Warning!!! Long post!
The ArmoryTowers- I find that close to 25% is a good balance for Towers. It gives you enough Towers to work with but not too many so that you're drawing Towers instead of other needed cards.
Supernovas- Gives you the quantum boost you need to play cards faster. Play with the Entropy Mark to be able to use it on turn 3 at the latest.
Sundials- Buys you time and speeds up your drawing. Upped version is better because you can play it for free when you need to (which is common in your first few turns because of a full hand). Draw cost goes up but shouldn't normally be a problem to use still. Plus, it will be targeted after your Towers giving you the assurance that if you play one, you will not be attacked for two turns.
Pulverizer- This is your main offense against the god's permanents. Pulverizer works great because it is reusable. And with many games, you don't want to steal something for yourself as much as you just want to get rid of something the god has.
Eternity- This is a great defensive weapon to reverse the god's powerful creatures back into his hand slowing his draw down; to save your own creatures from creature control effects; and to avoid decking out (which you really only need to do occasionally even with a small deck).
Bone Wall- Along with Sundials, it is your main defense against the gods. The two great thing about Bone Wall is that if they Steal or Explode it, they only get rid of one layer; and you can grow it by killing creatures—theirs or yours.
Feral Bond- With the amount of damage these gods dish out, you desperately need to be able to heal yourself. That's where these babies come in. Sometimes, with just these and no shield, you can survive long enough to knock a god out.
Boneyard- Helps to create a Skeleton army to heal you with Feral Bond and take out the enemy with Fallen Druid's mutation ability. Unupped version is better because it won't be targeted before a Bone Wall if you happen to play it first. The difference between a 1/1 Skeleton and a 2/2 Elite Skeleton is negligible in my opinion. Both will die in a Firestorm, be blocked by almost all shields, and are just as useful for healing and mutations. Plus it costs 2 less.
Hourglass- Helps you get cards even faster. Makes for faster games and really helps against a few of the harder gods.
Firestorm- Mass creature control. Also puts enemy creatures within the domain of Otyughs.
Improved Steal- Another permanent control card. Not mission critical, but it is really helpful with some of the harder gods.
Twin Universe- A very versatile card that allows you to speed up your game by putting your strategy into play sooner and in more situations. It is often used to double your chances of a key creature surviving the creature control cards of the gods.
Otyugh- The centerpiece of your army. This bad boy can build an army with Boneyard, bolster your Bone Wall, and dish out more and more damage overtime as well as getting harder and harder to kill.
Elite Queen- The two main reasons to have her, is to provide priority targets over your Otyugh and Druid through her Fireflies and herself, and less importantly, to provide some damage and healing through her Fireflies.
Fallen Druid- This guy is useful for changing your wimpy Skeletons into super-mutants! Also, he's very handy at disposing of dangerous creatures by turning them into edible creatures for your Otyugh or unplayable creatures with your Eternity. Next to your Otyugh, he's your most important creature.
Edit: 40 Card version, Entropy Mark (current deck)
Edit: 37 Card version, Entropy Mark
Edit: Original deck, Entropy Mark
Here's my recommendation for a no rares and no upgraded cards deck (Time Mark):
Total cost to buy the unupped deck from scratch: 2108
If you have an Owl's Eye, Pulverizer, Lobotomizer, Trident, or Eternity, replace it with the following cards:
Owl's Eye- Replace Firefly Queen
Lobotomizer- Replace Parallel Universe
Pulverizer- Replace Steal, FFQ, or PU
Trident/Eternity- Replace FFQ or PU
You can play two of these weapons too if you have it, though you probably don't want to completely get rid of any one kind of card. I'd recommend replacing FFQ and PU if you're going to use two weapons. I wouldn't recommend using any of the other weapons. Also, don't bother with three weapons. You only have one weapon slot and taking a Flying Weapon card to have multiple weapons in play will hurt more than help.
Upgrade path:
1. Otyughs then Hourglasses
2. 3 Novas and then change mark to Entropy and then last 3 Novas
3. Bone Walls, Rain of Fires
4. Quantum Pillars
5. Fallen Elves, Empathic Bonds, Weapons
6. Sundials
7. Firefly Queens, Parallel Universes, and Steals
*Don't upgrade the Bonyards
This is what I recommend. There may be a better way of doing it but I'm not about to play 200 games with different upgraded cards to see which is better. Some people say that upgrading your pillars earlier is better. They may be right. But I do have some reasoning behind my choices. Having bigger Otyughs is just a huge gain that he should be first. With one less Time Quanta, Hourglasses can be used a lot more in the early-mid game. In my opinion, Supernovas are better than Quantum Towers. They give 12 more quantum than the unupgraded version while Towers only give 3 more quantum than the unupgraded version. Bone Walls and Rain of Fires all cost significantly less allowing you to use them sooner which can mean the difference between winning and losing. To me 2 less Death/Fire quantum to cast Bone Wall/Firestorm is better than 3 extra random quantum for a Tower.
