Cost Analysis: $$$$$
Category: Tournament
Mane Character: Rainbow Dash, Flier Extraordinaire
Let's get serious for a second here. I designed this deck SPECIFICALLY for tournament play. The deck itself is insanely expensive. As of 5/31/16, RTO currently sits at a LOW price of $43.25 per copy. This deck runs a set of 3, for a total of $123.75. That's for 3 cards here. Her price alone reflects her power. With Sonata running at nearly $9.00 per copy, this deck is going to cost a fortune. Suffice to say, I wouldn't recommend this deck to new or even mid-level players, especially if you're planning on keeping your friendships intact after you play this deck.
That being said, if you're still interested in playing the deck, or you just want to read about it, by all means, continue on!
Problems:
1x Cloudbursting (Starting Problem)
2x The Problem With Parasprites
1x Clearing Gloomy Skies
1x A Stitch In Time
2x Beguiling Babble
2x Ready to Fight
1x Utterly Transformed
Friends:
3x Rarity, Truly Outrageous
2x Rainbow Dash, Winged Wonder
2x Minuette, Schadenfreude
2x Berry Punch, Head in the Clouds
2x Berry Punch, Drink Up
2x Pound Cake & Pumpkin Cake, Foalin' Around
2x Wild Fire, Speed Racer
2x Flitter and Cloudchaser, Prancing Pair
2x Pinkie Pie, Growing Up
2x Pinkie Pie, Rainbow Powered
2x Rainbow Dash, Rainbow Powered
2x Rarity, Rainbow Powered
2x Octavia, Virtuoso
2x Octavia, Harsh Judge
2x Scootaloo, Creature Catcher
2x Cloudchaser, Flexible Flier
3x Lyra & Bon Bon, Better Halves
2x Sonata Dusk, Siren's Call
Events:
2x Close Air Support
2x Fears Must Be Faced
2x Call in the Dream Calvary
2x Ten. Seconds. Flat.
2x Gotta Go Fast
2x Good Hustle
2x The Big Guns
2x Assertiveness Training
2x Undercover Adventure
3x Makeover!
3x Extreme Sledding
Troublemakers:
2x Jet Set & Upper Crust
2x Spike, Excessive
Resources:
3x Two Bits
Total: 66
Let's begin with addressing the question on everyone's mind. 'If speed decks have been crippled by a rule change, what makes this one so good?' If you're not familiar with the rule change, then I'll go over that real quick. While at Everfree Northwest 2016, I found out that a recent change to the rules made it so a player only scores the bonus points on a problem when they win a faceoff, not when they're the first one to confront the problem. So you can see why having the Speed element could be more of a disadvantage than an advantage.
However, that isn't the case with this deck. While it's true that most players that played Speed Decks were winning by confronting the problem first, that's not what this deck does. Take a look at Rarity, Truly Outrageous, a.k.a. R.T.O.:
However, that isn't the case with this deck. While it's true that most players that played Speed Decks were winning by confronting the problem first, that's not what this deck does. Take a look at Rarity, Truly Outrageous, a.k.a. R.T.O.:
Her power is insane. Being able to move her back home from a problem to score it's bonus points? That's ridiculous! You can score so many points in a turn! But, let's just say her ability isn't the most outrageous part about her. That would be her price. But back to the point, (so to speak). Rarity can cause a lot of trouble for your opponents while providing a boon to you, especially if she's moving from place to place for the Swift cost.
I know what you're thinking. "Aaron, R.T.O. doesn't have Swift!" Correct, dear reader. She does not. BUT, that doesn't mean you can't move her for just one action token, using any of the cards pictured here:
I know what you're thinking. "Aaron, R.T.O. doesn't have Swift!" Correct, dear reader. She does not. BUT, that doesn't mean you can't move her for just one action token, using any of the cards pictured here:
By using one of these cards, you can move (up to) 2 R.T.O.'s in one turn, for the cost of one. Using this ability, you can easily lock down the game extremely quickly, especially if you confront one of your high point problems. Take a look at the Problem deck here:
With the exception of your starting problem, and one other basic problem, each of these have 2-3 bonus points. Imagine, if you will, having 2 R.T.O.s in play, (one at each problem), and having both problems be worth 3 points. When you confront the problem, you move them home. In total, you'll be scoring 8 points in one turn. Those eight coming from 3 Bonus Points per problem, (6 total), as well as 1 point for confronting in general, (for a total of 2). You've just scored more than half of the points you'll need to win the game, in one turn. Rarity, Truly Outrageous is most likely the star player of the entire deck.
Next up, let's address the elephant - or in this case, dragon - in the room. How goes it Spike?
Alright, that joke, I will apologize for. I'm sorry everyone, but it had to be made, especially with the size of Spike's power level. I mean, come on, 7 power is a lot! As I mentioned in the beginning of the Deck Tech, this is a control deck. So blocking your opponents from confronting your problem so R.T.O. can do her thing is a viable solution to the problem of a Faceoff. But that's not the only thing that he's in here for. In fact, it's far from it. The main reason Troublemakers are in this deck are so that Rainbow Dash, Flier Extraordinaire's flip condition will be met, and you will be able to have her take another friend with her. (http://ponyhead.com/cards/pr1/rainbow-dash-flier-extraordinaire)
Moving on to the top combo, arguably in the entirety of the MLP:CCG:
If you don't see how this works, that's fine. It's a brand new combo, so it's pretty hard to see it right away. Let's break it down a bit. First thing you'll want to look at is Minuette, Schadenfreude's ability:
Eccentric X where X is this card's power. 'Well, alright, that's kind of obvious, but how does that help me?'
Well, that's not her only ability. Look further down.
"Main Phase: Retire a friend to put a +1 power counter on this card." 'I still don't get it.'
That's where the second ability comes in to play: put 7 1 Blue Pegasus Friend tokens with Swift into play. At the end of the turn, banish them.
'...'
If you combine the powers, and use Minuette's second ability, you can retire all 7 tokens, giving her +7 power counters. Therefore, her power becomes 9, which gives her Eccentric 9. Therefore, your opponent has to use an additional 9 power to confront the problem. Use it twice, and her power becomes 16. Once more, and it becomes 23. Eccentric 23. That's impossibly high. Therefore, you're going to be able to lock your opponent out of the game completely, guaranteed.
Eccentric X where X is this card's power. 'Well, alright, that's kind of obvious, but how does that help me?'
Well, that's not her only ability. Look further down.
"Main Phase: Retire a friend to put a +1 power counter on this card." 'I still don't get it.'
That's where the second ability comes in to play: put 7 1 Blue Pegasus Friend tokens with Swift into play. At the end of the turn, banish them.
'...'
If you combine the powers, and use Minuette's second ability, you can retire all 7 tokens, giving her +7 power counters. Therefore, her power becomes 9, which gives her Eccentric 9. Therefore, your opponent has to use an additional 9 power to confront the problem. Use it twice, and her power becomes 16. Once more, and it becomes 23. Eccentric 23. That's impossibly high. Therefore, you're going to be able to lock your opponent out of the game completely, guaranteed.
All in all, I think this deck is worth it's weight in gold, especially with the control that it offers.
Rank: 5/5.
Rank: 5/5.
Thoughts?