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The cards:
In a good deck, every card buff every other card. I haven't QUITE reached that here, but I've gotten close.
Shard of Gratitude: You've got to use it to stay alive. Antimatter might work well too.
Amethyst tower: It's a pillar.... what do you want?!
Maxwell's Demon: Destroys creatures with more attack than HP. Creatures reach this status by being hit by pandemonium. The flow of creatures slows down GREATLY once you have a butterfly effect.
Micro Abomination: Basically your Butterfly Effect card. It has decent damage.
Discord: Establish control early so you can get your combo out.
Butterfly Effect: Play on Micro Abomination. Slows down your opponents deck to the point where your demons can handle it. In a pinch, it can work as lobo.
Pandemonium: Looks like question marks in the deck image. Kills massive swarms that got past your Butterfly effect, while making cards within paradox range
The strategy:
This is probably the hardest deck to play ever. The first thing you need to figure out is when to autoquit. You
can beat decay with an early Discord. Some like seism are tough. Most gods with miracle will give you severe problems, and if they get 12 light quanta, you might as well quit, but there are ways to prevent gods from ever getting close to that much quanta. If a god ever plays miracle, you can still come back, if you paralleled the right creatures through pandemonium.
You'll have to play it a long while before you finally get the card order down, especially in the first hand, which is vital Don't play a abomination unless you need the damage or have a butterfly. Otherwise, play a demon. If you have neither, then a shard isn't a bad call. Look at your opening and their opening. If you can drop your combo before their deck gets out of hand, your odds of winning have greatly improved. If their deck gets hectic, drop pandemonium. If it gets to the point where even that won't save you, quit.
To get your deck started, all you really need is a demon or two, and their cardflow down to less demons then you have. For gods like octane, a BE will make or break you, so try to get that out before your second demon. You'll get a feel for what it means to be in control. You can destroy every card they play, you're slowly cutting of their quanta, and you've got some pandemonium to stop things if they go crazy. You'll also learn when they break your control. If they break your control too completely, you can just autoquit.
Once your deck is started, you need to check two things. By the time you have 20 cards left, are you dealing 10 damage per turn? Are you dealing twice as much damage as they are after healing is factored in? Sometimes destroying a shield is better than stopping that eagles from getting off a shot. It's a delicate balance to stay in charge, and have the damage needed to win. You'll only have the quanta to do one or the other each turn. That's what makes this deck fun, and incredibly difficult, to play. One of the nice things is that you can pretty much tell turns in advance if you're going to win or lose, but there's only the one god you absolutely cannot beat.
Remember: don't give up hope. Pandemonium can do WEIRD things. My favorite would be the 25|29 ferox had, when pandemonium twin'd it to make me win. Almost as good was the 2|11 otyugh that was hit with reverse time. Both times I had forgotten pandemonium could do that. Two of them have freeze+shockwaved nicely several times before.
Sometimes you need to do weird things, like play pandemonium against one one creature, or use butterfly effect as lobo. Your opponent will basically be in a constant state of just shy of winning. It'll be 1 damage short, or one quanta short, or something, and that's exactly where you want it. This deck doesn't win spectacularly, and I'm not sure it wins all that frequently, but it's mono, which kicks ass.
After 25 fights it was 7 and 18, with about a 30% win percentage.
Variations:
Taking antimatter has been suggested, as a way to replace the shards.
Taking werewolves instead of micros is also an option, with dark mark to get more damage.
Fire shield is REALLY useful, but I've yet to find a way to drop one consistently.
I'd LOVE to make this deck unupgraded, and it's almost there. Pandemonium killing your own stuff isn't helpful, and everything is just too weak unupgraded. You have to use 1|1 lycanthropes for your BE, and your maxwells are otyugh candy.
The beauty of this deck is probably it's accessibility. If I were starting over my account, I'd probably go Entropy, because of the smooth transition from AI3 to false god.