions within very few turns. The difference in dmg-quality is that rushes can be stopped and broken with hardly a chance for recovery whereas a well orchestrated charge can't really be stopped anymore. (Chaaaarge!)
The price for an awesome Charge is of course some needed time for preparation. Here, a Charge is sort of like a stall deck, the difference being however that there is much less focus on actual survival and disruption tactics. A charge deck doesn't need this because it counts on the charge finishing the job before it gets too nasty.
Lets pretend we were using this deck in the championship league. Which type of decks do you think this would counter nicely? Feels like it would be pretty good against fractal pest deck (cause the pests wouldn't be able to slow you down fast enough) but just not sure.
From my experience, the best counter against this type of Brimstone-Charge is any well-crafted Rush-deck.
Any deck that gives you more than 5-6 turns to breathe and prepare that Charge is usually going down.
If I encounter Rushes with this deck, I usually end up sacrificing my lances to break the rush and pray that my critter-damage (and hopefully a nice 80+ quanta Fahrenheit) will suffice to finish the job ...
A full field of pests and a full field of brimstone eaters = nothing accomplished.
Have you actually played your deck?
When I build Lance-a-lot, I was first focusing hard on how to fit in enough fire-lances + fahrenheits to actually finish the job once I had enough quanta. Upon taking the deck to the field I was surprised how freaking much damage those pesky little brimstoners inflict all by themselves already ...
A field full of pests: annoying
A field full of brims: deadly as in 23 x 2 = 46 dmg - deadly
having a card that if stolen can shut down your deck is always a bad idea:
fire buckler!
i'd say:
-1 fire buckler +1 rof
Jep!