Cost Analysis: $$
Category: Budget.
Mane Character: Pinkie Pie, Ambassador of Laughter
Problems:
x2 Under Lock and Tree (Starting Problem)
x2 Too Many Pinkie Pies
x2 Mean Meanie Pants
x2 Special Delivery! (Starting Problem)
x2 Maybes are for Babies
Events:
x2 Assertiveness Training
x2 Let's Get This Party Started
x3 Surprise Party
x3 Makeover!
x2 Getting Hooves Dirty
Friends:
x2 Berry Punch, All Night Partier (Rock & Rave, F)
x2 Berry Punch, Drink Up! (Equestrian Odysseys, C)
x2 Berry Punch, Very Convincing (The Crystal Games, F)
x2 Berry Punch, Head in the Clouds (High Magic, C)
x3 Sugar Belle, Fresh from the Oven (High Magic, C)
x2 Lyra Heartstrings, Bonafide (Premiere, UR)
x2 Princess Cadence, On Vacation (Absolute Discord, C)
x3 Pinkie Pie, Ice Cutter (Premiere, C)
x3 Berry Dreams, Pom-Pom Pony (Premiere, C)
x3 Cheese Sandwich, The Party Never Ends (Equestrian Odysseys, C)
x3 Babs Seed, Cutie Marked (Equestrian Odysseys C)
x3 Twist, Such a Treat (The Crystal Games, C)
x1 Pinkie Pie, Rainbow Powered (High Magic, C)
x2 Rarity, Rainbow Powered (High Magic, C)
x2 Sonata Dusk, Sirens Call (High Magic, SR)
Category: Budget.
Mane Character: Pinkie Pie, Ambassador of Laughter
Problems:
x2 Under Lock and Tree (Starting Problem)
x2 Too Many Pinkie Pies
x2 Mean Meanie Pants
x2 Special Delivery! (Starting Problem)
x2 Maybes are for Babies
Events:
x2 Assertiveness Training
x2 Let's Get This Party Started
x3 Surprise Party
x3 Makeover!
x2 Getting Hooves Dirty
Friends:
x2 Berry Punch, All Night Partier (Rock & Rave, F)
x2 Berry Punch, Drink Up! (Equestrian Odysseys, C)
x2 Berry Punch, Very Convincing (The Crystal Games, F)
x2 Berry Punch, Head in the Clouds (High Magic, C)
x3 Sugar Belle, Fresh from the Oven (High Magic, C)
x2 Lyra Heartstrings, Bonafide (Premiere, UR)
x2 Princess Cadence, On Vacation (Absolute Discord, C)
x3 Pinkie Pie, Ice Cutter (Premiere, C)
x3 Berry Dreams, Pom-Pom Pony (Premiere, C)
x3 Cheese Sandwich, The Party Never Ends (Equestrian Odysseys, C)
x3 Babs Seed, Cutie Marked (Equestrian Odysseys C)
x3 Twist, Such a Treat (The Crystal Games, C)
x1 Pinkie Pie, Rainbow Powered (High Magic, C)
x2 Rarity, Rainbow Powered (High Magic, C)
x2 Sonata Dusk, Sirens Call (High Magic, SR)
This Pink/White deck is budget friendly, and mainly draws it's power from common and uncommon cards.
Mane: Pinkie Pie, Ambassador of Laughter
Colours: White/Pink
Colours: White/Pink
When I was considering Pink as an option for my deck, I looked immediately for draw-based cards. Originally, I wanted to go for DJ Pon-3, because she flips when a player draws 3 cards in one turn, which is easy to do if you're on the draw. Simply draw your card for the turn, then pay your 2 action tokens to draw 2 more, and you have a flipped Pon-3. However, Pinkie Pie caught my eye because of her ability to lower the cost of my first friend each turn.
The main drawback I can see to using her as a mane is her flip condition. Having more friends than your opponent can be very difficult, especially in the early to mid game. The best way to combat this is to bide your time and bank your AT's, in order to play a flurry of friends all in one turn, with the intention of overwhelming your opponent.
The main drawback I can see to using her as a mane is her flip condition. Having more friends than your opponent can be very difficult, especially in the early to mid game. The best way to combat this is to bide your time and bank your AT's, in order to play a flurry of friends all in one turn, with the intention of overwhelming your opponent.
