The Brave Malignant Ball That Could
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4vj 4vj 4vj 4vj 4vj 4vj 710 710 710 710 710 710 71c 71c 71c 71c 71u 71u 71u 71u 7dm 7ee 7ee 7ee 7ee 7ee 7ee 7hi 7hi 7hi 7q9 7q9 7q9 7q9 7q9 7q9 809 809 809 809 8po
Verified by CuCN in a 10 games against all FGs check:
63% WR ,
FGei (1.32) > 9k/hr (See Below For Improved FGei)
49% EM Rate
Partially Upgraded Version:
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4vj 4vj 4vj 4vj 4vj 4vj 52s 52s 52s 52s 5f6 61p 61p 61p 61p 710 710 710 710 710 710 71u 71u 71u 71u 7ee 7ee 7ee 7ee 7ee 7ee 7hi 7hi 7hi 7q9 7q9 7q9 7q9 7q9 7q9 8po
Guide
Terms:
OTK = One turn to kill
TTK = Two turns to kill
MTK = Multiple turns to kill
FG = False Gods
Cells = Malignant Cells
Balls = Ball Lightning
WR = Win Rate
SoPa = Shard of Patience
SoBr = Shard of Bravery
SoSa = Shard of Sacrifice
Dials = Sun Dial
AoE = Area of Effect
Gist:
AI does not target Cells directly, only AoE.
Using SoPa you can build up to 23 Cells to do 200 damage OTK.
OTK is only an option many FGs it's faster or only possible to TTK/MTK.
Except Scorpio with Purify and Stealing a SoPa, FGs have no way to counter SoSa.
The FGs have a lot of Anti-CC combined with SoSa you can completely Jam their hands.
The Deck:
Aflatoxin
The primary combo is Aflatoxin + Ball = Cell, where two casts can fill the board quickly (only one is needed).
No more than 2 casts are ever needed. The spare Aflatoxins and Balls can be discarded or used as is under the right conditions.
It takes 8 turns to get to OTK damage from 1 Cell + SoPa.
It takes 9 turns to get to OTK damage from 1 Cell + SoPa against 2 HP Block Shield.
It takes 8 turns to get to OTK damage from 2 Cells + SoPa with a 2 HP Block Shield.
The first Aflatoxin should almost always go to the combo first. Exceptions are in scenarios like: If you are dry on balls and the opponent is Osiris and you need to Aflatoxin a SoFo. (*See more of this in the FG section.)
Additional Aflatoxins are helpful if you use them if you have to SoSa earlier and need the opponent to deal more damage.
Against some FGs there are some neat tricks to pull on them. (*See more in the Tricking AI section).
Finally, for their original intent of filling the enemies board who are using creatures with annoying powers to this deck, such as vampires, virus, SoFo, etc.
Ball Lightning
Against most opponents, they are just to be used as fodder. They are preferable over other 0 cost creatures since they are 5/0, meaning you can have SoPa played ahead of time and Aflatoxin the Balls still work first turn. Also, against opponents not having CC or TU, they because 7/2s, first turn with SoPa for quicker damage. In general you won't use just the Balls though without the Aflatoxin, once you have cells going, rarely do you want to hold onto them and they become discard fodder.
Nova
In general, you will cast them when you get them, exceptions being against Blackhole and if you are forced to SoSa early.
In which case you will hold onto two so you can still play SoPa.
Shard of Bravery
Obvious use, draw, and keep drawing. In FG, and Arena on Plat and Gold you are not going to be able to force a deck out scenario.
Do note, with SoBr and Sundial you get the draw advantage over the AI. Since they don't get to draw if you fill their hand, you are getting 5 cards to their 3 if you play this to it's maximum capability.
See more about SoBr usage in the Play Style section.
Shard of Patience
Except with high PC, it's safe to play SoPa early. Against some opponents it's good to hold onto it until the Cells have filled the field, but more often then not cast one as soon as you can.
