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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 5ia 5ia 5ia 5ia 5ig 5ig 5ig 5pu 5pu 5pu 5rl 5rl 5rl 5rl 5rl 5rl 5rp 5rp 5rp 5rp 5rp 5rp 61t 61t 61t 61t 61t 61t 621 621 8ps
Game 1: WIN. The unupped, rareless version of the upped FG counter I use. Works pretty good; it's 7-2 in its upped form for me so far. It might benefit from either some aether pendulums or something, though; sometimes, there isn't enough aether quanta to play dims. I recommend miracle if you have one, just for more EMs (with a purify you can get EM) but it's not necessary.
Game 2: WIN. Wow, this was a weird game. My opening hand was nearly perfect; NT, dial, quint, dim, 1 air pend, 2 quantum pillars. I topdecked a few more pillars, but I almost died because I didn't get enough aether quanta to play a dimshield until the last possible second. Then, when that dim ran out, I only had 5 aether quanta, and couldn't replay it, so I drew with my one hourglass I'd just gotten the turn before, and topdecked a sundial. Then, my 8+ pillars failed to produce aether quanta again; I topdeck another dial, and then the next turn my pillars fail AGAIN and I topdeck a dial AGAIN. Then I finally get some aether quanta. Early on, I had played my tears on the air pend, even though I didn't have the aether quanta to quint it until about turn 20, because there were no retroviruses in play and because I knew it wouldn't plague one creature; because of that, and because my 2nd NT that I played on a quantum pillar (and got another air nymph; I had no more pends at the time) I got enough gases out to win. Oh yeah, and I almost died to poison because I couldn't find a purify in the top half of the deck, either :p And I -still- won. I think this deck's a pretty good anti-Morte deck, all things considered :p
Game 3: LOSS. Extremely poor quanta production from quantum pillars combined with a terrible draw resulted in an unexpected loss. I got 1 sundial all game, and despite having lots of pillars, I never got 6 aether all game for my dimshields; I was stuck at 2 for the first several turns, then got up to 5, and got teased by RNG for the last couple turns.
Game 4: LOSS. Didn't get an hourglass until the last turn, and didn't get enough dials/dims to survive until then.
Game 5: WIN. Got lots of early stall and hourglasses, and everything except the NT/quints. All 3 NTs and both quints were in the last 9 cards. I kept drawing and drawing until I got my first NT at 8 cards left in deck (1st quint was the 9th) and I got the 2nd quint at 7 cards in and the 2nd NT at 6, and I managed to get enough gases out just in time to with with exactly 0 cards left in my deck. I still had 4 sundials left in hand, but I'd spent the last dimshield. I also got an EM because Morte played all his poison early and got none late game, and I purified it and he didn't draw any more poisons, whereas I drew all the purifies and healed 8hp/turn.
Game 6: WIN. Good 4 pillar draw with lots of stall/hg drawn, against a 1 tower start by Morte. Easy win, just slow because it took awhile to find nymph's tears.
Game 7: LOSS. I had what I thought was an absolutely perfect draw. 4 pillars, 3 sundials, and dimshield to start. Unfortunately, Morte had other ideas; he played three deadly poisons on turn 2, and two more after that, leaving me at 15 poison. I start chaining sundials but can't find a purify, and I don't have long. I didn't find one...
Game 8: WIN. Started with only 1 pillar, which had me pretty worried, but I had I think 3 sundials to start, and Morte had a bit of a slow start, so I didn't need to play dials, and I topdecked some pillars fairly quickly. I struggled to find aether quanta again, and despite having 7 pillars on the board, I was stuck at 5 aether quanta for several turns in a row, and only the turn before I would have lost did I finally get that 6th aether for a dimshield. After playing a few purifies, I then struggled to find water quanta for the nymph's tears. I finally got enough when I had 9 cards left in deck to play a quinted nymph. I had to then save up for another tears and play an unquinted nymph in order to produce enough gas to win, as a single nymph was insufficient. Fortunately, Morte had wasted all its retroviruses pumping its bone wall/condors. Very strange RNG game; 1 pillar start, but topdecked lots, while Morte got a turn 1 bone wall with its quanta flood, and then my pillars were producing quanta so badly that I almost lost anyway.
Game 9: WIN. -3 quantum pillars, +3 aether pendulums. Often in previous games, a lack of aether quanta has prevented dimshields from coming out in time, so I swapped a few aether pends in for qpillars, which also gets more time quanta for the hourglasses. My opening hand had one quantum pillar and one aether pendulum, and I can absolutely guarantee that I would have had a game loss if it had been a quantum pillar instead. I -just- managed to get 6 aether quanta on the turn I would have lost otherwise, and the dimshield stalled long enough that I was able to get everything else under control. In addition to the invaluable extra aether quanta that it provided me, the extra time quanta also let me get the hourglass out and use it a turn or two earlier, which also made an enormous difference. I will definitely keep the aether pendulum change for next time.
Game 10: WIN. Aether pends MVP again. Didn't have any in the opening hand, but drew two fairly soon thereafter, and without them, I would not have gotten the first two dimshields up in time to save me. After those ran their course, I was fine. I was worried when I didn't get any air pends for a really long time, but I got the first one at 10 cards left in deck, and the second one at 5 cards left in deck, plus Morte only got one bone wall, so I was able to attack through it with the first blue nymph; I had also made a golden nymph from one of my quantum pillars. (I had all 3 NT and both quints early, so I gambled hoping for an air one :p)
Game 11: WIN. Aether pends won the game. Even with a couple out, my dimshield chain dropped one turn, but I had a sundial ready. A lack of water quanta meant I had to spend it on purifies, and it took forever to get a nymph's tears played even with 7 quantum pends in play, but once I did, it was quickly over. Won with 5 cards left in deck.
Game 12: WIN. Late dims had me worried, but two hourglasses out and ready got me my first dim when I was down to about 30hp. Smooth sailing after that.
Game 13: LOSS. Bottomdecked all the nymph's tears, and ended up one UG short to make the kill. I had gone through all the dims/dials and had 1 card left in deck. There was simply no way to win in time with all the tears buried that deep.
Game 14: WIN. WAY too close for comfort. Had to draw like crazy to get the cards I needed, and purifies were tough to come by, and in the end I won with 0 cards in deck, a purify at the very bottom, and just enough gases to win.
Game 15: WIN. Pretty straightforward.
Game 16: WIN. Easy win.
Game 17: LOSS. Did not get enough aether quanta in time to play a dimshield, despite having a pendulum.
Game 18: WIN. Perfect draw vs 1 tower start for Morte.
Game 19: WIN. Easy win.