30% sounds about what I had with this. Decent ratio for a fun alternative.
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If I were to use a shard in the build I posted above, I would take out the antimatter because that is the card a shard compares best to. I wouldn't use shards though:
The deck has a ton of healing as an inbuild strategy so both variants seem a little "sorry":
Why add healing to a deck that IS healing?
Rainingblood originally used extra antimatter simply to survive the first couple turns. A shard would have almost the same effect while adding the risk of spoiling those badly needed aether + water quants to cast that nymph; not a good idea.
Instead of all those shards, antimatters etc., one could also go full offense and improve chances to cast that purple nymph further: If I manage to get one out even faster, I won't need "early survival tactics" right?
Ways to go would be:
Adding extra QTS. QTs are really much more useful in this deck than they might seem: That one single aether or water quant is really all you need to get your nymph out 1-3 turns earlier because you don't have to wait for the 2nd SN. (The idea of casting a random nymph later is really only for lolz here.)
Adding an extra tears + quint. You wouldn't end up with no quint/tears all that often but the question remains if you actually have the quanta to use them.
Also, if you do decide to fully invest into nymph-castability (at the cost of survival cards), murphys law instantly strikes and kicks your butt with a couple "early beatdown"- Seism and Rainbow games.
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You see what I am saying when I claim that this deck can never be "perfect", that the deckbuilder will always have the feeling of juggling shortages here?
This is of course the case for just about any deck, but I have never felt the connection between all strategic aspects of a deck to be as direct as in Nymphomania.
It's literally, like using plumbers helper on your toilet and seeing the water rise and fall in your shower at the same time.
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