Rock-Solid Ranged

9 years by ironballs, for scrolls version: 0.133.0, with a Score of 6
Deck as image (WIP)
50
3 14 15 9 5 4 0 0 0
1 2 3 4 5 6 7 8 9
1 Dust Runner x3
2 Spark x3
2 Machinated x3
2 Piercing Projectile x2
2 Hired Smuggler x3
2 Gun Automaton x3
3 Bombard x3
3 Automata Forge x3
3 Storm Runner x3
3 Cannonetta x3
3 Oculus Cannon x3
4 Burn x3
4 Tempest Reaver x3
4 Echomaton x3
5 Gravelock Elder x3
5 Ironclad Reaver x2
6 Thunder Surge x2
6 Violent Dispersal x2

Anthium

    How viable is this deck with the new bombard, elder, and machinated nerfs? Otherwise, looking over the deck, it seems great!

    ironballs

      Updated frequently depending on meta. check back every now and again

      ironballs

        This deck is all about playing steady and grinding your opponent down through by making value plays. It does well enough early to jockey for board control but the midgame is where it truly shines.

        Early

        Plenty of early options as you start ramping up. Ideally you want to start with a 1,2 and 3 drop in hand to start competing for board control. Starting with sparks/burns is always helpful as well; in short, this deck draws extremely consistently in just about every game. I like to prioritize forges over oculus early as the oculus is much less useful when u cant combo with it.

        Couple things to note...

        don't play naked 1 or 2 drops. So, if you start with say dust runner and cannonetta in-hand but nothing to play turn 2 its generally better to wait until turn 2 to play the dust runner so that it isn't exposed.

        This deck loves to take advantage of energy's smaller and mid-range creatures so immediately curving out to play elders as fast as you can isn't something that you really want to do. Its better for you to maintain a hand to be able to play combos.

        Mid/Late

        Here is where this deck hits its stride fully. Most turns you'll be positioning to setup for comboing with machinated, overdrive, or piercing projectiles and of course; lets not forget the almighty bombard. Lots of big damage potential to be had in this phase of the game so try to play as heads up as possible and play cagey during combo downtime. Use both oculus and storm runners to zone your opponents half of the board and always be on the look out for full hp idol snipes :P

        Couple things to note...

        Try to keep a piercing unit threatening the dead zones caused by having storm runners down on the same field as structures.

        This is true of all factions but most notably in the order matchup; run away!! It's better to live and fight another day then to try and hold like a badass in a fight you cant win. If your opponent gains the upper hand than let em posture a bit while you wait for a better spot to engage in.

        52% Creatures (26) 12% Structures (6) 26% Spells (13) 10% Enchantments (5)
        100% Energy (50)