This thread is the ultimate reference sheet for FGs. Their cards, their strategies, their weaknesses, their counters, and how you should deal with them with common anti-FG decks. For the deck list, please double all cards and triple the mark. This thread is currently
incomplete and I'd like I'd be extremely thankful for any information/suggestions/help provided. I'm probably going to add two per day until it's done.
I apologize, I have NOT been farming FG decks for very long, and I'll probably make mistakes. Here we go!
Chaos lord6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6tt 6tv 6u0 6u0 6u1 6u1 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6u4 6u4 6u4 6u5 6u6 6u6 6u6 6u6 74a 7dm 7gn 7jp 7jp 7jp 7jp 7jp 7jp 7t9
Strategy | He'll make mutants, and kill with mutants. Chaos lord has minor amounts of PC and CC, but it supplements these with PC/CC mutants. It's dissipation fields can get to unsurmountable strength. |
Weaknesses | So far, there are no reported weaknesses for Chaos Lord in the Chaos Lord forum. |
Counters | So far, there are no reported counters for Chaos Lord in the Chaos Lord forum. |
RoL/Hope strategy | Difficulty: Easy. He has 2 explosions and steals, so playing an electrocuter is a risk (he has quantum towers, so he can use it against you if he steals it). Without it, he may draw unstoppables or generate huge creatures (such as a dragon with dive) and break through your shield, but the vast majority of the time, just getting around 15 rays out and then starting on the dragons works fine. The timing works out so that around the time he starts mutating lots of creaturse you should be draining his quanta if he has a diss field or health if he doesn't. Never play an electrocuter without trying to lure any steals with shards of gratitude. Remember, an electrocuter is very bad news to your deck. |
CCYB strategy | Difficulty: varies. Don't play pulvy without an hourglass up or he might steal it. FFQ is useless if he plays a demon, quint your second destroyer. Antimatter something with a skill or he'll just mutate it. Fractal something of his. |
CCYB win/plays | 4/6 |
Dark Matter744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 745 745 745 745 746 748 74a 74b 74b 74c 74d 74d 74d 74d 74f 74f 74f 74f 74f 74f 74o 74o 7ju 7ju 7ju 7ju 7jv 7k1
Strategy | Dark Matter will play so many black holes you'll have to discard half your hand. By the time you're past his black holes, DM either has a nymph or he's killed you. |
Weaknesses | Mono aether. Lobotomizer stops his black holes (eventually) and if he doesn't chain into a nymph, you'll be golden. Lobo the momentum and phase shield to victory. Immortals make CC useless. |
Counters | 6rn 6rn 6rn 808 808 808 808 808 808 808 808 808 808 808 808 808 808 80d 80d 80d 80d 80d 80d 80e 80e 80e 80f 80f 80f 80f 80f |
RoL/Hope strategy | Difficulty: Medium. No permanent control, so play your electrocuter as early as possible. Don't play any rays until you have enough quanta to fractal them. This is a toss-up, since sometimes he'll come out with an early gravity nymph before you can get an electrocuter out (or be left with enough quanta to use it), and other times he'll link black holes in between playing creatures, and you're completely disabled until he pummels you. Your savior against Dark matter are towers, and lots of them. Try to keep your quanta supply above 3, so that he can't black hole all of it. Discard extra hopes/electrocuters if you have to discard, or play a ray if you have 2+ in your hand. Once you get your electrocuter out and fractal a ray, you just have to hope you can survive for another two or three turns until you have enough light quanta to play a hope, and then you're home free. He has 8 gravity forces and no other creature control, and only 2 unstoppables. Lobotomize his chargers and anything he plays his unstoppables on, and fall back on your general strategy. Buff up your hope, then spam dragons. |
CCYB strategy | Difficulty: Skip. Pretty much impossible, don't bother. You can't do anything about his grav nymphs, so even if he doesn't kill you you'll deck out.