Shard of Sacrifice
In general, use Sundials before SoSa if possible.
If you don't have a SoPa out, hold onto two novas, if you are forced to SoSa early often it's safe too.
Remember the AI will hold onto creature cards if SoSa is in play. So sometimes getting SoSa earlier is preferable against
some opponents, see the FG section.
Explosion
It's primarily there as a shield breaker. Remember that, don't forget and waste it just because something annoying comes along.
Quanta
To play every card and ability you need: 6x :water 28x :death 6x :light 8x :fire
The minimum you need is 5x :death and 2x :water
The usual needed is 13x to 18x :death 6x to 8x :fire 2x :water 0 to 6x :light
Play Style and General Tricks of the Trade
PC Target Rules
AI
The AI will:
Destroy: Sundials > SoPa > Towers
Steal: SoPa > Sundial > Towers
The AI will not use destroy or steal abilities unless it has > than the quanta to do the ability.
The AI will sometimes wait 1 turn to steal or destroy a tower if it has no other target, but will target the towers eventually.
Player
You have one and only one explosion.
Primary target is always the shield for the win. However, some AI have shields that can't be targeted an alternative target will be listed in the FG section.
CC Specific Target Rules
AI
The AI will not directly target Cells.
Only AoE, which usually won't trigger until when you have >= 5 creatures on the field.
Plague, one or two is not a worry, 3 is, only one FG you will need to worry about with this and it's rarely seen in Arena
Firestorm, at 3 damage, 1 cell + SoPa means the center cell will live at a 7/4 and the 2nd cell at 5/1. Once Spawning against a 2nd Firestorm would reduce you to one cell, in which case you need to cast a 2nd Aflatoxin to get division rates up to live. 3 Firestorms and you're dead. Not having the SoPa out means you won't survive of course.
Desiccation and Thunderstorm, Arena only, like Firestorm, 3 and you're dead.
Pandora's Box, doesn't follow the same rules, nor is it nearly the same threat as Firestorm, Desiccation or Thunderstorm. Sometimes it's a blessing. A bunch of them though will still wreck your board.
Draw Rules
Player
If opponent has sanctuary is in play, SoBr does not work for you. FGs don't play sanctuary, but in Arena, the sanctuary might quickly become a PC target.
Draw ability order in general is, play the cards you will need to first, such as the next sundial, or nova, up two three spaces free provided the opponent has 3 spaces free
Then cast SoBr, Play, then Sundial ability.
Remember you don't need more than one or two balls and one or two Aflatoxins and more than two SoPa
Because of this don't worry about you're hand getting stuck with over drawing. Instead draw aggressively. You want to get the combo out as soon as possible and secure
Who cares if you get a 2nd SoPa, you can discard it. The additional cards are to make sure you have good starts.
Also don't forget about the clutch pull, if you are in danger of losing the SoSa defense because of incoming damage and no stall, Do what you have to.
If you can only draw 2, then go ahead and cast SoBr to draw two.
The brittleness of this deck can show if you don't aggressively draw.
TTK or OTK
Watching the opponents health meter and how many SoSa you have available is the key to this decision. With the exception of some FGs such as Miracle, if you have the option for TTK go for it. If you looked behind the math a 2 cell + 0 shield at turn 6 of cell division is > 100 damage and 7th turn is 143 damage.
Once you over the half way point, in other words, it's about 2 to 3 turns to get the OTK, while only 1 to 2 turns to get the kill and SoSa buys you 2 turns.
The general card play is, SoSa, End Turn, PoP SoPa, Attack, Attack.
Taking Damage
It's safe in general to get as low as 70 HP, Before you SoSa. 60s are risking it. Try not to SoSa early. Try to make sure the opponent has 20+ damage, but sometimes with SoSa it can't be helped. If you have to SoSa early, remember 10 damage is breaking even, just do what you can.
On Tricking the AI
These are tricks to outsmart the AI, different 'styles' are listed for specific FG variants.
