Round 6 -
Coat of ArmsThe first few times I got here was with a creatureless deck, and the Kobolds beat the heck out of me most times. This plays actually quite similar to Rats, only you need your answers much sooner. If your deck has creatures that can abuse
Coat of Arms, so much the better, though I doubt a weenie deck could make it this far. I haven't ever seen this round not be Kobolds.
Round 7 -
Time WalkOuch! Yes, it really is
Time Walk! And it's only round 7... Be fast, very fast, and be prepared for creatures that might get summoned on one turn to attack you on the second AI turn before you get to go. Usually AI gets Merfolk, Gold Weenie, Kithkin, or some other weenie deck here.
Moat will neutralize most threats, though
Spectral Procession, Asura of War, and a few others will still fly over.
Round 8 -
Lightning BlastThis one is the furthest I've ever gotten to, except for the degenerate
Contract from Below/Tendrils deck. You've got 5 turns to win, unless you pack a lot of life gain, damage prevention, or are just really fast. I made it here with a modified 'why I hate winter orb' deck, which had zero life gain and relied on a long drawn out prisoner-style game with
Glimpse the Unthinkable as a win condition... it had no chance.
Round 9 -
Underworld DreamsI'm not sure what deck the AI plays here, because Tendrils/Contract won on the first turn, which it only managed because this engine doesn't let you die at 0 life until the end of a phase. I was at something like -20 when I went off with a Tendrils, but gained it all back and more. Assuming you don't draw extra cards (which you probably will) you have about the same amount of time as the
Lightning Blast round gives you.
Round 10 -
ObliterateYou need threats you can deploy on turn 1. And since every turn basically is turn 1, you need a lot of them. Alternately, you could probably win this one by just decking your opponent, even if you hadn't designed very heavily for that. One
Feldon's Cane in your deck is practically an autowin here. Tendrils took about 6 turns to win here, but I just didn't do anything until I had a probable win in hand, and then played it all. The AI played Goblins against my Tendrils here, but that's just one sample, so that might not be the usual.
What does it all mean: I'm thinking fetchlands are a must. They'll help against Mages, plus they're good cards in 90% of all decks. You'll need either uber hosers like
Moat, or a reliable way to win very fast. Or both. You need either a ton of one mana threats for the obliterate round, or else a method of taking one uber turn for the win.
Decks that I've tried and failed with: Weenie,
Black Vise, Workshop, Tendrils (nondegenerate), Academy, Control, a modified 'why I hate winter orb' deck that I beat challenge #1 with, and quite a few others, mostly silly metagamed things that were useless outside this challenge, and mostly useless even in it. I did have one that had
Time Vault/Voltaic key, and about a dozen tutors to get it fast, but often it wasn't fast enough, and I had a bad habit of forgetting to click or misclicking, due to the tediousness of keying your vault and tapping it every turn. This one had issues against
Sacred Nectar/
Lightning Blast, though, and would never make it past
Underworld Dreams or especially
Obliterate.
I'm thinking Tendrils will still be the best way to go. Even my nondegenerate version managed the occasional first turn kill, just nowhere near the 1/4-1/3 or so rate that the Contract one did. I haven't made it past the
Meddling Mage one with it, though; usually a key card gets named early, and I had no removal in the deck. Tendrils fairly regularly got me to Mage, though, so I think I'll work on making it a bit faster.
Summary: So... you have to beat lifegain, beat several sped-up weenie decks, beat a 5-6 turn clock twice, beat
Meddling Mage, and beat
Obliterate with many cheap threats or a one turn kill (not necessarily on turn 1 though) The best bet seems to be Tendrils, or something very similar in style, where you can go off in just a few turns, and the possibility for one turn for
Obliterate.
Tendrils... a few tips: if you play
Cruel Bargain/
Infernal Contract, you will crash the game if you cast these at negative life. You can cast them at 0 life successfully, though this borders on cheating, since modern rules say you die immediately rather than at end of phase. Other lifeloss effects can generally be used at 0 or lower life, like
Night's Whisper,
Vampiric Tutor, but not fetchlands. The AI usually won't bother countering any of the spells in a Tendrils deck, except Tendrils itself, and the storm effect means you'll just have to make sure you do a bit of overkill if you think the AI has counters.
If anyone beat this with a deck OTHER than Tendrils, I'd LOVE to see the decklist :p Also, since I upgraded my challenge mode to the newer version after I beat the first three challenges, I'm not sure what I unlocked besides
Mystic Enforcer,
City of Traitors, and
Mystic Remora, so if anyone could mention those, that would be helpful, in case some of those will make other decks possible.