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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg7637#msg7637
« on: December 15, 2009, 10:10:06 pm »
Warning!!!  Long post!


The Armory


Towers- 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 Memorial

Win 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 Plans

For 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 :P . . .

Offline DragoonTopic starter

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg7638#msg7638
« Reply #1 on: December 15, 2009, 10:10:06 pm »

GRAVITON- Gravity Tower, 2 Titan, 2 Gravity Shield, 12 Graviton Firemaster, 6 Elite Otyugh, 4 Elite Charger, 2 Elite Armagio, 2 Gravity Force, 6 Unstoppable, 2 Firestorm, 4 Explosions

Quickly builds uber powerful Firemasters.  Gets past your shields with Unstoppable, Chargers, and Titan.  Gravity Force, Otyugh, Firestorm, Armagio, and Gravity Shield are used for creature control and defense; Explosions for permanent removal.

Early Game: As you hold off on playing Sundials, remember he has Titan which bypasses your Sundials and Bone Wall and hits for a whopping 8 points so don't wait too long (unless you have a Pulverizer out).  There's several different ways to play him.  Of course, the key card here is Otyugh (you can even TU his Otyugh).  To be safe, don't play creatures until you can play some combination of FFQ, Otyugh, Druid and then also Sundial (but not all three creatures!).  Eat a FF/Druid with your Otyugh (drop the Druid the turn after you play the Otyugh so you can immediately eat him).  From there, eat his Chargers, Firemasters, and Otyughs.  If you can play Firestorm and several Sundials, even better.  Just drop your Otyugh (TU him if you can to speed up the game) and start munching on his Chargers and Firemasters.
End Game: Don't play a third creature until you can beef up your Otyugh or you might trigger a Firestorm.  Pay attention to how many cards he has in his hand.  You can often tell from how many cards he has, how many Firestorms he has.  Play accordingly.  Once you're ready, spawn FFs or play a Boneyard and draw out those Firestorms.  Once he's out of Firestorms, drop your Druid and start mutating.
Steal+Weapons: Pulverize his Titans and Gravity Shields.  Save a Gravity Pull'd Otyugh with Eternity before your Sundial runs out.  Steal a Titan if you don't have a Pulverizer in play already.  If you're desperate, you can also nab a Gravity Shield.  But don't depend on it too much.  Unstoppable and Firestorms make it unreliable.  You can also grab a Gravity Tower to fuel your Otyugh.


HERMES- Burning Tower, 2 Fahrenheit, 2 Fire Buckler, 8 Brimstone Eater, 12 Lava Destroyer, 2 Ruby Dragon, 8 Fire Spectre, 12 Explosion, 6 Heavy Armor, 12 Fire Lance, 4 Firestorm, 4 Protect Artifact

Quickly builds uber powerful Destroyers and Spectres.  Lances and Firestorms are used for creature control; Explosions for permanent removal.

Early Game: Don't wait too long to play Sundials.  You need to get your cards on the table fast.  When you die, it's usually from him bolting you to death.  He tends to use his Lances on your life instead of your creatures, especially after the early game.  But play it safe and play another creature with Otyugh or use TU on him or a high HP Destroyer.  You can also play an early FFQ+2FFs or Boneyard+Firestorm to make at least 3 Skeletons to draw out his Firestorms/Lances.  Then play your Otyugh.
End Game: Try not to play 3 creatures until you can get his creatures under control (unless you're really low on health already) as that will trigger a Firestorm.  Pay attention to how many cards he has in his hand.  You can tell usually from how many cards he has, how many Firestorms he has.  Play accordingly.  TU a super powerful Destroyer to kill him faster and to draw his Lances to the Destroyer instead of your HP.  Mutate his Destroyers and your Skeletons/FFs.  Give priority to your FFQ over your Druid.  You want to pump out as many Skeletons and FFs as you can to heal up quickly.
Steal+Weapons: Pulverize his shield (it can be really annoying if he PAs it) and towers to slow down the destructive power of his Lances.  Use Eternity to kick back powerful Destroyers or Ruby Dragons (allowing you to eat them when he plays them again and decreasing his chances of drawing another Lance; reversing Ruby Dragons keep his Fire quanta down because of its high cost).  You can also recycle your FFQ, Druid, and Otyughs that are about to die from his Fire Buckler or Lances/Firestorms.  Even if you can eat his creatures, return as many as you can just to decrease his chances of drawing yet another Lance to bolt you with.  Not much to steal with Hermes.  Take his weapon or shield if you don't have one up already.