Beating Slow AI Starts
Most of the time you just wait it out, but sometimes it's sitting at something like 16 damage, or your hand is full of SoBr and you can't get started either.
Use these methods, I'll try to list the method to use with each FG in the FG section.
1.) Sometimes the AI might draw a lot of anti-CC and so they have a slow start, tossing out a Ball to be targeted that you don't need might help give it some
room.
2.) Rarely but sometimes, the AI has a steal, but that's exactly what you need to have SoSa work better. Put out Two SoPa and have Explosion in hand
3.) Use an Aflatoxin to give them a small creature boost.
Beating Quicksand (General)
In general you don't need to worry unless you're opening hands is a bunch of towers. Regardless, you can use the lead one at a time method to draw out more quanta.
Extra Turn (General)
In general you don't need to worry about turns, but on the off hand chance you need an extra turn and you aren't going to die, the AI will foolishly reverse time you're Balls, giving you a free space since the cell division doesn't occur until attack, you can recast it in the free space, get the +2/+2 and watch it keep you alive.
Protecting SoPa, Sundial Method
In this case the only way to protect SoPa is with Sundials. Cast 2 Sundials if you need to the stall to last.
Beating SoFo, Osiris Style
Cast Aflatoxin on SoFo, the AI will either:
1.) Eat the SoFo if a Scarab is out already.
2.) Catapult of the SoFo early.
Beating Purify, Scorpio Style
1.) Cast SoSa and Dial at the Same time, the AI will jump at purifying the SoSa if it has it, and you will take two damage only.
2.) Cast a Ball out before SoPa to do damage, the AI will only start to use purify on itself if it's hurt.
3.) Cast extra Aflatoxins on creature, the AI will purify it's creature.
Beating Chimera, Akebono Style
1.)Thanks to the Chimera bug, sometimes you can force the AI to play a Chimera for free using SoBr, this is usefully to try to go for if Akebono has SoFos out.
2.) Casting Aflatoxin on a Chimera will make Akebono recast Chimera which ends up kill the Chimera and leaving a cell.
Beating SoFo, Akebono Style
1.) Use the Beating Chimera, Akebono Style can be useful.
2.) Akebono will use Chimera despite a bad time if it has it and you put a Aflatoxin on a SoFo.
3.) Akebono will overdrive a SoFo for you sometimes, just give him some fodder to eat like a Sundial.
Beating Virus Plague, Incarnate Style
1.) The AI will waste plague if it doesn't see creatures on the board for a few turns but it has a reason to sacrifice for, such as bonewall, condors, etc.
2.) Use SoSa to force the AI to hold onto creatures, play down Aflatoxin on the opponents creature and let the cell division fill their field.
Beating Voodoo, Hecate Style
1.) The AI does not hold spells and so will still cast damage on Voodoo even though SoSa is in play.
2.) Hecate will risk an 18/2 voodoo making Aflatoxin fodder.
3.) The AI will target you're creatures for a kill over voodoo, using a Ball Lightning to misdirect a target at times is useful.
Beating Fractal Targets, Decay Style
1.) Keeping out a Ball Lightning will beat out most fractal targets, forcing the AI to target you're ball instead of their desired creature.
Additional Card Tricks for use in Arena
Flooding, Inundation doesn't work against use. (Also noted for Neptune).
Against SoSa, Skull Shield, and Spine Carapace, use Sundials and SoPa to make it useless against you.
Against Overdrive, lead a few balls, the Overdrive makes some nice big balls. (Mentioned below).
Oracle Effect
Starting CreatureOften it's more of a problem then a help with this deck, go burn it on Arena for 3 turns first.
However, if you forget:
Use as Aflatoxin bate if it's low hit points, but note it splits to the center, so you get a slower expansion of cells often costing you a turn more to win.
Use Dragons as is.
Don't forget, Don't Aflatoxin and then sacrifice a virus, you don't get a cell.
