Hallo!
![Smiley :)](https://elementscommunity.org/forum/Smileys/solosmileys/smiley.gif)
I'm presenting you a deck which isn't very stable-and-strong but I think it's fun and has the power of surprise of some sort, due to its peculiarity
Hover over cards for details, click for permalink
52h 52h 52r 52r 52v 52v 52v 52v 52v 52v 5f6 5fu 5fu 5fu 5fu 61o 61o 61o 61o 61o 61o 61o 61o 61o 61p 61p 61p 61p 622 622 622 622 622 8po
Fire makes it much more usable, because this deck suffers much from bad draws, and boy how often does it have bad draws without the nice red crystals!
After this not-the-most-encouraging-intro-u've-ever-read let's consider the deck's strength and how it works in general:
- you play your pillars and catchers, wait untill you have the opportunity for a
spark-fractal combo. sidenotes:
a) after fractal always leave at least 1 spark in your hand, I quite often leave more, because you might draw more catchers so they'll give you more quanta ( exception to this rule: when you are in the late-phase at which you want to fractal dragons afterwards this one, in this case you play all those little electric ball currents for electricity to your machine )
b) if you have more than one sparks in ur hand before a fractal is playable then you may play the excess
c) for best use, consider the Bone Wall's counters, if you don't yet have the wall played, then play exactly the amount of sparks needed to get you death quanta for the wall so at the next turn you play the rest of the sparks after you played the shield ( keep 1 Spark for following Fractals! )
- you feed the Wall and gather death quanta with more Spark-Fractals
- after u got some 40-75 death units consider if you wanna start Fractaling dragons, then do so if appropriate ( you might want to do otherwise if in need of bones in the wall )
- feel the awesomeness of playing 7 dragons in 1 turn ( the deflag is there mainly to support their way )
There really Are matches frequently where this deck can work nicely and efficiently, however I don't feel it can be tweaked into something stable and consistent due to the cost of the combos measured in amount of cards needed, and because of the big space you leave your opponent to do bad things they want ( u got little control )
weaknesses:
-fast flooding of creatures like fireflies, or adrenalins which destroy ur shield leaving u vulnerable
-opponent steals/destroys your soul catchers, which are your power generator machines (this is a grave situation)
-enemy bone wall.. ah that just messes you up badly
-fast Sanc ( yeah this isnt too common ), leaving you with insufficient cards to do combo
-some other things x)
things to look out for:
- keep your dragon in your hand untill you will fractal it!! otherwise it might just die and ou might not get another into ur hand
- if your oppo is likely to have deflags or steals then wait with playing your Catchers untill you can Spark-Fractal so u can at least get some death quanta ( this isnt too easy because ur hand can very well be full )
- the amount of bones you have ( in the wall ) and the amount that you want to have, so you can plan what to fractal next and when to play the Sparks
I hope some of you will try it, it can be really fun. Enjoy
![Smiley :)](https://elementscommunity.org/forum/Smileys/solosmileys/smiley.gif)
footnotes:
- if I had more of those awesome red crystals ( thanks to them for making more combos viable! ), then I think I'd want to add 1 more of them to the deck
- having +1 wall and/or -1 dragon is quite disputable ( 'maybe a lobo?' - one could think. I feel that slows the combos but hey, go ahead and try )