INCARNATE- Obsidian Towers, 2 Vampire Dagger, 8 Bone Wall, 10 Graveyard, 8 Eclipse, 8 Bloodsucker, 12 Vampire, 8 Retrovirus

Builds armies of Elite Skeletons (from Graveyards) and Vampires to kill and heal.  Bloodsuckers, Retroviruses, and Bone Wall for creature control and defense; no permanent removal.  *Retroviruses usually sacrifice themselves the turn after they're played regardless if you have creatures on your side or not.

Early Game: Play a Fire Storm and Otyugh on the same turn to clear out his Viruses and Bloodsuckers (or less optimally, a FFQ/TU and Otyugh if there aren't any Viruses out).  You'll probably need to play a Sundial too to keep his Skeletons from tearing down your wall after you Firestorm'd his creatures.  If he has a lot of creatures and Skeletons along with Boneyards, try to eat his Skeletons first (unless he plays Viruses or Bloodsuckers) that way you don't keep spawning more Skeletons to tear down your wall.  If you have a Firestorm, then eat as many of his creatures first before your Dial or Bone Wall runs out and then Firestorm everyone.  That should take care of most of his creatures and Skeletons.
End Game: Spawn as many FFs/Skeletons to take down his Bone Wall, especially if you've pumped it up with all your Firestorms and devouring.  Make sure you leave space for your Druid.  Go crazy mutating.
Steal+Weapons: Pulverize his Graveyards.  After taking out all his Graveyards, if you still have a bunch of 6/1 Vampires after Firestorming him, try knocking out his Eclipses to kill them all (they become 4/0 creatures and die).  You can do this before you Firestorm as well.  Return any creatures that are about to die from infection with Eternity.  Steal a Boneyard.  Or if you're drawing blanks on your own Bone Wall, steal one of his Bone Walls right before you Firestorm or go on a devouring frenzy.


MIRACLE- Light Towers, Wind Towers, Emerald Towers, 2 Morning Glory, 2 Jade Staff, 2 Jade Shield, 2 Solar Buckler, 6 Light Dragon, 4 Elite Pegasus, 2 Jade Dragon, 4 Leaf Dragon, 6 Elite Queen, 6 Improved Miracle, 6 Improved Blessing

Builds armies of Blessed Dragons and FF.  There's no creature and permanent removal.  Uses Solar and Jade Shield for defense.  Uses Improved Miracle to heal himself when he's going to almost die (something like if your damage plus another 10% will kill him he will use Miracle).

Early Game: When waiting to play Sundials, beware of Morning Glory if you don't already have a Bonwall up; it hits for a whopping 8 points.  Play your creatures and permanents (except Bone Wall, wait for an Otyugh, Firestorm, or Sundial) as soon as you can since there is no creature/permanent removal.
End Game: Mutate his Dragons into bite size pieces.  Pump out as many Skeletons/FFs as you can and mutate them.  It's better though to give precedence to your Druid over your FFQ.  By the end, you should be able to kill him in 4 turns or less.  TU your strongest mutant or his strongest Dragon if it will add enough damage to kill him on that turn.  This will bypass his Miracles.  If you have no fear of your Bone Wall running out, keep a FFQ alive to eat her FFs pumping up your Otyugh and mutants with the Scavenger ability.  Also keep as many Leaf Dragons alive as you can.  They will convert Light quanta to Life quanta every turn helping keep Miracle's Light quanta down.  Another route you can take (particularly with the unupped deck), is to keep your total attack power smaller and save your TUs/Deja Vus for the final push.  By keeping your attack smaller, you'll be able to get his HP lower without triggering a Miracle.
Steal+Weapons: Pulverize his Light Towers.  No Light Towers mean he can only play Miracle after 4 turns of collecting Light quanta from his Mark.  Recycle a Skeleton to keep from decking out.  You can also reverse his Dragon to keep his Light quanta down.  Sometimes he'll play a Dragon first causing him not to have enough Light quanta to play Miracle.  Steal his weapon if it's going to pound you to death.  But it's better if you can steal an Emerald Tower to fuel your Druid/FFQ.


