This comes SO CLOSE to being the first deck to do anything with a fate egg other than goofing off. For that, I salute you.
However, I can't get this deck to work at all in testing
Basically this deck
technically can kill a FG, but the odds are stacked so high against it things are a little ridiculous.
A more detailed overview of testing the deck:
I tested for several hours, and while I didn't track wins/loses the results were pretty obvious:
The entire time I beat one FG (lionheart, by deckout). While the stalling portion of the deck works quite well (SoG & phase shield are staples of many anti-FG decks) the offensive portion might as well not even be there.
Here's a list of things that need to line up before this deck can actually kill a FG:1) Survive long enough to combo. This is true of any anti-FG deck, but keep it in mind. You need to draw the SoG's to keep you alive early on, then phase shields later. A FG can easily kill you before you play a phase shield if you have a bad draw. Remember, any deck that survives on phase shields is essentially racing the clock.
2) Draw the combo. There are at least four cards which you need before you can even begin the offensive combo of this deck, each of which has only two copies in the deck. Ideally, Anubis should be in there too, and there's only one of him. What this means is odds aren't good you'll be drawing the combo any time soon, and you often end up with your hand clogged with useless cards you need later on. I actually ended up doomed early on in several games because I was forced to discard something I needed, or play phase shields early.
The hourglasses help with the odds of drawing the combo, but actually make the hand clogging
worse.
3) Getting
. One of the needed combo cards is one of the
two pendulums. Notably, even after playing a pendulum it's still
five turns before that pendulum gives you enough
to actually play mitosis, even assuming NONE of your SoGs use
(a long shot). That's almost two whole phase shields worth of delay, even if you've drawn all your combo cards.
4) Playing the combo. Even once you have your combo out and you're churning out immortal eggs it's no walk in the park. The average damage of a hatched creature is ~3.5. That means unless you get extremely lucky you will not kill a FG before your shields run out. Even if you get the combo out early.
Other things that screw over this deck:-If eternity is on the bottom you WILL deck out.
-If anubis is on the bottom and the FG has even semi-decent cc you're doomed.
-If a phase shield gets pc'd you're doomed.
-If you don't fly eternity and it gets pc'd you're doomed.
-If you do fly eternity and the FG plays ice shield, turtle shield, thorn carapace of fire buckler odds are good you'll deck out.
-Anything that bypasses the shields (poison, momentum, bolts, catapult) is certain death.
-Devourers or BH can make it impossible to get enough
for the combo.
The basic concept of the deck is actually good. Fate egg makes sense here to use in this context- it won't die from shields, can get around almost any defense (eventually) and uses
quanta, which this deck pretty much swims in.
But at the end of the day, it's very slow and clumsy to execute, and even if it won as often as other FG decks it's still very slow (both winning and losing) and really expensive to build.
On a final note:
FIX QUANTA ISSUES. As I said above, waiting for enough
is costing you at least two phase shields worth of time.
I'm really not trying to bash your deck, it's a clever idea and very original.