Dream Catcher
Dream Catcher has 2 copies of the following cards:
6ts 6ts 6ts 6ts 6ts 6ts 6tu 6tu 6tu 6tu 6tu 6tu 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u8 6u8 6u8 6ug 74f 77i 77j 7dr 7gl 7gn 7n7 7n7 7q1 7q2 7t6 7t6 80a 80h 8pj
Mark : 3x Entropy |
Creature Control : 2x Purple Nymph, 2x Rage Elixir, 2x Congeal, 4x Shockwave, 2x Thunderbolt |
Permanent Control : 2x Quicksand, 6x Butterfly Effect /// 4x Discord, 2x Black Hole, 4x Pest (Quanta Control) |
Resembling the popular entropy rainbow deck, Dream Catcher uses supernovas to utilize vast array of spells and creatures. The main focus of the deck is not damage, but complete control. As seen from the deck, the strongest creatures Dream Catcher has are physalias and creatures from fate eggs. She normally takes out a Minor Abomination with Destroy (Butterfly Effect) on turn 2, and starts bombing her opponent's permanents. She then uses her creature controls to either shut down or antimatter enemy creatures, and suck out the quanta using discords and black holes/pests.
It's almost impossible for a normal deck to prevent or lobotomize the 2nd turn Abomination with destroy. Therefore, rainbow control decks and OTKs that heavily focus on permanents do not work well. Ray of Light - Hope deck has a chance, unless Dream Catcher has his purple nymphs ready to antimatter the light dragons or archangels. The start depends on getting your Electrocutor out before her Butterfly Abomination, so more of those in your deck help. However, sometimes he will use BE on a creature that wasn't summoned the same round, which lets it use Destroy right away. Usually she spends the quints on less useful creatures, but if she doesn't, your only chance remains in rushing him with the quanta you have left, because she -will- destroy your towers eventually. Early Discord is a problem as well, so make sure to prioritise a Hope set up with at least 2 damage block and at the same time save a RoL for fractaling in case the ones on the field are killed. If the deck is SoP-based, use SoP when the field is full of small creatures to reduce the change of purple nymph screwing your field up. Quinted Purple Nymph is almost an auto-loss unless played too late, but can be punched through if you actually don't play any Archangels/Light Dragons. Poison stalls will have only the problem of too little damage to make good use of SoSac, but otherwise the match is an easy one. Likewise, Voodoo Bravery can't be controlled away once the protected doll comes out. This FG requires much attention in order to adapt to.
Oracle Counter
Keep rewinding the Giant Frog with the Eternity.
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 74f 74f 77i 77i 77i 7ae 7ak 7ak 7ak 7ba 7ba 7ba 7ba 7do 7gq 7q4 7q8 80f 80f 8pn
Another option is a dune scorpion deck. Use Black Holes to heal, get Jade Shield up and running quickly, and use BH's for healing.
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 74f 74f 74f 74f 7ak 7ak 7ak 7qd 7qd 7qd 80a 80a 80a 80a 80a 80a 8pj
Unupgraded, it doesn't work nearly as well, but it's worth a shot. Pandemonium should compensate for less emerald shield protection.
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vp 4vp 4vp 4vp 55v 55v 55v 55v 55v 55v 5c4 5c4 5c4 5lf 5lf 5lf 5rt 5rt 5rt 8pl