MORTE- Bone Tower, 4 Arsenic, 6 Bone Wall, 6 Graveyard, 6 Retrovirus, 2 Flesh Recluse, 4 Ivory Dragon, 12 Ray of Light, 6 Archangel, 10 Deadly Poison, 2 Miracle, 6 Improved Plague

Builds armies of Elite Skeletons from Graveyards.  Hits you with poison from Arsenic and Deadly Poison.  If he gets enough Light quanta from his Rays, he'll play Archangel and Miracle.  Uses Retrovirus and Improved Plague for creature control; no permanent removal.  *Retroviruses usually sacrifice themselves the turn after they're played regardless if you have creatures on your side or not.

Early Game: He's a cross between Incarnate and Scorpio.  Poison can be a problem, so if he hits you with it hard and fast make sure you play your Sundials and speed up your draws.  When I lose, it's almost always because of the poison.  Drop an Otyugh as soon as you can.  Use Firestorm if you need to to get rid of Retroviruses and Sundial to protect you from masses of Skeletons.  Or if you have a Boneyard, play the Boneyard and Firestorm together to draw out any Plagues.  Then drop the Otyugh next turn.  You can also do this with a FFQ though you will lose her if you don't have an Eternity in play.
End Game: Try to only play two creatures at first (unless you have Eternity).  Having 3 creatures triggers Improved Plague so don't play it until your ready (ie have Eternity or replacement Otyugh).  Pay attention to how many cards he has in his hand.  You can tell usually from how many cards he has, how many Plagues he has.  Play accordingly.  It's not a big deal with Otyughs for them to have 1 poison counter if they have enough to eat, but this can take out your FFQs/Druids.  If you have an Eternity or spare Otyugh, go ahead and spawn FFs or play a Boneyards to draw out his Plague.  Then you can safely play your FFQ/Druids.  If his poison is getting to you though, run the gambit and play FFQ and Boneyards sooner and start pumping out those FFs and Skeletons.  Play your Druids/Otyughs one at a time so that his Plagues don't take them all out at once (unless you have Eternity or are in dire need of healing).  Playing a 2nd Feral Bond is better than playing another FF.  Don't let him get 12 Light quanta!  That's just asking to increase your game time and possibly lose.
Steal+Weapons: If he gets over 12 Light quanta, just keep sending his Archangel back to his hand with Eternity.  Pulverize his Graveyards and Arsenics.  Return infected creatures back to your hand with Eternity.  Steal a Boneyard if you're ready to draw out his Plagues or are in desperate need of healing.  Steal an Arsenic if you don't have a weapon in play.  If you're drawing blanks on your own Bone Wall, steal one of his Bone Walls right before you Firestorm or go on a devouring frenzy.


RAINBOW- Quantum Towers, 4 Eagle Eyes, 10 Hourglass, 8 Werewolf, 8 Elite Graboid, 8 Forest Spectre, 8 Explosion, 6 Congeal, 6 Gravity Pull, 4 Thunderbolt, 6 Improved Steal, 4 Improved Miracle

Spams creatures and Hourglasses.  EE, Gravity Pull, Congeal, and Thunderbolts are used for creature control; Steals and Explosions for permanent removal.  Uses Improved Miracle to heal himself when he's going to almost die (something like if your damage plus another 10% will kill him he will use Miracle).

