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Mega Colony DeckEdit

EmeraldPillar
EmeraldPillar
EmeraldPillar
EmeraldPillar
EmeraldPillar
EmeraldPillar
EmeraldPillar
EmeraldPillar
EmeraldPillar
Wind pillar
Wind pillar
Wind pillar
Wind pillar
Wind pillar
HornedFrog
HornedFrog
Rustler
Rustler
Rustler
Rustler
ForestScorpion
ForestScorpion
ForestScorpion
Dragonfly
Dragonfly
Wyrm
FireflyQueen
FireflyQueen
Firefly
Firefly
ThornCarapace
EmpathicBond
















Air
  • Mark of Air
  • 9 Emerald Pillar
  • 5 Wind Pillar
  • 2 Horned Frog
  • 4 Rustler
  • 3 Forest Scorpion
  • 2-3 Dragonfly
  • 1-2 Wyrm
  • 2-3 Firefly Queen
  • 2 Firerfly
  • 0-1 Thorn Carapace
  • 0-2 Empathic Bond

30-36 cards. More queens will provide better firefly spam but may cost too many air quanta. Creature control via Thorn Carapace is recommended if using less queens.

How to use the deckEdit

Use fireflies to create light quanta then convert into double life quanta using a rustler (only put one on the field at a time) and use firefly queens to add more fireflies to swarm your enermy early in the game. Wyrms provide extra damage and use up spare air quanta and horned frogs or forest scoripions use spare life quanta.

StrengthsEdit

  • Early creature rush
  • Even if all pillars are destroyed, you can still play cards as long as you have one rustler and one firefly

WeaknessEdit

  • Killing of the rustlers, firefly queens, or the fireflies makes this deck collapse (Thunderstorm, Rain of Fire, Thorn Carapace, Firewall, Otyugh, and poison effects are all easy counters)
  • Ice Shield can utterly stop the deck by freezing the queens, fireflies, and rustlers
  • No permanent control
  • No creature control (without Spiny Cerapace)
  • Bad draws can leave you with too many queens early that you can't play
  • Wyrm's skill can use up too much air quanta
  • No healing (without Empathic Bond)

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