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5rp 5rp 5rp 5rp 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u6 6ug 717 71b 71b 74b 74b 7am 7am 7ba 7do 7do 7dq 7gv 7k2 7n3 7n3 7q5 7q5 7q5 7q5 7q7 7q8 7t9 7t9 7t9 80d 80d 80d 80h 80h 80h 8ps
I will update with stats soon.
*Many of the 30-40 card entropy supernova rainbows and even RoL/Fractal will net you faster money selling the cards you get from spins.
*This deck focuses on beating the easier gods rather than having a good chance at all of them. This means it will almost always lose to the harder gods. However, it will usually achieve elemental mastery on the rest. It takes a painfully long time to win and is not good for fast farming, but is great for gaining score. It's also fun to win while completely shutting down the god instead of barely getting in the win before dying or decking out.
The CardsThe cards will not work unupgraded unless I say otherwise.Sundial: stalls for one turn while drawing a card; stops your creatures from being affected by permafrost/fire buckler/turtle shield to use an ability; they will work both upgraded and unupgraded, I use them unupped because time mark ensures they can usually be played and sometimes miracle saves my life when I barely have 12 light quanta
Quantum Tower: generates quanta
Shard of Gratitude: provides healing; I only have one, but more can be used
Supernova: quick quanta early in the game, decent boost in midgame, useless at the end; however you should be able to win anyway by the time it is no longer needed
Fallen Druid: creates mutants for damage and sometimes helpful abilities; works as creature control to remove crucial abilities and bring down high health creatures
Purple Nymph: situational; helps survive against gods with a few big hitters, but heavy on entropy quanta; can be replaced with SoG; works unupped
Graveyard: creates skeletons to be eaten/mutated and fuel bonds/bone wall; upped or unupped, the extra damage may or may not be helpful, but you should have enough quanta by the time things start dying anyway
Bone Wall: keeps you alive; main increasable shield to block damage for mastery in endgame
Elite Otyugh: creature control; if the enemy doesn't have any, you can eat your own to increase their health and your bone wall
Feral Bond: healing
Fire Storm: creature control
Lava Destroyer: mainly used as bait to draw out control cards; grows to massive damage if not killed; unupgraded is okay
Ulitharid: lobotomizer, helpful against some gods, useless against others; unupgraded is cheaper but more vulnerable, your choice
Improved Miracle: quick emergency healing
Elite Queen: creates fireflies for damage, healing with bonds, and mutating targets; one can be replaced with a SoG
Electrum Hourglass: allows multiple card draw to quickly utilize as many cards as possible; protects your lower priority permanents; more can be used for such a large deck
Elite Anubis: creature protection
Eternity: most versatile weapon;
-rewind dangerous creatures to prevent their ability from being used, burn the opponent's quanta, slow down their draw, even lock them down if they have seven unusable cards in their hand
-rewind the opponent's mutated/twinned creatures and animated weapons to clog up their hand with cards they can't play
-rewind your own creatures to remove poison/lobotomy/damage or avoid deck out
-rewind your mutants if their original ability is useful, such as nymphs
Improved Steal: permanent control; take bonds, shields, weapons, hourglasses, graveyards, even towers for yourself depending on the god
Phase Shield: three turns of safety against many gods
Quintessence: creature protection; use on an Otyugh early or Ulitharid/Nymph if the situation requires it, quint another creature or Anubis after depending on what you draw
Of course, these can be changed around a bit to figure out the best results, but this is what I use. I have considered permafrost, but as it only reduces damage rather than stop it completely, some healing is needed. Many smaller rainbows use SoGs for this, but I mainly use Feral Bonds, which take longer to get going. Before they do, phase shields will work better than permafrost shield.
The StrategyI will not write a god-by-god breakdown unless it is requested, as others have already done so.
The strategy is the same as any other anti-fg deck. Survive the early rush, draw cards and establish control, build up damage for the kill.
The main set up revolves around Otyughs eating creatures, FFQs creating fireflies, Fallen Druid creating mutants, Bone Walls stopping damage, Feral Bonds healing damage.
Sometimes you need to play cards inefficiently. You may need to steal a weapon just to prevent it from damaging you or play creatures without protection for the feral bonds. Ideally you would play Bone Wall and then Fire Storm, but sometimes you have to drop a Bone Wall even if it will be taken down or toss out a Fire Storm when there are only a few creatures out. Do anything to buy enough time to draw more cards to prevent death and eventually turn the tables.
Most elements only have one type of card that uses its quanta, but for some you will have to prioritize. If you need time quanta for hourglasses or sundials, don't use eternity offensively. Don't play it at all if you don't need it for defense until you have quanta to spare. Same with Anubis. Drawing more cards will almost always be better than 4 damage or an extra immortal. Obviously don't play Graveyard/Quint/Fallen Druid/Destroyer if you need Bone Wall/Phase Shield/Purple Nymph/Fire Storm to survive.
If you don't have a Bone Wall, play a Phase Shield the turn before you kill to guarantee mastery. A sundial or miracle on the turn of the kill will do the same. You may need to eat or rewind your high damage creatures so that feral bond will heal you to full first.
Please give comments, questions, suggestions, variations, or anything.