Okay, I made some simple mods to speed up the quanta production.
100 Trialsrecord: 73-27
win rate: 73%
avg TTW: 12 (fastest: 8, slowest: 19)
avg TTL: 12 (fastest: 8, slowest: 17)
I modified my game play a bit, too. I put UG, OE, and FS on equal footing for play priority. I also allowed myself to adapt to my opponent. If he had no creatures on the field, I delayed detonating the UGs unless I feared aggressive PC. This allowed me to get the OE in play to deal the 5 dmg per turn, plus have it in place to attack individual creatures as the opponent played them.
Scarabs still pose a problem for this deck. In addition, Steam Machines give the deck almost no chance to survive, especially if the opponent gets two of them on the field. By the time you take out one of them, the second one is so big that spending two turns to take it out with OE is too long to prevent your death.
The win rate improved by over the original version. While I'm happy that it improved, 5% is not the improvement I hoped to see.
Chapuz, as you stated earlier, the
production still is too slow to be useful sometimes. I often have too much
left over, though, so maybe if I went with 4 Fire Pends and 6 Life Pends, that would help.
Average TTW of 12 is a bit slow. It can't counter a rush deck without a really good draw. It has no real stall techniques, unless you count detonating 2 or 3 UGs simultaneously as a stall, in that it eliminates the opponents smaller creatures and forces him to play more before he returns to the same level.
This is my first deck that I've posted in the forums. While the idea probably isn't original, I found nothing else like it posted. Any other ideas for improvement are welcome.