Early Game: He's difficult from the beginning until the end.  When waiting to play Sundials, beware of Thunderbolts 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.  If it's possible, play a Boneyard and Firestorm to create Skeletons.  He'll target those with his creature control spells.  You can then drop your other creatures and have less problems from Thunderbolt, Gravity Force, and Congeal.  Otherwise, don't play creatures until you can play at least two (three is better) with a Sundial (Otyugh plus another creature, FFQ/TU is your best option).  Hopefully, the sundial will buy you enough time to eat and create FFs/Skeletons before your creatures get destroyed by Gravity Force.
End Game: It's better to use your Life quanta for FF rather than Feral Bonds at this point.  Hopefully, you'll have enough FFs to keep his creature control spells and EE busy while you devour some of his creatures.  Mutate your Skeletons to create mutants with higher priority.  Mutate any runaway Spectres to bite-size creatures.  Bulk up that Bone Wall as fast and as much as you can.  There's a decent possibility you're going to lose everybody if you get some bad draws or he gets an insane number of Hourglasses.
Steal+Weapons: Pulverize his Hourglasses and EE if you get one early enough and can hide it behind a Bone Wall.  Mid-to-late game, use it on his EE only if you're losing badly.  You want him to deck out fast so leave his Hourglasses alone.  Use Eternity to kick back some uber powerful Forest Spectres or better yet, your own creatures that have been Congeal'd/Gravity Pull'd.  Steal an EE or Hourglass early on if you can.


SCORPIO- Water Towers, Aether Towers, 2 Arsenic, 2 Poseidon, 4 Permafrost Shield, 6 Physalia, 4 Arctic Octopus, 4 Ulitharid, 12 Puffer Fish, 6 Abyss Crawler, 2 Arctic Dragon, 10 Deadly Poison, 6 Congeal, 4 Twin Universe, 2 Ice Lance,  2 Purify

He uses Abyss Crawler, Ice Dragon, and TU for creature damage.  He poisons you with Deadly Poison, Arsenic, Puffer Fish, and Physalia.  Congeal, Ice Lance, Arctic Octopus, Ulitharid, Permafrost Shield are used for creature control; no permanent removal.

Early Game: Play your permanents as soon as possible, particularly Feral Bonds.  Play your Sundials sooner rather than later.  You need to find those Feral Bonds asap.  Play Otyugh and another creature/TU particularly if he has Arctic Squids or Ulitharids out.  TU his Ulitharid if you can and neuter everything he plays.  Firestorm works great in a pinch as well when you drop your creatures.  Or, you can play a Boneyard+Firestorm to draw out any Congeals and Ice Lances first.  Then drop your other creatures next turn.
End Game: You need to get as many creatures and Feral Bonds out if you want to out-heal his poison.  It's better to play a second Feral Bond than spawn another Firefly.  It's better to spawn more FFs than to mutate your Skeletons.  If he doesn't have many creatures out, you might want to consider playing your Boneyards before your Bone Wall.
Steal+Weapons: Pulverize Arsenic, his shields, and his Aether towers to stop him from using his Ulitharids and TUs.  Return Physalias with Eternity if you have no creatures on the ground, otherwise return Arctic Octopuses or Ulitharids when you drop your creatures.  Recycling your own creatures is great too if they get Congeal'd or Lobotomized.  Steal Poseidon and knock out his Towers.  Otherwise take his Shield or Arsenic if you don't have one up.


SEISM- Stone Tower, 2 Pulverizer, 2 Diamond Shield, 2 Elite Antlion, 6 Elite Graboid, 6 Gnome Gemfinder, 2 Silurian Dragon, 4 Steel Golem, 4 Basalt dragon, 12 Quicksand, 4 Protect Artifact

Creature spam.  Quantum denial through Quicksands and Rewinds.  Rewinds and Diamond Shields for creature control and defense; no permanent removal.  Diamond Shields can make it 10x harder if he PAs his shield.

