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This one I built right before the tourney started and had sitting unsaved in deck slot 3, where I forgot about it. Sepima asked to do some additional PvP after our matches, and after a few rounds decided to speedbuild. I checked my working deck slots for a place to speedbuild in, and rediscovered it. Won both times I used it, if only I had it more.
2-0
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The pun that never dies! ...Okay, it dies a lot and inflicts increasing amounts of poison every time. I designed the original version during prototype testing before the additional arsenal was released, and rebalanced it to semi-upped for the tourney. A 6-poison, 5-life cat with three epidemics behind it is a force to be reckoned with if one can get there, but either I'm unlucky (blame the black cats!) or I failed to rebalance it appropriately for PvP.
0-3
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Another of my classic decks, this one was always semi-upped and easily adapted to the theme with the addition of a magic wand. I picked this because I figured everyone was encouraged to use weapons, so the obvious counter would be permanent control - and this one isn't reliant on the magic wand. Like all cow decks, very RNG-dependant. One time I got the wand and a million butterflies - not going to terrify anyone, as there's not much you can get zapping chroma. But other times, it was as effective as it is in PvE.
2-1
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When testing this deck, Mirror gave me a 32-cost yoink spell. (I challenge you all to acquire something more expensive.) I didn't put enough quanta in, thinking datashrink spam would save me, but alas, 'twas not the case in PvP. Also, it doesn't work if you bottom-deck the cyberweapons.
1-3
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In PvE, the fish of the day was on the underwhelming side, but the one time I used it in the tourney, I reeled in a win. I had a lucky matchup, though, one well-timed dry spell took out a fractal's worth of phantoms and de-spirited Septima's deck.
1-0
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Having polychromaticness in a fishing deck means that if you cast your line into your opponent's deck, you have more opportunities to play stuff. Reeling in ash and spores can be remarkably effective (shard golems and singularities, not so much). My win was against another spider cow deck and stealing my opponent's herd was doubly effective. I felt like I was being a little cruel during that match. Sorry, Muffins!
1-1
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The theory was, that people would be using a lot of weapons, so stealing and flying them would be a powerful technique. Reality did not meet expectations. Even during testing, this deck was prone to great or terrible draws, with steal/beguile ratios either matching or not with opponent's stuff. After an abysmal draw in my match against Serprex, I gave up on this deck.
0-2
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Again, the plan was an anti-anti- perm deck. I got a decent draw and an early mutant dragon, but then got walled by a giant stonewall before I could land the final blow. I thought I had used it a second time and still lost, but I guess not.
0-1
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I cannot manage my quanta with this deck. I spent the whole time second-guessing my pillar/nymph ratio to make things work. Obviously, I guessed wrong.
0-1
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I got a bad matchup. Cyberweapon, plus too many different PPM for a good quake, meant I couldn't lock Septima down. I also made some bad decisions on what to shazzam - once I let the blue mage siphon my warden, I was toast.
0-1
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If I don't get a low-quanta opening against an early cyperweapon, this deck can rapidly raise an army of assorted undead. In testing, it really suffered from deflags, but I didn't face any PC during the tournament.
3-1