***TRIALS RESPONSE***The trio nature of the deck is really what's holding it back, in my opinion. When it goes off it's brilliant but too often I found myself not drawing the key combination of Soul Catchers, Recluses, Gravity Pulls, and Steel Golems. Relying on a 4-card combo that isn't strong enough to win games outright is something I don't feel comfortable doing, so I ended up toying around with a bunch of different modifications until I found one that felt right.
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5if 5if 6u1 6u1 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 713 713 74i 77a 77a 77a 77a 77a 7ae 7dr 7jr 7n0 7n8 7tb 80k 8pm
In the end I decided a PSNbow (PendulumSuperNovabow) was best, as I definitely didn't want to remove the Golems and Flesh recluses are too awesome to give up. While those cards stayed in, I had to reduce the number of Recluses to compensate for less
generation, but two should be relatively easy to play even if you end up drawing both. Overdrive can make one Golem into a huge threat that your opponent if forced to answer or lose. I played with 2-3 slots full of Pulvies, Momentums, and Gravity Forces but decided I liked this the best. The Frog is a very dependable 5/3 that you can fuel from one Supernova, the option of Forest Spirits is closed off due to playing 2 Mind Flayers to use up excess
and
, solid CC for problem creatures and 2 damage per turn is still damage per turn. The rest is primarily just usual rainbow cards, all playable off either one or two Snovas and each has the potential to win you games.