Next up, we'll take a look at my personal favourite cards from the deck:
These four, I have found have a really great synergy among themselves. Take a look at Berry Punch, Drink Up and Berry Punch, Very Convincing. Both of them have Eccentric, and because of this, you can use their powers together to lock down a problem. Between Drink Up's Eccentric 1, and Head in the Clouds's Eccentric 2, with only two of them at a problem, the requirements shoot up to +3. With the Mane character's Eccentric 2, that number becomes +5.
As if that wasn't powerful enough on it's own, Very Convincing's ability can take over an opposing friend for just 1 AT. Consider this: if she takes over a card with a power equal to her own, then you've replaced the lost power. However, if you were to take control of a friend with a power level equal to Head in the Clouds, you've gained a profit on your own power, while lowering your opponent's chances of winning the Faceoff.
These four, I have found have a really great synergy among themselves. Take a look at Berry Punch, Drink Up and Berry Punch, Very Convincing. Both of them have Eccentric, and because of this, you can use their powers together to lock down a problem. Between Drink Up's Eccentric 1, and Head in the Clouds's Eccentric 2, with only two of them at a problem, the requirements shoot up to +3. With the Mane character's Eccentric 2, that number becomes +5.
As if that wasn't powerful enough on it's own, Very Convincing's ability can take over an opposing friend for just 1 AT. Consider this: if she takes over a card with a power equal to her own, then you've replaced the lost power. However, if you were to take control of a friend with a power level equal to Head in the Clouds, you've gained a profit on your own power, while lowering your opponent's chances of winning the Faceoff.
Speaking of Faceoff, this deck has a trick up it's sleeve:
The second I saw the Rainbow Powered Mane Six cards, I knew that they would work incredibly well with the 'If you have X and Y involved in this faceoff' cards. One AT and 2 power for a Mane Six? Yes, please! Add in the fact that they have 2 power each, and you've got a pretty well functioning Common.
As if you needed another reason to run them, if you've got just ONE of them out, then you're golden. This is because you can drop another one of the same cards without having to check for your devotion to the colour that these cards generate. The best part about the six is that you can run them in virtually any deck, play them as a turn 1-2 friend, which can offer a HUGE power advantage.
The second I saw the Rainbow Powered Mane Six cards, I knew that they would work incredibly well with the 'If you have X and Y involved in this faceoff' cards. One AT and 2 power for a Mane Six? Yes, please! Add in the fact that they have 2 power each, and you've got a pretty well functioning Common.
As if you needed another reason to run them, if you've got just ONE of them out, then you're golden. This is because you can drop another one of the same cards without having to check for your devotion to the colour that these cards generate. The best part about the six is that you can run them in virtually any deck, play them as a turn 1-2 friend, which can offer a HUGE power advantage.
I have found that getting a second colour out early on can be rather difficult, especially if you're only running a couple of cards that need that second colour. Fore me personally, I'm only using White as my second colour to activate cards like Assertiveness Training, as well as using it to confront the problems with a second colour requirement, i.e. 1 Pink and 1 Not Pink. The best way around this? Give your character a Makeover!
At 6 Power, this can be a MAJOR game changer if you flip it for a faceoff, or it can be a powerful tool in terms of dropping a card such as Rainbow Power Rarity.
At 6 Power, this can be a MAJOR game changer if you flip it for a faceoff, or it can be a powerful tool in terms of dropping a card such as Rainbow Power Rarity.
As I mentioned before, this deck is based around card advantage in terms of building up the power of your friends. First up, we've got Let's Get This Party Started. For only 1 AT and 2 Pink power, you draw three cards. In my opinion, this can be the difference between winning and losing a faceoff. I particularly like how well it interacts with Twist, Such a Treat. Next up on the Event scene, we have Surprise Party! For 2 AT's and 4 Pink power, you can refresh your hand. Many players will overlook this card for it's special interaction with Twist and Babs. The most obvious benefit is the ability to draw an entirely new hand, and most players only look at this ability. However, it has two other special effects on the game: one, it resets your opponent, and two, it gives Twist and Babs a +6 to their power. This is an insanely good card for only 2 Action Tokens.
