I was playing around with my CCWB variant, and I found myself thinking, "oh god oh god, please please give me the Aflatoxin, dear god" an awful lot. Very few Gods are not susceptible to Aflatoxin in a CCWB variant: Divine Glory (immortal creatures), Eternal Phoenix (Phoenixes do not general Cells on death, Dragons require Antimattering), Osiris (if he begins Devouring Cells), and Octane (without a reflecting shield, he kills Cells with Gas). Some Gods with Feral Bonds require either a Blue / Air Nymph for a one-turn kill or permanent control, preferably both in case things don't go as planned. All other Gods are either completely neutered or handicapped by a field full of Cells.
52m 5p0 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u7 71c 71c 71c 77f 77f 77i 7dq 7dq 7gp 7gp 7k0 7q5 7q5 7q5 7q8 7q9 7q9 7q9 80h 80h
Of course, I started with my CCWB deck variant. Three Alfatoxins makes it easy to get one early; others can be used for creature control. A Mark of Death offsets the fairly high cost of 6 Death quanta. Because of this, Supernovas are not viable. And following that, I decided to base my deck on PuppyChow's Can Haz Moar Drawz deck in terms of drawing power and quanta generation.
This deck has one big problem, though. It is incredibly Time-heavy. If I make it less Time-heavy by taking out Hourglasses, I can't draw as quickly, which is something I really need. A Mark of Time really slows down the Aflatoxins, and a Mark of Entropy with Supernovas limits the number of Alfatoxins I can play. Any help is very much appreciated.
Blue Nymph (1): Incredible damage output against Gods without reflecting shields. In other cases, can be used to generate Cells on my side of the field.
Improved Antimatter (1): Especially useful when the Gods have a limited play field. More than one is difficult to utilize without a Mark of Entropy, though.
Pulverizer (2), Eternity (1), Skeleton (1), Protect Artifact (1): These two are arguably the best weapons in the game. Cheap permanent control and deck-out prevention by Rewinding the Skeleton. Protect Artifact mostly used on the Eternity, but it is sometimes useful on...
Permafrost Shield (2): Best shield in the game in most situations, enough said
Mirror Shield (1): A cheaper version of the Jade Shield. Basically an auto-win against Gods like Decay and Octane. Cheaper cost is helpful, because getting it out early is good if you also have an early Aflatoxin.
Electrum Hourglass (3), Sundial (3): Drawing power with the addition of stalling. Sundial is nice for stalling out Aflatoxin poison counters on more bulky creatures.
Stats given are in the format (Games won)-(Total games played)
Octane: 2-2 Mirror Shield and Shards make this an easy win.
Dark Matter: 0-1 In testing, Dark Matter was a giant dick and got a Nymph out turn 2.
Decay: 1-1 Mirror Shield and some Shards makes this an easy win.
Destiny: 1-1 Permafrost.
Dream Catcher: 1-1 Even with a turn 2 immortal Butterfly Effect Abomination, you can still win when he Antimatters all of the Cells on his side of the field.
Elidnis: 1-2 Permafrost Shield slows down boosting shenanigans to a manageable pace. Without one, match-up is pretty difficult. Late-game, you have the option of an early Eternity to Rewind 22 / 24 Spectres or a Pulverizer to destroy those 80 Feral Bonds.
Eternal Phoenix: 0-2
Ferox: 2-2 Aflatoxin and Permafrost. Antimattering a Dragon is the win button.
Gemini: 2-2 Phase Recluses are perfect Aflatoxin targets.
Incarnate: 0-1 No shield is a lose.
Obliterator: 0-1 Turn two Protected Pulverizer is sort of auto-lose.
Paradox: 0-1 Drew zero Shards. Should have been a win.
Rainbow: 0-1 If it takes you 6 turns to get 6 Death quanta, you should probably just quit.
Scorpio: 0-1 No Aflatoxins, lost.
Seism: 1-1 Get an Aflatoxin off and Rewind his big creatures, hope that he plays Gemfinders or Graboids instead of Dragons.