Side BarsDivine Glory: -1 Aflatoxin, -1 Ball Lightning +2 Bone Wall
Octane: - 1 Aflatoxin, - 1 Ball Lightning + 2 Mirror Shield
FGei Improved
Right now Voodoo Bravery and this deck are showing >9k/hr. in the 1.32 FGei study. However, if you read the comments you will find a dirty little secret; not all FGs are created with the same card giving output.
I ran the math and if you skip all the FGs without 6 of at least one card, then the FGei will rise significantly. No study has ever been tested this way and the FGei for 1.32 was missing this consideration all together.
Because of this, for this deck, if you skip all the FGs of difficulty Medium, Hard, and Very Hard. Also skip those without at least one + next to the Card Odds you're FGei will rise to 12k/hr.
In addition, I think, but haven't confirmed: Skip all the FGs without at least 2 sets of 6 or more) could rise even more. However, part of what I think makes this deck great, is unlike other grinders were you have to sacrifice score and WR to get a high EM/hr. Still, if you want to get a higher EM. Look into using this method and add more to you're skip list. Also check over other grinders compared to this one and see if they knock out some of the 'Very Hard' set here as several of those are good grinding targets.
I have marked below the FGs using a + system for each set of 6.
Beating the False Gods
I've actually beat every FG with this deck. However, there are several you should just skip in general unless you want to see if you can beat them too.
ScaleVery Easy (8)
90 to 100% WR no thought.
Easy (8)
90 to 100% WR with a trick or a bit of thinking
Medium (5)
70 to 90% WR
Hard (2)
<20% WR <70% WR (Maybe Skip)
Very Hard (6)
<=20% WR (Skip)
Note: These 6 skips are required to get FGei up to 9K/hr.
Very EasyElidnis Deck:
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7ah 7ah 7ah 7ah 7ah 7ah 7ai 7ai 7ak 7al 7am 7am 7am 7am 7am 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gm 7gn 7gn 7gn 7gn 7gn 7gu 7gu 7gu 7gv 7gv 7gv 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 80f 80f 80f 80h 80h 8pn
Card Odds: +
Methods: OTK (Sometimes TTK)
PC Target: Jade Staff
Slow Start Break: Aflatoxin Creatures or Ball Lightning Target
Exta Ball Safe: See Tricks
Risks: Twin Universe, Slow Start to Damage Sometimes.
Tricks: Ball Lightning Target Slow Start Break
FeroxDeck:
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7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ad 7ad 7ad 7ad 7ae 7ae 7ae 7ae 7af 7af 7af 7af 7af 7af 7ag 7ag 7ag 7ag 7ak 7al 7am 7am 7am 7am 7am 7am 7an 7an 7jp 7jp 7jp 7jp 7jp 7jp 8pn
Card Odds: ++
Methods OTK (Sometimes TTK)
PC Target: Feral Bond (For TTK)
Slow Start Break: Aflatoxin Creatures
Exta Ball Safe: Yes
Risks: Rush
Tricks: Has heal, but sometimes it just isn't enough and you can still TTK
[Gemini]Deck:
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744 744 744 744 744 744 748 748 748 74a 74a 74a 74a 808 808 808 808 808 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 80b 80c 80d 80d 80d 80d 80e 80f 80g 80g 80g 80g 80g 80g 8pu
Card Odds: ++
Methods OTK
PC Target: Phase Shield
Slow Start Break: Aflatoxin Creature
Exta Ball Safe: Ball Lightning Target Slow Start Break, usually not needed
Risks: Waiting for Explosion
Tricks: None
LionheartDeck:
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6qq 6qq 6qq 7jo 7jo 7jo 7jo 7jo 7k5 7k5 7k5 7k5 7k5 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q5 7q5 7q7 7q7 7q7 7q8 7q8 7qc 80h 80h 81q 81q 81q 8ps
