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Innocent Time Rush [CHAMP]

flyingcat

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  • RNJesus > Hard Counter
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Really simple. Rush them with dragons while drawing with innovations. Use your innovations mostly on pillars/pends, but use them on each other or dragons if necessary. Stop using innovations when you get to ~6 cards, or you might deck yourself out. Try to leave a pillar or pend in hand to inno.
So apparently I can fly now


serprex

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Nerf killed this deck since when inno cost 2 you'd generally draw into at least a pillar which would then refund the inno by the next turn. After cost increase inno was no longer able to refund itself. So, allowing for lower consistency, inno to draw 3 for 3 :time compared to draw 2 for 2 :time should still work
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rush
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Still needs tuning. Decks itself out too easily, but combo nature makes it so that it's non advisable to increase size too much
« Last Edit: June 14, 2015, 05:13:44 pm by serprex »