Deck Helper comment: This deck was posted before the 1.32 game update and as a result may work very differently now. Use at your own risk.
Note: This deck originally utilized SoSa as a method of stalling to let singularities grow. Thus, it was very powerful and could easily beat false gods. However, Zanz tragically decided to nerf this deck only ~16 hours after it's inception. Now vampire singularities may antimatter themselves for a positive attack when SoSac is active, making them incompatible with SoSac. I thought there was no hope left for this deck, but then SoP also got buffed, becoming a permanent and making it feasible to use it with mass healing/shields/sundials to stall. This method is significantly less effective than SoSa however, and this the current version of this deck is no longer effective against false gods, but can be used against ai3 and possibly PvP. Scroll down for the previous version (which had not even been optimized yet) and epic false god screenshots.The current (healing) version:
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? = Sop
Strategy is simple, play SN asap to get a singularity, the stall untill they achieve negative health enough. First you should get your healing items out and save your sundials and shields. Then when vampire singularities and opponent creatures can potentially kill you next turn, chain sundials and draw with them. Finally use SoP to delay your singularities whole using phase shield to delay opponent creatures, then SoP + dusk shield as the final line of defence. Some of the SoG may be replaced for misc. healing items such as vampire dagger or sanctuary for other random effects, but I prefer SoG because it cannot be blocked by a shield unlike vampire dagger, and heals a good 5 hp unlike sanct.
Please note that adrenaized vampire singularities can easily overcome SoP due to their multiple attacks. You should only worry about this in the end game, when you used up all your sundials and depend of your bonds and SoG to heal. Also note that that SoP weakens your singularities for OTK. Therefore it is imperative that you try not to use SoP untill absolutely necessary.
Here is a screenshot of Level 3 OTK. Note that the chimera damage is near 200hp, so it could actually potentially kill a false god, but the extra powers they posses like PC and double draw make it significantly more difficult to set up. Just a shadow of the glorious days past:
lolz, one of my singularities got killed by owl's eye.
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? = SoSac
Play 2 SN asap. When vamps/opponent creatures get threatening, chain SoSac or sundial depending on the situation, but it is good to use SoSa first so you can use your dials late game to build up quanta. If Opponent has weapon, you can use up dials first to increase chances of EM. Another good idea is to pile multiple SoSac together so you can start generating
asap. Your vampire singularities are enough to support SoSac. Also, NEVER break your SoSa/dial chain or your field of singularity vamps will kill you.
Stall and calculate how much dmg you have, then chimera + AM. Vulnerable to repeated BH/grav nymph like most OTK decks, numerous enough pests and pc/eq/discord. Silence can also break SoSa chain if you don't pile early enough. Having 3 SoD allows you to pile up to 3 SoSa at a time, and also increases rewards a by a small amount for FG's. You can repalce an additional pend for SoD to potentially pile 4 SoSa, but you are highly unlikely to have 4 SoSa in your hand.
Grav pends w/entrophy mark instead of vice versa for security. In case of EQ destroying most/all your towers, you can still generate
for SN and hence
for chimera (you technically don't need any pends in terms of quanta but I put them in because there was nothing else). IMO u need at least 8/9 pends in case you bottom deck a couple or some get stolen/destroyed.
If there is EQ/PC, save 3 SN in your hand and activate combo when you have 6
. In addition to winning against FG's, this deck would be very strong against sosac. If opoment has SoSac active, just don't use AM. If both of you have sosac active, you don't need chimera to win + EM.
Sundials + Sosa gives 16 turns of stall out of 23 potential turns so even if you bottom deck chimera/AM you should be fine, even better if you manage to SN in the midddle of the game to draw from dials.
A warning - games take ludicrously long to finish, often ~400 seconds but virtually all games you play will be EM's. If you are planning to use this to farm plat, you may replace 2 more pends with SoD (totaling 6 SoD 6 pends) to increase win money and stall power. Do not have less than 6, or else a getting quanta for a full combo will take 4 turns.
Needs optimization before it can be used to maximum efficiency.
Level 4 EM win 300dmg+ OTK:
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