Early Game: Play your Towers one at a time letting him waste his Quicksands.  Try to hold on to your Sundials as long as possible.  You have to be really sparing and smart about quantum use since you're going to be very limited.  Give precedence to your Druid and Feral Bonds with your limited Life quanta.  Give precedence to your Boneyards over your Bone Wall.  Play an Otyugh as soon as possible.  TU him early on if you can.  You don't want to play more than one Otyugh because you'll need all the gravity for eating.
End Game: Hold off on your Firestorms as long as possible.  You want to affect as many creatures as possible.  Mutate his strong creatures.  Don't bother eating them if they're weak; but if they're strong, eat them.  When devouring, go in this order if you have the time: Shriekers, Basalt Dragons, Steel Golem, and then Silurian Dragon.  Don't bother with the Gnomes (unless you desperately need to bulk up your wall).  They'll die in a Firestorm.  If you're Dials are used up and your Bone Wall destroyed, eat them from most damaging to least damaging instead.  Use your Druid to mutate his Basalt Dragons and Golems and then eat them.  If possible, keep your Otyugh under 4 attack or so, otherwise you'll trigger a Rewind.  Once you have a certain amount of firepower on the battlefield or he's dropped to a certain level (about 160 HP), he's going to drop his Rewind bomb, so be prepared to draw FFQ, Druids, and Otyughs for the next several turns.  As soon as he uses up his Rewinds, start mutating your Skeletons if you don't need to mutate a Basalt Dragon.  Use a Sundial if you need to heal up a turn or two at this point.
Steal+Weapons: Play your Pulverizer as soon as you can and take out his shield!  It's 10x harder to beat him if he PAs his shield early on.  That's really about the only thing I'd get rid of.  Save your Gravity quanta for your Otyugh.  Use Eternity to send some of those strong mutated creatures into his hand to slow his draw and take away space for his Rewinds.  Steal his shield if you can!  Diamond Shield will help you much more than Bone Wall.
Some very detailed and good info here (http://elementstheforum.smfforfree3.com/index.php/topic,1143.0.html) by jmizzle7:


*I'm definitely not the best player out there so if you have some suggestions to help out others, please feel free to post some suggestions.  Now go slay some gods!

Scaredgirl

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg7639#msg7639
« Reply #2 on: December 15, 2009, 10:10:06 pm »

Yeah, that was a long post. :) I didn't read it but it looked like it has some good information.

About your deck..

Why don't you take Twin Universe? You are not using Aether at all and Twin Universe could be used effectively in all kinds of situations.

Offline DragoonTopic starter

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg7640#msg7640
« Reply #3 on: December 15, 2009, 10:10:06 pm »

Yeah, that was a long post. :) I didn't read it but it looked like it has some good information.

About your deck..

Why don't you take Twin Universe? You are not using Aether at all and Twin Universe could be used effectively in all kinds of situations.
My original 36 card deck had 2 Twin Universes.  I actually used it as a key strategy.  It was a good deck with something like 75% win rate and 90+% win rate against Rainbow.  But I think this works better for a 36-37 card deck.  You could possibly throw one in and not affect the balance too much, but I'm not about to start all over again!   :P

Scaredgirl

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg7641#msg7641
« Reply #4 on: December 15, 2009, 10:10:06 pm »

Yeah, that was a long post. :) I didn't read it but it looked like it has some good information.

About your deck..

Why don't you take Twin Universe? You are not using Aether at all and Twin Universe could be used effectively in all kinds of situations.
My original 36 card deck had 2 Twin Universes.  I actually used it as a key strategy.  It was a good deck with something like 75% win rate and 90+% win rate against Rainbow.  But I think this works better for a 36-37 card deck.  You could possibly throw one in and not affect the balance too much, but I'm not about to start all over again!   :P
I really think you should take one Twin Universe. You can basically use it for free and it's and awesome card to have because it works so well with Druid and FFQ.

ooli

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg8264#msg8264
« Reply #5 on: December 15, 2009, 10:10:08 pm »

I'm trying this deck right now. Cutting it to 30 cards: putting out all the double card (boneyard, FFq, etc) , except for Otyuh and bonewall as they're too valuable to not be guaranted in the deck.