Card Odds:
Methods: OTK (Sometimes TTK)
PC Target: Turtle Shield (For TTK)
Slow Start Break: Wait
Extra Ball Safe: No (technically can use for extra turn, but it's never needed)
Tricks: None
MiracleDeck:
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7ac 7ac 7ac 7ac 7ad 7af 7af 7ak 7al 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jq 7jq 7jq 7jr 7jr 7jt 7jv 7jv 7jv 7k1 7k2 7k2 7k2 7ms 7ms 7ms 7ms 7n3 7n3 7n3 8pq
Card Odds:
Methods: OTK
PC Target: Solar Buckler
Slow Start Break: Aflatoxin Creatures
Extra Ball Safe: Yes
Risks: Rush
Tricks: None
NeptuneDeck:
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7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gm 7gm 7gn 7gp 7gp 7gr 7gr 7gr 7gr 7gs 7gt 7gt 7h1 7h1 7h1 7h1 7n5 7n7 7n7 7n7 7n7 7n7 7n7 8pr
Card Odds: +
Methods: OTK (Rarely TTK)
PC Target: Permafrost Shield
Slow Start Break: Aflatoxin Creatures or Ball Lightning Target
Extra Ball Safe: Only for Ball Lightning Slow Start Break
Risks: Slow Start into Explosive Damage
Tricks: You'll find that Neptune is usually easy, but once and a while coming off a slow start, will produce explosive damage, make sure stall is properly set.
ParadoxDeck:
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7jp 7jp 7jp 7jp 7jp 7jp 7jp 7jp 7jv 7jv 7jv 7jv 7jv 7jv 7jv 7jv 7k0 7k0 7k1 7k1 7k2 7k2 7k2 7q1 7q1 7q1 7q1 7q1 7q1 7q1 7q1 7q5 7q5 7q5 7q5 808 808 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 8ps
Card Odds: +++
Methods: OTK
PC Target: Aether Tower
Slow Start Break: Aflatoxin Creatures or Ball Lightning Target
Extra Ball Safe: Only for Ball Lightning Slow Start Break
Risks: Stall break, means instant death with TUs
Tricks: None
SerketDeck:
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710 710 710 710 710 710 710 713 713 713 713 713 71a 71a 71e 71e 71e 71e 71e 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ao 7ao 7ao 7ao 7ao 7b0 7b0 7ta 7ta 7ta 7ti 7ti 7ti 8pt
Card Odds:
Methods: OTK or TTK
PC Target: Eclipse
Slow Start Break: Wait
Extra Ball Safe: Yes
Risks: Improper Stall
Tricks: Draw Aggressively, Mix Up SoSa and Dial Chain to get Proper Stall if necessary
EasyChaos LordDeck:
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6qq 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 8pj
Card Odds: ++
Methods: OTK (Sometimes TTK)
PC Target: Dis Shield
Slow Start Break: Alfatoxin Creatures, Steal of SoPa
Extra Ball Safe: Sort of, expect it to be mutated repeatedly, nothing to rely on.
Risks: Explosion, Steal, Mutation Steal or Explosion
Tricks: Use Slow Start Break Methods to keep SoPa in play.
DestinyDeck:
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6ts 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 8ps
Card Odds: +++
Methods: TTK or OTK
PC Target: Electrum Hourglass
Slow Start Break: Aflatoxin Creatures
Extra Ball Safe: No
Risks: Mutation Steal or Destroy
Tricks: Spare Aflatoxins should target druids or creatures that get steal or destroy.
Fire QueenDeck:
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7ac 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 8pr
Card Odds: ++
Methods: OTK
PC Target: Weapons (there are two types)
Slow Start Break: Aflatoxin Creatures
Extra Ball Safe: See Tricks
Risks: Firelance
Tricks: Beware the firelance, you might think you will have enough HP for waiting for a SoSa, or Dials will protect you, but they won't. Run as standard in general though.
If you have extra balls, you might want to toss them out so the AI will burn Fire Lance or :air Quanta on them.