War MemorialWin percentages (Elemental Mastery percentages of the winning games); Games Won/Elemental Mastery, Games Lost
Chaos Lord- 100% (100%); 16/16, 0
Firefly Queen- 94% (87%); 15/13, 1
Gemini- 86% (67%); 18/12, 3
Graviton- 86% (83%); 18/15, 3
Hermes- 91% (50%); 10/5, 1
Incarnate- 100% (94%); 19/18, 0
Miracle- 85% (76%); 17/13, 3
Morte- 80% (50%); 16/8, 4
Rainbow- 75% (75%); 12/9, 4
Scorpio- 44% (29%); 7/2, 9
Seism- 61% (73%); 11/8, 7
Total wins, losses: 158 (118 EM), 35
Total winning percentage (giving equal weight to all gods): 82% (71% EM of winning games)
Unupgraded Deck Statistics:
Chaos Lord- 86% (100%); 6/6, 1
Fire Queen- 56% (80%); 5/4, 4
Gemini- 91% (100%); 10/10, 1
Graviton- 67% (83%); 6/5, 3
Hermes- 33% (0%); 2, 4
Incarnate- 100% (100%); 5/5, 0
Miracle- 20% (100%); 1/1, 4
Morte- 33% (100%); 1/1, 2
Rainbow- 17% (100%); 1/1, 5
Scorpio- 33% (25%); 3/1, 6
Seism- 20% (100%); 1/1, 4
Money won (after subtracting losses): 3290
Cards won: 23
Total money made from Wins and Cards (selling at an average of 1100): 28,590
Total wins, losses with the no rares and no upgraded cards deck: 41 (35 EM), 34
Total winning percentage giving equal weight to all the gods: 51% (85% EM)
I did not upgrade any of my cards while I kept track of my statistics. Your win rate should increase as you start replacing your plain cards with the upgraded ones.
*I'll continue to play more games and update both when I get the chance.
The Enemy & Battle PlansFor the most part, you want to hold off on using your Sundials as long as necessary/possible; wait to play your Permanents (except Sundial) until after you play your Bone Wall; play some combination of Otyugh, FFQ/TU, and Firestorm; protect and heal with Bone Wall and Feral Bonds; build a FF/Skeleton army to kill and heal; kill creatures with Otyugh, mutate with Druid; play Sundial(s) right before you win if you need to, to get Elemental Mastery. Another important thing to remember, is that normally, you want to wait for that key moment to play your cards. Don't just play your cards as soon as you can (with the exception of Miracle). That's a recipe for death and disaster. Also remember, there are exceptions and adaptations that need to be made depending on who you're playing and your drawing luck, but these are the key strategies overall to my deck (and most FG decks). The following gives some more specific strategies to use with each god. However, you'll still need to make a lot of judgement calls throughout a game. This is to help give you some options, not guarantee success. Good luck.
*False gods' decks courtesy of the Elements wiki.
CHAOS LORD- Amethyst Tower, Quantum Tower, 2 Discord, 4 Dissipation Shield, 2 Maxwell's Demon, 2 Amethyst Dragon, 8 Fallen Druid, 4 Werewolf, 12 Ray of Light, 12 Supernova, 6 Improved Mutation, 2 Unstoppable, 6 Chaos Power, 2 Improved Steal, 2 Congeal, 2 Explosion
He mutates his Rays and your FFQs and uber powerful Otyughs. Uses Maxwell's Demon, Mutations, Fallen Druids, Congeal and Dissipation Shield for creature control and defense; Steals and Explosions for permanent removal.
Early Game: If you can, play Boneyard and Firestorm before your creatures to create Skeletons to draw out any Congeals. Play Otyugh and Druid as soon as possible. Play a FFQ if he doesn't have any Druids on the field and you don't think he has any Mutation cards. TU your Otyugh or your/his Fallen Druid to speed up the game. If you're not drawing your Otyugh, you can also TU his Maxwell's Demon.