Actually I'm loosing far too much of decking out, either cause I forgot about that, but even more cause Eternity was my last card (when you're about to win and you pick a sundial as you for last card instead of the expected Eternity, you usually end up  whining :D ).
Let's say I was just unlucky, cause it should occurs only 1 out of 30 times.

The Twin universe may be a good idea in this 30 cards deck to compensate for the cutting out of creatures... Too bad we cannot Twin the Bond and the boneyard.

ooli

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg8430#msg8430
« Reply #6 on: December 15, 2009, 10:10:09 pm »

Ok, I tried the Twin Universe, and it's kinda useless. The best use was to twin a huge creature as lure for the damage/gravity/rewind of the AI, and in fact FFq does a better job and last longer with it's firefly.

The best luring AI card should be an Archangel: 7 as Attack score and healing any Firelance/EagleEyes coming on, plus healing of Othuy in case of unexpected plague. Too bad the sundial already put an heavy toll on light quantum.

Anyway my bad luck of Eternity as Last card is gone :D And the farming goes pretty well and pretty fast with 30 card, as you have all cards played early on (thanks to the sundial), and finish just on regular routine of rewinding this lone skeleton. Still very hard against Rainbow if you didnt get the Pulverizer before its hourglass, and hard agaisnt Seism and Hermes sometimes.


Scaredgirl

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg8431#msg8431
« Reply #7 on: December 15, 2009, 10:10:09 pm »

Ok, I tried the Twin Universe, and it's kinda useless.
Then you don't know how it should be used.

ooli

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg8432#msg8432
« Reply #8 on: December 15, 2009, 10:10:09 pm »

Then you don't know how it should be used.
That's not an argument, that is a simple presumption of my bad game performance :D
If I tell you to put an Holy light in your deck, and telling you "you dont know how to play it" when you complain about it's usefullness... I didnt prove whether Holy light is good or s***y.

Anyway either TU is useless, or I play it like a monkey, in any case, no use for it in my deck (cut off of the one in first post).
Just played 1 hour straight against false god for 8 win, 5 loss and 1 stupid unchecked decking out . May be I was just unlucky, but it still take far too much time. Gonna try some God selection deck with fast win against half of them (if possible) and systematic abandon otherwise.

Scaredgirl

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg8433#msg8433
« Reply #9 on: December 15, 2009, 10:10:09 pm »

Then you don't know how it should be used.
That's not an argument, that is a simple presumption of my bad game performance :D
If I tell you to put an Holy light in your deck, and telling you "you dont know how to play it" when you complain about it's usefullness... I didnt prove whether Holy light is good or s***y.
Well.. if you say TU is "useless", reasons for that might be:

1. You have tried it only once and it didn't help you
2. You are using it on wrong the creatures (you do know you can duplicate your own creatures as well, right?)
3. You are crazy

Those are really the only possible reasos. Because if you had used it multiple times, used it on the right creatures, and you are not crazy.. then you should know that it's actually quite helpful card to have in many situations.

Best way to use it is to duplicate your super mutant, strongest enemy character, or FFQ. It all depends on the situation and how much quantum you have available.

Delreich

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg8434#msg8434
« Reply #10 on: December 15, 2009, 10:10:09 pm »

Best way to use [TU] is to duplicate your super mutant [...]
Sorry, can't be done. You'll just get a fresh new mutant of the same type (at least that's what Gemini gets).

Scaredgirl

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Campaign against the gods: A false god strategy guide https://elementscommunity.org/forum/index.php?topic=811.msg8435#msg8435
« Reply #11 on: December 15, 2009, 10:10:09 pm »

Best way to use [TU] is to duplicate your super mutant [...]
Sorry, can't be done. You'll just get a fresh new mutant of the same type (at least that's what Gemini gets).
Yes, that's true, but he still has the same high ATTACK/HP and will get an ability as well.

 

anything
blarg: