Eternal Concordance (Time/Aether)
Finally decided to register for the forums to share and get some feedback. This is my unique anti-FG deck I’ve been using for a while now:
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The deck operates by stalling with phase shields until you are able to use the reverse time ability of Eternity to gain control of the opponent’s deck. A pair of eternities using rewind time each turn can lock down most False Gods into drawing and replaying the same two creatures over and over. More than two and you can rewind the opponent’s entire field back to the top of their decks and ensure that they can only play two of their weakest critters. Keep in mind it is the last two creatures you rewind in any turn are the two that the opponent will draw.
This also means that the False God will not be able to draw any more creature/permanent control, shields, poisons, miracles or anything else.
From my admittedly less-than-reliable and haphazard notes, I have found the win rate of this deck to be somewhere >50% (perhaps significantly higher, competitive with rainbows), with ~80% of wins being masteries. It has a decent chance against all the current False Gods, (including Divine Glory, see notes) with Rainbow being the hardest.
EDIT: Now that I feel that I've mastered the subtleties in the playstyle of this deck, I've started keeping more coherent notes. After 50 games (still a small sample size), it has produced 31 wins and 19 losses and gained 3609 score (implies 79% mastery rate, assuming loss is -15, wins average +90 and EM wins are +135).
EDIT2: After 100 games, I have managed 56 wins and 44 losses, gaining 6385 score (implies 80% mastery rate, or roughly 44 games)
Additional notes:The priority of permanent control for the opponent is as follows:
Eternity>Hourglass>Phase Shield
This means that the phase shields in the deck are quite robust and more likely to remain untouched. Healing from SoGs may mean that in a pinch you can take a turn’s worth of damage between shields.
If you are able, keep one phase shield for when you are about to defeat your opponent, in order to gain mastery. If you can’t, or if you have poison, for the finishing blow rewind your own field so that your weapon gets the final strike. This way, any SoGs that are earlier in the permanent order will still heal you.
Anubis has a higher target profile than eternity, against some gods, you can use it as bait. If it survives (congeal, infect, lobotomize) it may be worthwhile to rewind it and try again. Against any god with twin universe, however, be very careful about playing Anubis, you do not want to let your opponent copy it and immortalize their field. In such a case ensure first that you have enough eternities on the field to immediately rewind all copies of Anubis. It is also used in ensuring your flying eternities are not eventually thinned by an opponent’s equipped weapon, which cannot be targeted by reverse time. Usually one is kept for last, to avoid decking out.
Parallel universe is most often used for copying eternity, though sometimes it is used to copy Anubis so that at least one survives the initial assault of control. If you are confident of victory, it can also be used to copy some of the opponent’s larger creatures for extra damage.
Special note about Divine Glory:
This god is beatable, despite the inability to gain control over Divine Glory’s deck. Eternities are mostly used as sacrifices to protect hourglasses/phase shields. One still needs to be put on the field to avoid deck out, an interesting approach is to parallel such an eternity, and then have it reverse itself, in order to get extra protection. In this way, you can actually have Morning Glory deck out, as the 12 explosions will be used on Eternities/hourglasses, leaving your phase shields untouched. More often though, you will be able to bypass miracle by playing a lot of damage in one turn, when Divine Glory is on low health and doesn’t feel too threatened by the relatively small damage present on the field (you can rewind your own field in order to make this work better).