GravitonDeck:
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744 744 744 744 744 744 744 744 744 744 744 744 744 744 745 745 746 749 74a 74a 74a 74b 74b 74b 74c 74d 74e 74e 74e 74e 74e 74e 7dm 7dm 7do 8po
Card Odds: +
Methods: OTK (Sometimes TTK)
PC Target: Gravity Shield (Sometimes Titan)
Slow Start Break: Wait
Extra Ball Safe: No
Risks: Momentum, Explosions Firestorm
Tricks: Nothing formal. Fortunately, it doesn't have enough firestorms or explosions to really shut you down. Hold onto 2nd Ball + Toxin combo in hand, try to get all 3 SoPa cast, once and a while you find the situation right for increasing draw power by using two dials if you have the novas to support it. Count opponent damage. You only need 8 turns, so once you have 2 to 3 of the SoSa, just start relying on SoSa alone. If it fire storms a 2nd time, shoot for TTK. Watch your card count.
IncarnateDeck:
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712 712 712 712 717 717 717 717 717 71b 71b 71b 71b 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t7 7t7 7t7 7t7 7ta 7ta 7ta 7ta 7tb 7td 7td 7td 7td 7td 7td 8pk
Card Odds: +
Methods: TTK (Accidental OTK)
PC Target: Bone Wall
Slow Start Break: Malignant Cell Creatures
Extra Ball Safe: No
Risks: Plague
Tricks: Use beating Virus Plague Instosis Style to beat the Plague risk. Once the health bar is showing 200 OTK capable, launch for TTK.
MorteDeck:
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712 712 712 712 717 717 717 717 717 71b 71b 71b 71b 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t7 7t7 7t7 7t7 7ta 7ta 7ta 7ta 7tb 7td 7td 7td 7td 7td 7td 8pk
Card Odds: ++
Methods: OTK or TTK or MTK
PC Target: Bone Wall
Slow Start Break: Malignant Cell Creatures
Extra Ball Safe: Yes
Risks: Plague
Tricks: Use beating Virus Plague Instosis Style to beat the virus Plague risk. Target the RoL, if Light Quanta is allowed up to 12, you need to go for OTK. Try to let the cell division beat down the bone wall ahead of time by mixing up Dials and SoSa. If 3x Plague has been dropped, count you're maximum output and go for MTK.
OsirisDeck:
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6s2 6s2 74a 74a 74h 74h 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q4 7q4 7q8 7qb 7qb 7qc 7qc 7qc 7qc 7qc 7qc 8pl
Card Odds: +
Methods: OTK (Sometimes TTK)
PC Target: Turtle Shield
Slow Start Break: Aflatoxin Creatures
Extra Ball Safe: No
Risks: Early SoFo, many SoFo
Tricks: Beating SoFo Osiris Method
SeismDeck:
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778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 779 77a 77a 77b 77b 77c 77e 77e 77e 77f 77g 77g 77g 77g 77g 77g 77i 77i 77j 77j 77j 77j 77j 77j 77k 7q4 7q4 7q4 7q4 7q6 8ps
Card Odds: ++
Methods: TTK (Sometimes OTK)
PC Target: Diamond Shield
Slow Start Break: Wait
Extra Ball Safe: No
Risks: Rush, Diamond Shield
Tricks: Quick Sand Defense Method, Diamond Shield requires 2 extra turns to surpass, kill it with fire, otherwise TTK.
MediumAkebono] Deck:
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6rs 6s2 6s2 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 746 746 748 748 748 748 748 748 74a 74c 74g 74g 74i 74i 74i 74i 8pl
Card Odds: +
Methods: TTK/MTK but Make for Trying OTK, it just doesn't work out that it's an OTK.
PC Target: Tower Shield
Slow Start Break: None
Extra Ball Safe: See Tricks
Risks: Early SoFo, many SoFo
Tricks: Use Beating Chimera and Beating SoFo, Akebono Style from Above, Also use Ball Lightning Targets to get Overdriven Balls.
