Deck Helper comment:
This deck was posted before the 1.32 game update and as a result may work very differently now. Use at your own risk.
The Ultimate: Bone-build
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Mark of :fire is optional if you feel that you don't need to use the abilties the Shard Golem has and you want the extra draws from SoBe instead; you can also consider replacing the Quantum Towers with Novas if you're not afraid of Black Holes, and you also can't claim that you're playing a Mono Other deck. XD
The following is listed in respective order of viability in my opinion. Any other Shards besides the following are unworthy additions because they are either unviable or quite unlikely to work.
That occasional 50% Crit Damage is more than worth it.
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If you like Scarabs or Deja Vu to double the pain, this is for you.
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If you like an equilibrium between rushing and stalling, try this.
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-Purify: Counters SoSac decks and anything with Poison in it.
-Explosion: Get rid of nasty non-shield permanents like Eclipes in Mono-Darks, etc.
-Protect Artifact: In case the opponent plays PC to destroy your Shards of Freedom to slow down your Shard Golem's damage.
-Improved Fog: Haxx Shield OP.
-Thunderbolt/Rewind: Good CC.
-Precognition: Gets through the deck even faster.
I personally recommend 2 Improved Fogs.
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Intro:
The aim of this deck is to build yourself a Shard Golem that has Immortality, which allows you to use any addional Shards of Wisdom you draw to buff it and give it spell damage; Airborne which gives your Golem a chance to Critically Strike for 50% extra damage if you play any additional Shards of Freedom (or before you contruct the Golem). Shards of Bravery and a Mark of :earth allows you to draw through your deck quickly and use the Golem's abilities.
This deck also kills Silver League quite efficiently. Immaterial Chimera vs. Mono Aethers are fun.
Strategies:
General strategy:
-Don't play the Shard of Integrity until you have at least 2 Shards of Wisdom, because with only 1 of it in your hand your Shard Golem won't have Immortality.
-Don't play the Shard of Integrity until you have at least 1 Shard of Freedom, BUT if you have any additional Shards of Freedom you should play them before contructing the Shard Golem to give it a chance to Critically Strike and bypass Shields (this will prove to be important if the opponent plays a Reflective/Emerald Shield and your Golem has Spell Damage from Shard of Wisdom's buff).
-Don't play the Shard of Integrity until you have at least 2 Shards of Readiness, because with only 1 of it in your hand you will get a Shard Golem with Burrow (see ability table), same with anything less than 5 Shards of Integrity. You CAN, however, go for a :fire or :aether ability if the greatest amount of a kind of Shard in your hand is Shard of Bravery or Shard of Wisdom.
-You must change your Mark to :life.
-If you think you'll be facing a rush deck, play all your SoGs in your starting hand before making a Immortal Golem with a :fire or :aether or :earth ability to damage your opponent.
-If you think you will go against a slower deck, play your SoI to consume all the Shards you have in your hand for more damage; play any additional SoG as defence if you get them.
-If you have 1 SoV in your starting hand, you probably can't go for a Vampire Golem as it takes 3 SoV to make one. 1 SoV however, gives your Golem the passive ability Devourer.
-If you have 2 SoV in your starting hand, you can consider waiting no longer than one turn or use a SoBe to get more SoV. You need 3 SoV to make a Vampire Golem.
-If you have 3 SoV in your starting hand, just play the SoI already (don't forget the Immortality part with 2 SoW)!
Here is a list of abilities you can get from creating a Shard Golem and the stats it will have: https://docs.google.com/spreadsheet/ccc?key=0AqwbWqlis8bLdERFekUyMmtFOFNFTXFNaThHWDVNT1E#gid=0
33 damage Thunderbolt OP!
(http://i.imgur.com/mI0i7.png) (http://imgur.com/mI0i7)
Deju Vu Spell Damage Golem!
(http://i.imgur.com/NUZSw.png) (http://imgur.com/NUZSw)
Minor nitpick Newbie; your 'Gratitude' variant in your main post shows Shards of Readiness instead of SoG's. Shouldn't the deck be this (?):
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...gotta love these crazy Mono-Other variants now that shards are the new thing, eh? :P
Played around with SoI quite a bit. Here's the variant I use.
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SoI=obvious choice
SoBe=another obvious choice, more damage
SoFr=better than SoFo and can allow critical strikes
SoV=passives are quite nice, and can potentially heal
Out of all those, SoV is the one that can be replaced with something like SoD or SoG. SoD allows healing in a pinch, and SoG could let you get healing and adrenaline. I considered SoFo, but the low stats were too pathetic. SoW was removed since the high health of a golem doesn't make them very susceptible anyway (besides RT and antimatter)
Hm... I wanted to make an own topic but seems your skeleton is pretty similar to mine so I'll just post it here :)
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Bravery is mainly for draw power. Focus + Void (more than 3 voids) gives a Golem with vampire and Momentum. Since your hand will mostly only have shards you'll have a golem with around 15 atk. The other focus you draw during the game can be used as PC.
Attention to not deck out ;)
I like your decks, I'll give them a try sooner or later :)
I have been messing around with Shard of Integrity for a while now, and so far this is my best build.
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The upped precogs help a lot, and nova gives you more mana than you'll ever need. The shards of readiness could also be void, I was just trying to hit a deja vu golem but shards of void have uses outside of golems, while readiness doesn't help much otherwise, especially if you're going for an immortal one, which you should be.
I made a page on the wiki about it as well, but I guess that I can't link to it here?
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I like this version^
Did a (bad) TTW of this deck:
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Wins: 48/50
Average TTW: 5.395833
EMs: Didn't count, but at least 5
Things of note:
TTW grew higher as I kept playing. Not sure if because my play got worse or was really lucky early on.
I probably didn't play perfectly, I made quite a few mistakes while crunching through these games.
I did misclick a few times, probably slowing down the TTW by 1 or 2 in a few games.
The most dangerous elder wasn't the :aether one, but rather the ones with freeze, BB, mutate, and RT.
The two losses were because I took a gamble and played an unimmaterial golem only for it to get RT'd or CC'd.
Slower games were often due to CC or shields or bad opening hands.
Conclusions:
Could probably replace 1 nova for a long sword or hammer. I think that'd help speed it up a bit.
I'm actually pretty bad at playing the ultimate. Even after playing it so long. I wish OldTrees was here to tell me whether to draw or use SoFre as a permanent based on probability.
CC is evil.
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ran this deck in gold, consistently able to win (60%-70%) around 6-8 ttw. Is only really weak against other rushes and if you can't get a golem out in the 3rd turn at the latest you're screwed, can't get your 2 SoW's in the first golem, you're probably screwed but it a great deck as is immune to Quanta denial, CC (if you get 2 SoW's), PC (after you've got your first golem out),
nice work + rep etc