I Really wanted to post this because i think it will help a lot of people because its such a good and well crafted deck.
My main reason for posting is because, after spending electrum upgrading 3 different types of rainbow and a Rol/Hope deck, i still come back to this everytime as most reliable/quick electrum farmer.
The picture is a bit misleading because its taken from my alt account, the upgrades are NOT needed. only the Sogs (nonessential) and Sundials need upgrading.
This deck does 90% wins vs Osiris, Incarnate, Neptune and Destiny
and it does about 75% wins vs Elidnis, Ferox, Miracle and Paradox
it can also beat Fire Queen 50%
and with extreme luck take out Divine Glory and Eternal Phoenix (i've done it in the past but i would skip them ussualy)
here's the deck...
Hover over cards for details, click for permalink
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5gi 5lg 5mq 5mq 61t 61t 61t 61t 6rn 6rn 7dn 7f2 7f2 7q9 7q9 7q9 80d 80d 8pu
My personal improvements are twofold.
First i took advantage of the newish Pendulums to make this more reliable
compared to original Firelance decks, it has the same amount of Aether generation but with 2x as much chance to draw the critical first and second pendulums
i've also added in extra sundials, heres how i believe they stack up
Original Firelance deck had 30 cards and 18 turns of stalling
mine has 33 cards 3 extra draws and 21 cards of stalling. or 30 cards and 21 turns of stall
even if you're unlucky enough to be forced to use all sundials without light quanta you're still better off because you have 21 stalls for 32 cards. (1 improvement)
in addition, if you're unlucky on aether draws, a single turn of sundial may be all you need to fill a gap in phase shields when you don't have enough quanta.
also, just having more turns means more time to build up fire for a more reliable finish!
^ so heres my logic, born from repeated tests and real game examples.
and now for some strategy for Old and Newcomers to this deck
Skip all the FGS i didnt list as beatable.
It's faster to skip the last 3 beatables as well because they are too unreliable.
Once in game stall as long as possible before playing anything.
If your first shield is played with <21 cards in deck, you've almost won already.
Be very careful when you play shards. Don't take aether/light quanta at critical times.
If you have the 2 light quanta to draw then always use sundials before phase shields.
When playing the top 4 FGS you don't need reflecting shield and can simply discard it if you have to many cards.
Upgrading Strategy.
Sundials only work in this deck upgraded. (essential)
Shards of Gratitute only work (at all) if upgraded (but are not essential in this deck)
All other upgrades are not needed to win but can improve your chances a fair bit.
in this order....
Upgrade Phase Shields. their cost can be the difference between win/lose
Upgrade Fahrenheit. (optional upgrade)
Upgrade Pendulums then Pillars
Don't Upgrade Firebolts...
in thousands of FG games, i've never lost by 1-5 dmg, you either win or lose and firebolts quant cost is a nonissue.
Don't Upgrade Reflective shield....
if your last 2 cards are your 2 light pendulums then you will get to your final turn with only 1 light quanta preventing you from playing the upgraded version