Green-Yellow Give' Pump

THIS DECK IS CURRENTLY OUTDATED TO THE MODERN DECK. The creator will update the deck when he can.
 
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Grand Tutorial of how to make a titan player cry like a toddler...
Generally, the goal of this deck is to gain a sturdy bind on the opponent's power while growing economy to tighten it and gain more control over the game
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== Stats ==
Name: 	Green-Yellow Give' Pump 	
Creator: 	ScorpionMayhem (@Imcybop45) 	
Deck Colors: 	Green 	Yellow
Deck Type: 	Midrange-Control w/ Tempo and Economy Aspects 	The category of the deck's playstyle. See Deck Terminology for help on this.
Goldfish Consistency	Win in 4-7 combined turns 	
Consistency: 4/5 	It's not easy to get the ideal combination of Valkyrie in Family + Venomshank + Uncomfortably, but you almost will never lose because of a bad hand. Typically, at worst, a slow start that pros can get around. Usually, you should stand your ground whilst playing.	
Complexity: 3/5 	Some actions need tricks to master and to get around, but the average player should be able to win with this a good amount. It's clear to find an objective and correlation in core (bolded and italicized [like Uncomfortably]) cards. 	
Accessibility: 4/5 	Slight pack variety beware, but it shouldn't stress you out by how much it spreads unless you play rarely. The most outranged one is Mass Epidemic which isn't even that big of a card at all. 	
Versatility: 4/5 	It's pretty solid, the worst thing that could happen to you is not being able to draw anything crowd control or getting you baseplate screwed up. It's one of the more changeable decks as long as the cores aren't terribly edited. 	
Total: 3.75/5 	Above average deck that could be amazing if used right or in a creative way or edited to be stronger... Not much to say otherwise... 	
"Look Ma! I can preserve more cards without fatigue!"
 Last updated March 7th, 2024
FIGHTERS 	IMPORTANCE	WHY PLAY? 	
Youngtan x4 	3/5 	Can deal with powerhouses and heavy hitters like Ambamby and The Oddsmakers' Cabal. Also use this if it's in your starting deck on your first turn, or otherwise when no opposing fighters are active, for 200 damage which can potentially define who wins. Syncs with Witches' Brew	
Cat's Eye Wing Flock x4 	5/5 	Mean, lean, green pumpers that are cheap, which the Winglings can heal them. Use them! 	
Bobaman1 x3 	4/5 	Mean, lean crowd control, which covers up the primary weakness of said deck. 	
Karnajj x3 	2/5 	Economic but otherwise replacable. Could especially be replaced with Angry Local 	
Uncomfortably x2 	5/5 	The most important thing in the deck, it pumps out most of your given cards and binding. 	
Oozlebachr x2 	2/5 	Economic but otherwise replaceable 	
Cat's Eye Cultist x2 	5/5 	Will chain pump Cat's Eye Wing Flocks and develop the Cat's Eye Winglets that are as a result 	
Cat's Eye Corpse Stealer x2 	5/5 	Core for healing in a pinch and even more development of the Cat's Eyes. 	
Wielder of the Venomshank x2 	5/5 	Your 2nd most important card, which is the best economic developer and can power against the wide majority of mid-strength decks 	
Enriched Neutrinous x1 	1/5 	The only actual filler card. It can give green cards but otherwise is too niche and situational to not be easily replaced... 	
Cat's Eye Nexus x1 	2/5 	Cat's Eye (Group) card, but replacable. 	
Mzh3000 x1 	4/5 	Your crisis crowd control as necessary, which usually will be needed with aggro. 	
ACTIONS 	IMPORTANCE	WHY PLAY? 	
Valkyrie in Family x4 	5/5 	Necessary for any quick economy. Use it once affordable. 	
Witches' Brew x4 	3/5 	Syncs with Youngtan in cases, a fairly important card. Can also be used technically in a lot of cases. 	
