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Upgrade your pillars first. All 12. Then shields. Then heals.
I haven't upgraded any of the creatures or the staffs. You actually don't want to kill your opponent too fast sometimes- if you have a staff out or are waiting on a heal or 2 to get the mastery.
Also- I donated $5 and got a shard of gratitude- 2 random quantums for a permanent that heals 5 a turn. Swapped out one of the staffs. Sure it does no damage, but the 2 points from the staff wasn't game-changing. The benefit here is you don't get a useless draw from the second weapon slot- and can heal 10 a turn. Allows you to kill opponents quicker in many cases and still get the mastery.
Strategy-
Generally you want to wait until you have 18 cards left in your deck before starting your shields. Remember to watch your quantums and have enough to cast the next shield when the current one is about to expire. Sometimes it's safe to wait a couple extra turns- if your opponent isn't doing much damage, you have heals in your hand a staff and/or shard in play.
Against poison (water-death)- forget the shields and put down creatures as fast as you can. The exception to this rule would be if the opponent drops a crawler and trident (7 damage a turn), or arsenic (drop a shield ASAP). Your immortals are more efficient damage for quantums so play them if you have them before saving up for dragons. This also gives you the ability to take advantage of pillar draws and get dragons out faster. If you can kill him fast enough with a couple heals on your last turn- it is possible to get a mastery, but that's rare. Each heal you play before the game is over is an extra coin won regardless.
Against gravity- Generally (but not always) play dragons first then immortals. This way if he plays grav shield and armagos your dragons will kill his armagjo and your immortals might get a hit in. It doesn't always work that way but worth a shot. You can often wait a few extra turns before starting your shield because most of his creatures are low damage- and the ones that do more usually have momentum- or will get it played on them soon.
Against the chaos/darkness deck- if you don't get your staff in play fast you probably won't because his devourers will always focus on your life mana. The shard helps- but just play your shields at turn 18 and kill him off quick, you probably won't get a mastery since you won't be able to heal, but you will almost always win.
All others- depending on the amount of damage you've taken you might want to only play 2 immortals and hold everything else (sitting safely behind your shields) depending on the healing cards in your hand.