End Game: Drop FFQ once you've cleared the board of Druids. Mutate Skeletons/FFs into more powerful creatures to keep them as priority targets over your Otyugh/Druid for his Mutation/Congeal spells. If you have a Boneyard out, focus your life quanta on your Druid over your FFQ. If you don't have one out yet, make as many FFs as you need for priority targets.
Steal+Weapons: Pulverize Discord and his shields. Reverse dangerous mutants with Eternity. Return a Congeal'd Otyugh/Druid if you need to. Nothing much to steal here. Grab a Quantum Tower early on if you need it, or nab his Discord and play your Pulverizer/Eternity over it once you draw one. Don't steal his shield unless you are absolutely going to die if you don't.
FIRE QUEEN- Wind Tower, Emerald Tower, 6 Eagle Eyes, 4 Fahrenheit, 12 Feral Bonds, 12 Elite Queen, 6 Animate Weapon, 6 Fire Lance
She creates massive FF armies to attack and heal. Uses EE and Lances for creature control; no permanent removal.
Early Game: When waiting to play Sundials, beware of Fire Lances if you don't have creatures out and Eagle Eyes if you don't already have a Bonwall up; it hits for an impressive 7 points. I'd wait to play your Otyugh until you can also play FFQ/TU, especially if he has fire quanta or an EE out. TU a flying EE if you can, FFQ if you can't. If you can play Firestorm with your Otyugh then things become much easier since it will get rid of all the FF and lower any Queens and flying EEs to 4 health. If you can play a Druid before he plays any creatures, you can mutate his creatures as they're played. I wouldn't play the Druid though unless you can also play a Pulverizer.
End Game: Drop a Druid when it's safe to. Eat his creatures while using your own FF or mutated Skeletons as bait for his EE/Lances. If you're not drawing your FFQ or Pulverizer, play 2 Druids or a Druid and TU and start mutating Skeletons to create priority targets over your Druid. Or wait until he starts targeting your Otyugh and then drop a Druid.
Steal+Weapons: Pulverize his EEs and Fahrenheits. Recycle an Otyugh with Eternity if he starts to be targeted by an EE. Steal an EE early on. Steal an Emerald Tower to fuel your Druid/FFQ if you have a weapon up already.
GEMINI- Aether Tower, Gravity Tower, 2 Electrocutor, 8 Phase Shields, 12 Phase Recluse, 6 Massive Dragon, 2 Elite Immortal, 2 Elite Phase Dragon, 8 Unstoppable, 6 Twin Universe
Spams Phase Recluses and TUs any strong creature (usually his Massive Dragons). He gets past your defense with Unstoppable. Uses Electrocutor and Phase Shield for creature control and defense; no permanent removal.
Early Game: I usually like to wait until I get a Pulverizer or Steal before playing creatures just in case he gets an early Electrocutor out. Or another safe way is waiting until you have a Boneyard/FFQ and Druid. You can put creatures into play sooner if you need to, but you do run a small risk of losing their ability (he only has 2 weapons in a large deck). If he has an Electrocutor up and you need to start doing something or you'll die soon and you don't have a Pulverizer/Steal, play a Boneyard and Firestorm his Recluses. Then drop a Druid and FFQ/TU and start mutating and praying you keep getting higher priority mutants out. He'll neuter your FFQ/TU'd Druid but then start neutering all your mutants (if they're higher priority). Hopefully you can buy enough time to draw your Pulverizer/Steal.
End Game: If you don't need to worry about Electrocuter, don't mutate your creatures or he'll TU your most powerful mutant. If you have multiple Otyughs, try to keep them even so that you can easily eat a TU'd Otyugh. Use your Druid to mutate his Dragons into something more edible. Hold on to a Firestorm for his TU bomb, especially for those times he TUs your Otyugh. Also hold on to an extra Sundial or two to play when he TUs a bunch of Unstoppable'd Dragons. TU your own Otyugh or Druid to speed up eating his dragons.
Steal+Weapons: Don't play your Eternity until the end (you want to steal his Electrocutor first, then play over it with your weapon). If you do play it earlier, use it on your lobo'd creatures and play them again. Pulverize his Electrocuter, Phase Shields, and Gravity Towers. No Gravity Towers means no Massive Dragons. Steal an Electrocutor if you don't have a Pulverizer up already. Otherwise, nab a Gravity Tower to fuel your Otyughs.
Continued in next post—went over the character limit
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