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Annihilating your foe with only your own raw power isn't just classy‚ stylish‚ and manly - it defies the pillarless trend. =P
An opponent starting at a hand full of useless CC isn't just amusing - Lv5 will not double-draw if he has 3 cards already.
Will farm score from Lv5's‚ gets plenty of EMs‚ sturdy deck. Not as fast as other decks‚ use it for the simplicity and reliability. Only fatty spam (golems‚ dragons) or an early poison burst will stop you hard. Deflag/Steal/Pulv spam can be dangerous.
HIGHLY recommended for cruise control play. Requires no attention‚ play with your off-hand while you do something else‚ dual-monitors fit nicely. You just kick back with some regen and watch everything burn‚ simple as that. I've played creatureless MTG and like MTG‚ you largely act only when necessary.
NOT recommended for Lv6‚ the FGs pump out too much for your shard-firewall system to handle. Works fine in Lv4 if you like collecting. =P
REQUIRES SoGs but otherwise works unupped.
Fire Shield -> Fire Buckler first‚ you want one early and 6
is hard to burst out. Note this causes Farenheits to gain steal/deflag priority to the AI‚ good thing imo.
Probably follow up with 25-45% upped towers so the perms drop sooner.- An extra faren + upped flying weapon.
- One deflag for
pulverizer‚ arsenic‚ titan/faren‚ early hourglass‚ etc.
- Divinity shard doesn't really do much.
- No fire rain. Fire shield does it for you.
- Should be pretty balanced‚ tweak numbers to taste.- Buckler needs to go out the turn before.
- Shards work the turn after‚ can bank until needed.
- Hits for <5‚ almost never worth burning. Always bank if shards are holding you up fine.
- Damage from a creature will amount to p*t (ie 4*3=12 to wear out an immortal) when deciding whether to torch.
- Poison is not cool‚ weigh the situation and early chrys/puffers just
might warrant a burn.
- Unupped angel doesn't often call for a kill‚ but if it's holding up small/meds you were ignoring...
- Fireballs are your only hope against bonewall. Watch out for reflect.
- If you cast a fire lance at exactly 10
it will still hit for 6. (20=9 etc)
Lazy deck for lazy people‚ therefore: Fireballs do
approximately /3 (less when mountain of quanta) and hit slightly harder than the yellow-marked faren swing. EM comes from faren kills‚ merely eyeballing will often line up a kill swing. Towers tick before swing‚ each faren punch is a tiny bit heavier than yellow-marked.Considered immolate version to allow purify‚ protect artifact‚ mirror shield (self-reflect) but seems less reliable‚ pain to get working finely. And it'd be using creatures.