Now that we've covered some of the tricks that this deck runs, let's take a look at the foot soldiers. These are the cards with an AT cost of 1-2, that will be played near the beginning of the game.
I chose Berry Dreams because of her ability to draw a card upon entering play, as well as providing a 1 Pink power to confronting a problem, resolving a Faceoff, or just providing a base for another Pink friend to draw from to be able to be played. However, her ability to draw a card gives a +1 power to both Twist and Babs until the end of the turn.
Cheese Sandwich is in the deck because of his ability to draw a card, like Berry Dreams. However, it has another special clause being 'At the end of your turn'. This helps you immensely, because it will help bypass the hand limit rule, as well as once more providing a boost to your hand and to Twist and Babs.
Let's move on to the most powerful card in the lineup, Sonata Dusk. Despite her low power level, Sonata is actually one of the most powerful cards in the entire deck. Not only does she contribute her Eccentric 2 ability, causing your opponent to have to provide more power to the problem in order to confront it, but she can also add to your options to take over control of an opponent's friend until the end of the turn.
Finally, we go to Screwy. She can make a little problem turn into a massive issue for your opponents, especially if you get her out with Berry Punch or Sonata. Together, they can make a problem next to impossible to solve.
Now that we've taken a look at some of the smaller drop cards, let's take a look at your powerhouses. These are the cards that cost anywhere from 3-5 AT's. They're in the deck specifically to generate as much card draw as possible, as well as adding massive power levels to your team.
Let's start with the odd one out, Sugar Belle. Although she only has 2 power, I wanted to put her in with these other three, specifically because she has an ability that I consider extraordinary: Hasty. She can be played at the speed of an event, which means that she can be played even on your opponents' turn. Let's say that they have 1 power more than you during a faceoff. If you have 3 AT's up, you can flash her in and have a surprise advantage.
Ice Cutter is another one that has an odd ability. On top of having the keyword Random, she makes it so you can draw a card whenever your OPPONENT confronts the problem. Sugar Belle, on the other hoof, draws a card whenever YOU confront the problem. Either way, Twist and Babs will benefit greatly.
Lyra is likely my most beloved Ultra Rare in the deck, specifically because of her ability to DOUBLE your draw in response to your opponent drawing a single card. Granted, if you do this during a faceoff, you'll lose her 4 power, but it's well worth it if Twist and Babs are in the right spot.
Cadence is very similar to Lyra, because she draws two cards. However, that's about all for her in terms of power. Granted, she brings 4 Pink to the table, but because of her cost, I'm hesitant to put her down as a 'great card'.
Ice Cutter is another one that has an odd ability. On top of having the keyword Random, she makes it so you can draw a card whenever your OPPONENT confronts the problem. Sugar Belle, on the other hoof, draws a card whenever YOU confront the problem. Either way, Twist and Babs will benefit greatly.
Lyra is likely my most beloved Ultra Rare in the deck, specifically because of her ability to DOUBLE your draw in response to your opponent drawing a single card. Granted, if you do this during a faceoff, you'll lose her 4 power, but it's well worth it if Twist and Babs are in the right spot.
Cadence is very similar to Lyra, because she draws two cards. However, that's about all for her in terms of power. Granted, she brings 4 Pink to the table, but because of her cost, I'm hesitant to put her down as a 'great card'.
The last events we have in the deck are Getting Hooves Dirty and Juggling Routine. Starting with Getting Hooves Dirty. This is a card I don't really use often, but I keep it around in case of emergencies. Specifically, if you open with this card and a 2-Pink 1 AT cost card such as Rainbow Power Pinkie Pie, this card becomes decent.
However, on the other side of the board, Juggling Routine can easily put you in the driver's seat in terms of getting your entire deck back to being cycled through, giving massive amounts of power to Twist and Babs.
However, on the other side of the board, Juggling Routine can easily put you in the driver's seat in terms of getting your entire deck back to being cycled through, giving massive amounts of power to Twist and Babs.
All in all, I have found this deck to be pretty good in terms of the long game. However, when it comes to cards like Screwy, Barking Mad, I find her to be an optional card for the deck, since it's MAIN focus isn't control, but she can cause trouble in the long game.
Total rating: 4.5/5.
Total rating: 4.5/5.