Deception Infection x2 	4/5 	Not a core but pretty damn close. Lack of colorless economy is a major problem in this deck and this patches it all up. IMPORTANT: DO NOT USE THIS AGAINST A DEVELOPED GROUND WITH TARGETTING 	!
Scripth x2 	3/5 	Basically Youngtan but for other problems like Defenders shielding cards. 	
Mass Epidemic x1 	3/5 	Less as good Mzh3000. Still good for economy 	
TERRAINS 	IMPORTANCE	WHY PLAY? 	
There are no terrains in the deck, any terrains would have to be given by an ability.	?/5 	It literally depends on what terrain is played. 	
== How to Play ==
The main outlook on this deck is economy and an ever-growing stress on the opponent until you win. The core archetype is Cat's Eye (Group) but has a free range of other cards so draw RNG does not ruin your game. There is a set of ways you can react to cards, with obviously some you cannot do anything against:
==== Unwinnable ====
===== OTK (One Turn KO) =====
You're screwed, just like with almost any other deck.
===== Lockmill =====
Lockmill is not a, but the prime hardcounter to this deck because of the choke put on your ability to draw by effect, unless you get super lucky with Enriched Neutrinous. If you ever suspect your opponent is Lockmill, just forfeit.
==== Disadvantageous ====
==== Fair ====
===== Normal Midrange =====
Typically, you can stand ground with midrange decks if you have a good hand, vice versa and so applies for the other side. Especially in Red-Blue decks they can be paired together... 
==== Advantageous ====
===== Aggro =====
Aggro decks have a hard time standing up against this card as long as you can control them and use your economy right. For berserker like decks like Doge (Group), Deception Infection is quite a standout contender for stalling and preparing more card costs akin to a sucker punch. Also, Wielder of the Venomshank can hold off cards early game if you discard less important cards. I highly advise against cheaper cards to attempt to outplay them, and it's almost always not recommended to use Witches' Brew or Youngtan because of the ability to recover such cards with such power. Very few exceptions apply.
==== Unloseable ====
===== Colorless Neodragons =====
As long as it's nothing insane of a deck, and they don't get blessed by God with an ideal starting draw, they will usually get out competed by you in power and economy in a rather quicker sense, especially if they draw a Neodragon involving Titanic Studs, and you have a combination of cards that will easily overpower it. The only way they could win profoundly is if they have Taizjaaja, which will restart the entirety of your baseplate. This will be more devastating the later in game if both play right.
===== Titans =====
Titans are infamously slow and will be easily beat by you for the same reason as Colorless Neodragon players will.
==== Mzh3000 Comeback Abilities ====
Alot of references for a versatile card is how well they can perform after being struck by Mzh3000. For each major section of the game, here is how to react.
====== Early Game ======
You're not skilled enough to play this deck if you automatically go to spam draw. Try learning how to balance drawing and develop good before jumping to this. Either that or the other player is exploiting/using a deck that needs to be nerfed.
====== Mid Game ======
Unfortunate, but you should just try to come back with whatever you have. It is especially lucky if you have Youngtan or Scripth. If you have neither, you should just sacrifice the card you have after you draw if you're able to. Economy should be fine.
====== End Game ======
If you played right, you should have enough stud economy to reform a deck as-is, the worst you'll have to deal with is your last Uncomfortably or an Epic/Legendary dying. 
====== End Game - No Economy ======
Git gud
== How to Beat ==
The primary weakness of the deck is a lack of crowd control. This means if stat based aggros like Ninjas is played right [despite this same archtype being vulnerable to more powerful cards in the deck] you can absolutely devastate a player of this deck. Baseplate shredders can also devastate a deck play as such during the late game. Mentioned earlier, Lockmill will always be the crisis button to win of a deck. 
== Additional Sections ==
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== WIP NOTICE ==
Despite being majority done, the deck and this page is a Work in Progress and may be changed at any time, frequently, until this notice disappears.
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Category:Decks