Dark MatterDeck:
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744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 745 745 745 745 746 748 74a 74b 74b 74c 74d 74d 74d 74d 74f 74f 74f 74f 74f 74f 74o 74o 7ju 7ju 7ju 7ju 7jv 7k1 8pq
Card Odds: +
Methods: TTK/MTK
PC Target: Titan
Slow Start Break: Wait
Extra Ball Safe: No
Risks: Blackhole
Tricks: Hold two nova's for SoPa at all times, Aflatoxin Nymphs
ObliteratorDeck:
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74a 74a 74a 74a 74d 74d 74d 74d 74d 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77b 77b 77b 77b 77b 77c 77c 77f 77f 77h 77h 77h 77h 77h 77h 77i 77i 77i 8pl
Card Odds: +
Methods: MTK
PC Target: Pulvy
Slow Start Break: Wait
Extra Ball Safe: Yes
Risks: Early Pulvy
Tricks: Keep pressure with attacking cells power through Grave Forced creatures.
RainbowDeck:
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6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u1 6u1 6u1 6u1 74d 74d 74d 77g 77g 77g 77g 7ah 7ah 7ah 7ah 7dm 7dm 7dm 7dm 7gn 7gn 7gn 7k2 7k2 7n5 7n5 7q5 7q5 7q5 7q5 7q5 7t9 7t9 7t9 80a 80a 8ps
Card Odds:
Methods: OTK
PC Target: Electrum Hour Glass
Slow Start Break: Wait
Risks: Steals, Explosions
Tricks: Wait a few turns for cell division to occur before putting SoPa out, as soon as SoPa is in play stop using SoBr to reduce odds of Steal and Explosion
ScorpioDeck:
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718 718 718 718 718 71a 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gl 7gl 7gl 7gm 7gm 7gm 7gn 7gn 7gn 7go 7gp 7gp 7gq 7gr 7gr 7gs 7gt 7gu 7gu 7gu 7gu 7gu 7gu 7gv 7gv 808 808 808 80b 80b 8pk
Card Odds: +
Methods: TTK or MTK
PC Target: Permafrost Shield
Slow Start Break: Aflatoxin Creatures
Risks: Purify, Lots of poison damage
Tricks: Use the Beat Purify Methods mentioned above.
Hard HecateDeck:
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7dr 7dr 7dr 7dr 7dr 7dr 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t8 7t9 7t9 7ta 7ta 7tb 7te 7te 7te 7te 7tg 7tg 7tg 7tg 7tg 7tg 7th 8po
Card Odds: ++
Methods: TTK or MTK
PC Target: Improved Dusk or Stolen SoPa
Slow Start Break: Wait
Risks: Rush, Indirect Voodoo Damage
Tricks: Use the Beat Voodoo Hecate Style Methods to increase you're odds. Really though, you are hoping for a good opening hand and it not having a good opening hand. Also use the SoPa Slow Start Break Rules.
JazebelDeck:
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7dr 7dr 7dr 7dr 7dr 7dr 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t8 7t9 7t9 7ta 7ta 7tb 7te 7te 7te 7te 7tg 7tg 7tg 7tg 7tg 7tg 7th 8po
Card Odds: +
Methods: MTK
PC Target: Stolen SoPa (It'll happen)
Slow Start Break: Don't, just take the blessing
Risks: Steals, Grav Nymph, Death Nymph, Air Nymph
Tricks: Wait for cells to fill most of field before using SoPa, stop casting SoBr once SoPa is out, have Explosion in hand to kill SoPa when it gets stolen,
never leave SoPa out for long 2 turns for +4/+4 at most.
