Simple, my main enemy is the clock, and creature damage. Perms dont really effect me and there are few/almost no perms that 100% wreak me. Pulvy being an issue is only when I face a earth/gravity AI 5 and maybe a few other things. Adding deflag will not be worth while, the extra piller, rage, bolt, weapon, or healing takes much more priority over PC. The only perms I worry about alot can not be destroyed by deflag, like mirror shield, and Em shield. Targets worthy of deflag?
*SoG~ They will only have one if it was stolen, but them having even 3 of mine is not an issue, and I would not put 3 deflags in any fire stall anyways.
*Sanctuary~ Odds are they wont stack any and even if they do they wont be able to stack enough. This reason can also be applied to SoG.
* Eclipse/nightfall~ I have more than enough CC to deal with any creature they bring out.
* Catapult~ This card helps me, as I have a ton of healing, so them getting rid of a creature instead of letting it stay out on the field for 10 turns to do more damage is very good for me.
* Sundail~ Not even an issue
* Dim shield~ Not even an issue. I hardly think they will chain them due to them having random cards from 2 elements and quantum pillers and towers.
* Dis Shield~ Ok if I am forced to use my bolts for CC then this can be an issue, but more of the time it is laughable.
* Hax/Dusk shield~ Meh, it can make 50% miss. I dont need any attacks to win, though they help.
* Fog~ Almost the same as hax shield aka Dusk mantle.
* That time shield~ TROLOLOLOL fail ( not saying the card is bad but against fire stall it stands no chance. )
* Bone shield~ deflag wont even matter.
* Thorn shield~ lol
* Perma frost shield ~ less lol but still lol.
* Fire shield~ Nope not an issue.
*All other shields that do not reflect and thus do not matter~ XD
* Bond~ might be a very very small issue but I doubt it.
* Weapons~ Trident, pulvy, discord, and arsenic I believe are the only issues I care about here. 2 of those need other elements.
* Hourglass~ Knock yourself out, give me another possible way to win.
I think thats it.
Putting in deflag seems not worth while. Only the 4 weapons can really mess me up badly and half of them need to have the right elements, and the other ones are pointless near the end in most cases so you would need them in the start, heck I had a turn 1 arsenic pulled on me and I still won with a near EM. I also played against pulvys and tridents, normaly not an issue.