Apparently a similar version was made by
Mammalman:
Quirky Quanta Wall Mine is a bit faster, but his seems to have more stalling ability.
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Spoiler for Modified with PC:
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5bv 5bv 5bv 5rh 5rh 5rh 6ts 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u6 6u6 6u6 6u6 6u6 6ve 6ve 6ve 7dm 7t9 8pn
Designed to deal with pesky permanents on the occasions that your Seraph doesn't get the steal/deflag ability. Quanta balance is a bit shaky, but still fairly consistent.
Spoiler for Card breakdown:
Rustler: This little guy is actually surprisingly useful. He can be paid for by your mark, meaning it won't affect speed much, but if you find yourself low on Life quanta, you can play a Supernova and use his ability to get 4 more Life quanta. Useful at times. He's also a target for mutation, of course.
Deja Vu: When I was making a deck, I wanted a cost efficient target for mutation. A single Supernova will pay for Deja Vu AND its ability, thus giving you 2 more targets for mutation.
Towers/Pendulums: Self explanatory.
Supernova: Pays for Deja Vu, if you play 2 or more, you get free mutation targets, and it fuels your mutations abilities. What more can you ask for?
Discord: This isn't the fastest of decks, by any means. Discord can buy you a couple turns to get set up safely. Use against rainbows at your own risk.
Fallen Druid: The main card of the deck. This is the guy who makes your pitiful 1/1 Deja Vu into a huge diving dragon.
PC version only: Steal/Deflag: Versatile PC. Useful for the occasions that you need PC, but your mutants won't cut it.
A few details:
"Y u no use Quantum Tower?"
I've never ever seen a mutants ability cost more than 2 of whatever quanta it takes. Supernova might not fuel it for 10 turns, but Supernova will keep your mutants active enough to not notice the lack of QT.
"Y u no use <Photon/RoL/Gemfinder/etc>?"
These break the mulligan. The idea behind this deck is to be more consistent than mutation decks which start a hand off with 4 RoL but no towers.
"Y u no use SoSe?"
Because the only quanta generation other than Entropy/Life in this deck is Supernova, and fueling mutants is the primary use of the Supernova. I also dislike SoSe.
"Y so many towers?"
Your hands need to be consistent. You might not need a ton of Entropy quanta, but getting out that first Druid quickly is the difference between losing and winning.
"Y u no use upped mutation fodder?"
As far as I'm aware, mutating either an upped or unupped card results in an unupped mutant. As I'm still at the point of the game where saving money where I can is useful, I didn't feel any need to upgrade cards that have no direct bearing on the efficiency of the deck.
This deck is "fairly" consistent against Bronze. I've won a few special spins, but "consistent" is a loose term when applied to a mutation based deck.
It also does okay against Silver, but if you want to seriously grind Silver, this won't win consistent enough to make you happy.
Gold/Platinum are too hard to consistently beat. With some really lucky mutations you might win, but I wouldn't count on it.
It works in PvP2. Against rushes, you'll need a Discord out quickly, or you'll probably get outrushed (unless you get a 9/15 Gravity dragon with devour
).
Finishing words:
I searched for a similar deck. While I found other mutation based decks (of course) I didn't find any that used creatures that weren't free to play. I feel this is stable enough to deserve its own post. If I missed a deck like this, I apologize.
This deck is by no means the best, the fastest, the most original, or anything like that. What it IS, however, is fun. If you're interested in grinding rares in Bronze at 42 rares a second, this isn't the deck for you. If you're interested in having fun with the chance of rares, this might be the deck for you to try.