Very HardDecayDeck:
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7t6 7t6 7t6 7t6 7t6 7t6 7t8 7t9 7t9 7ta 7tc 7tc 7tc 7tc 7tc 7tc 808 808 808 808 808 808 808 80e 80i 80i 80i 80i 80i 80i 8pt
Card Odds: +++
Methods: MTK
PC Target: Stolen SoPa or Improved Dusk
Slow Start Break: Aflatoxin Creatures, Stolen SoPa
Risks: Steals, Denial, Slow Damage
Tricks: Wait for cells to fill most of field before using SoPa, stop casting SoBr once SoPa is out, have Explosion in hand to kill SoPa when it gets stolen,
never leave SoPa out for long 2 turns for +4/+4 at most. Try to get Aflatoxin on Pests early to try to block denial, also have a ball or two for Beating Fractal Targets, Decay Style
Divine GloryDeck:
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7dg 7dg 7dg 7dm 7dm 7dm 7dm 7dm 7dm 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k1 7k1 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7n2 7n2 7n2 7n2 7n2 8pq
Card Odds: ++
Methods: MTK
PC Target:
Slow Start Break: None
Risks: Explosions, Slow Damage
Tricks: The combination of explosions and slow damage make getting an effective SoSa out very difficult. The trick is to get Divine Glory to use up a bunch of explosions on unimportant targets and getting the Swords out into play. It's easier said than done.
Dream CatcherDeck:
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6ts 6ts 6ts 6ts 6ts 6ts 6tu 6tu 6tu 6tu 6tu 6tu 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u8 6u8 6u8 6ug 74f 77i 77j 7dr 7gl 7gn 7n7 7n7 7q1 7q2 7t6 7t6 80a 80h 8pj
Card Odds: ++
Methods: MTK
PC Target: Discord
Slow Start Break: Aflatoxin Creatures
Risks: Butterfly Effect, Blackhole
Tricks: Early Combo or Spell Card Jam (rarer) are what's needed to beat Dream Catcher, Although sometimes you can beat out butterfly effect long enough to keep small damage away and be able to Aflatoxin Creatures
Eternal PhoenixDeck:
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7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7di 7di 7dk 7dk 7dm 7dm 7dm 7dm 7do 7ds 7ds 7ds 7ds 7ds 7ds 80a 80i 80i 80i 8pu
Card Odds: +
Methods: MTK
PC Target: Burning Tower
Slow Start Break: Wait
Risks: Explosions, Firstorm
Tricks: Against 8 Explosions, and 4 Fire Storms, it's hard to keep you're combo alive and shield against damage. Also use the Beating Fractal, Decay Style to reduce early damage.
HermesDeck:
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7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7di 7di 7dk 7dk 7dm 7dm 7dm 7dm 7do 7ds 7ds 7ds 7ds 7ds 7ds 80a 80i 80i 80i 8pu
Card Odds: +++
Methods: MMT
PC Target: Fire Buckler
Slow Start Break: Wait
Risks: Explosions, Firestorm, Fire Buckler
Tricks: If Eternal Phoenix wasn't enough, against 12 Explosions, and 4 Fire Storms, and a Fire Buckler, you need to have the combo out super early, and then be prepared to start it again. Then use Sundials + SoSa at the same time similar to the purify defense, this is to block you from attacking while at the same time shielding your damage. And forcing the firelances to jam the hand.
OctaneDeck:
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7dk 7dk 7dl 7dm 7dm 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n6 7n6 7n6 7n6 7n6 7n6 8po
Card Odds: +
Methods: OTK
PC Target: Unstable Gas
Slow Start Break: Wait
Risks: Unstable Gas, Slow Start Damage
Tricks: You're looking for Octane to have 3 bows out and hold the first Unstable Gas off with your PC. If you get the combo out, and can SoSa, you're golden Bust most of the time, it's boom, boom, give up.
Arena Play
Maximizing Arena
Pull up the top 500 rankings and look for these Marks:
:death, :earth, :life, :light, :air, :time, :aether
If approximately 50% of the field is these in Plat or 66% in Gold, go ahead and play with this deck.
Decks playing :gravity, :entropy, :fire, :water, and :darkness have the cards the crush this deck.