Wow its been a while since i posted a deck here.
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Before anyone mentions it, the air quanta, believe it or not, is fine. Though if you think otherwise, swap two pillars for pendulums.
Purpose of everything:
Nymphs: extra damage + draw accel, can swap for ghosts if you have none.
Ghosts: again, just damage, didn't want to make it to slow.
Eternity + wings + shockwaves= stall, or in the case of shockwaves, a last ditch damage if you need it.
Fireflys provide the quanta for the explosions.
Anyways, to my point. This deck feels like its missing something. It functions decently, but i have a feeling it could be even better.
So, any ideas?
What about this version?
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I changed the pends with damsels for faster air access. Then I changed Shockwave for Eagles Eye and Animate Weapon. This way you can have two CC weapons at the same time.
Also you can so reverse creatures stopped by wings and kill the others with eagles eye. Though you may want to use Imp Fog because eagles eye costs a lot of air + skill.
Also procrastination may be an option as creatures do less damage while you can hit them with eagles eye. Not sure what's best here, also I don't know how my version does compared to yours :)
It's just a suggestion you may want to try :)
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Possibly a little bit low on damage, but the quanta seems to be well distributed and it works pretty well in AI3- can't check anywhere else really in Trainer. The Mark means you're always sorted for the Explosions and probably have a little to spare.
Hope I haven't changed it too much- it is pretttty different, but I increased the Shockwave CC which you said you liked
I could try with unupped ghosts, but most of the time usage comes from eternity's and nymphs, which i usually play first. I'll consider the idea though, but i still think 10 pillars is to few.
maybe ten pillars, mark of time, 6 damsels? I'll toy with the idea a bit when i get time.
what if you'd take your initial build and just change mark and pends (though that might be tight on :air)?
I did make another build earlier,, took out the ghosts and pendulums for damsel flies and changed mark to time, it runs fine, still needs more testing.
Edit: After some testing, it seems the deck is to high on time quanta and air is also really high to.
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This is the version i have been testing, maybe removing a time tower or two for some air cards, but i'm not sure yet.
Well, how about a gas version?
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Probably less quanta balanced, but I found that eternity draw-lock is very nice.
As much as i like the idea of the air nymphs, the lack of time nymphs bothers me a little bit. I really do enjoy the extra draw accel. I also don't like the extra reliance on the fireflys much. And i found the animate useless in all the games i played, time quanta was always pressed to a point.
I have however found a version i like and i think i might stick with.
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I think i finally got the balance just right. A bit rough on a bad draw, but still recoverable.