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CCYB win/plays | 0/2 |
Decay7t6 7t6 7t6 7t6 7t6 7t6 7t8 7t9 7t9 7ta 7tc 7tc 7tc 7tc 7tc 7tc 808 808 808 808 808 808 808 80a 80i 80i 80i 80i 80i 80i
Strategy | Decay plays pests off of his mark and then fractals them, achieving total quanta lockdown rapidly. Minor amounts of steal provide for enough PC to succeed until the lockdown is setup, and then with large amounts of darkness quanta, drain life will kill anything, including your HP. Lighting allows for alternate CC, and eclipse adds another source of damage to deal with. |
Weaknesses | Anti-fractal cards like dune scorpions and nightmare can ruin his deck. Burst quanta can get past his lock, and rainbow decks can generate enough quanta to ignore his devourers. |
Counters | Jade shield. |
RoL/Hope strategy | Difficulty: Hard. Decay's damage isn't blocked by hope, and devourers will eat up the quanta you need. If you can get a RoL out fast enough, Decay might fractal that instead. If you can get a dragon out, decay will waste all of his drain lifes on that. Don't bother getting hope higher than 2. Lobo is useless and will just get stolen, do not play it. Your shards may get stolen, but if you need the health, you need the health. |
CCYB strategy | Difficulty: Difficult A pesty FG. Somewhat dependent on your draw. You need lots of towers to counter the drain. Try not to play permafrost without a pulvy or hourglass up, you don't want it stolen. Antimatter is best used on your FFQ as another quint. Smash shields, eclipse, shards, and elec. |
CCYB win/plays | 2/4 |
Destiny6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6tt 6tt 6u2 6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u6 6u6 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7q4 7q4 7q4 7q4 7q5 7q5 7q5 7q8 7q8
Strategy | While not quite a rainbow god, she can still play her main creature card, fate eggs (being called destiny), and use their skills to brutal effects, worse, the fallen druids can make stealers in her field, that could wipe your chances of winning out. Her main strategy is to play an eternity card to stop any creature setup and keep you stuck on the field drawing the same card over and over, while her eggs hatch into some nasty (or not so nasty) creatures that will make mincemeat of your health. No actual permanent control in terms of cards means as long as a mutated creature doesnt have destroy or steal means you can play any setup you want without fear of it being destroyed, but your creatures can still be controlled. Maxwell demons put the icing on the cake by killing off any creatures that you have that have more attack than health these include – dragons, golems, Fire spirits, and others. |
Weaknesses | Lobotomize will end destiny's deck. No eggs, no mutants, nothing. Destiny has no control besides reverse time, so quints are extremely useful. |
Counters | Mono Aether. |
RoL/Hope strategy | Difficulty: Easy. An early lobotomize will end his deck, and even then, he has very few options for getting past your shield. Just take care of trouble creatures if and when they show up, and it's a cakewalk. |
CCYB strategy | Difficulty: Mostly Easy Don't play pulvy without an hourglass up or he might steal it. FFQ is useless if he plays a demon, quint your second destroyer. Antimatter something with a skill or he'll just mutate it. Fractal something of his. Draw aggressively, if you start running out you can always fractal something and let him rewind it. The longer the game goes on the more chance of him getting something really dangerous or just too much damage. |
CCYB win/plays | 2/4 |
Firefly Queen7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7am 7am 7am 7am 7am 7am 7dk 7dk 7dk 7dn 7dn 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n3 7n3 7n3 7n3 7n3 7n3 7n5 7n5 7n5
Strategy | Firefly Queen runs a modded FFQ deck, using FFQ's and Eagles' Eyes as a primary source of damage. Once the creatures are established, she plays many Feral Bonds for massive healing. If Fireflies are left unchecked, than Firefly Queen can Fire Bolt you to death along with playing a Fahrenheit. |
Weaknesses | Firefly Queen's combo is slow to get out, and many of her creatures are very weak to Lobotomize. |
Counters | Lobotomize. If her FFQ's cannot produce Fireflies, her combo is ruined. Rain of Fire works to an extent, clearing out an entire board of Fireflies can fuel a Bonewall quite well. There are no anti-Firefly queen decks in her strategy forums. |
RoL/Hope strategy | Difficulty: Varies. While Firefly Queen does have a seemingly high amount of CC, she lacks creature protection, and she is very vulnerable to Electrocuters. However, since RoL/Hope contains no permanent control, she can just heal back any damage you cause to her if her combo gets out of control. |
CCYB strategy | Difficulty: Easy 2/2 Permafrost is important here, draw until you have it. Antimatter can go on an EE or a FF. Do what you want with damage. Quinted destroyers or fractaled FFQ probably. |
CCYB win/plays | 2/2 |