(https://i.imgur.com/n0Q9lPJ.jpg)
Kae's double rank 1, since dethroned
(https://imgur.com/6cC8ZHW.png)
pande is a fair and balanced card
(https://i.imgur.com/IyMO1cu.png)
(https://i.imgur.com/tpHipEE.png)
(https://i.imgur.com/RVeoK92.png)
(https://i.imgur.com/NAkhezg.png)
pls serpex make sofree broken again like in old etg
(https://i.imgur.com/lR3wlOC.png)
(https://i.imgur.com/BF2cPPw.png)
I had never made an arena deck before, and after a few days of cards that I couldn't make a satisfying deck for, I lucked into Fire Bolt being my card of the day.
(https://i.imgur.com/tdSwjLB.png)
A1: 32 - 3
055f4065f0045f1055f3065f7055f6045f2018po
(Should've diversified between pillars and pendula, but I really doubt that's decided any games.)
A2: 121 - 1
057dk025f7045f2067dg047dh057dm057dj047dn018po
(I wish I could see a replay of the time this deck lost, and I also wish I knew which deck out there has an
even better rank right now.)
(Didn't have a playset of upped Fahrenheits yet, and I'm worried that I'll lose my record if I modify the deck.)
I sacrificed draw power for mark power. It's been a while since I made the deck, so I don't remember
exactly why I did that
(beyond contrarianism, anyway), but I do remember building around Fahrenheit, and since you can only have one in play at a time, drawing more copies of it does no good.
That happens to work out well for this deck anyway, since its cards are all pretty much independent of each other, and are quanta-intensive to begin with. And that independence includes the pillar/towers; because of the high mark, almost everything is playable on the
first second turn (a downside of Mark dependence is not getting mana on the first turn.) (Though in Arena 1, that should make no difference, since pillars don't produce that turn either.)
Still learning the ropes of EtG strategy, but it seems to have at least the following going for it:
- Has CC and PC (Fire Bolt, Deflagration)
- Requires CC and PC (creatures, Fahrenheit)
- Deals "evasive" damage (Fire bolt) in addition to overwhelming normal damage (everything else)
- Builds damage over time (Fire Spirit) (I think it should outpace GeoDiss if the number of resonators and Fire Spirits is equal.)
- Has no dependent cards (cards that are useless by themselves, e.g. Flying Weapon)
- Removing any single thing is generally not enough to slow it down. There's no "engine" to throw a wrench in, really.