As requested in my new unupped FG counter thread, here are my personal FG counters. Since they were built (or stolen from forums) for myself, some contain nymphs, or at least in one case, even marks, so they weren't intended for general community use, but hopefully someone can make some use out of them.
AKEBONO (Liquid Antimatter, with lots of nymphs) 17-4
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Usually wins, unless it gets quanta screwed. Occasionally will lose if Akebono overdrives a purple nymph and you don't have a backup one. The matchup got slightly harder with his SoFo additions, but you can liquid shadow them if needed, and he often catapults them at you after one activation, anyway.
CHAOS LORD (PDials) 6-2
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Usually a pretty easy win. My notes say the two losses came from 1) quick discord and awesome mutations and 2) A 0 quanta start from me, that I still lost by only 1 turn
DARK MATTER (slightly modded PDials) 12-1
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Same PDials that I use for several other FGs, except that all pends were changed to towers. The AI is too stupid to black hole you unless you let your quanta build up, and so as long as you keep using early quanta on poison/arse/SoD, you can often go the first several turns without DM bothering to drain you with BH. By the time he starts, you usually have enough quanta to play a SoSa, and of course dials are always playable. My notes say that the lone loss was when I had a 1 tower start and Dark Matter got a gravity nymph out on turn 2.
DECAY (modded CCYB) 2-0
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(I don't really have a counter for decay, I find most good decks usually beat him anyway, since he's one of the weakest ones. This is one I stole from majofa and used once that seems to work well, but I think it can be optimized; I just haven't bothered to do that)
DESTINY (PDials) 5-0
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Pretty easy matchup. Not much to say.
DIVINE GLORY (Adrenastaves) 15-2
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This one's so easy it's laughable. My notes say the two losses came from 1) no adrenalines drawn the entire game and 2) a 'terrible game', but no other description. To play this one properly, remember to time your silences such that DG will be sure to die before they run out, so that no miracle can be played. The other tip is that, particularly in the early game, you should never play a druid staff unless you can immediately fly it, or explosion will destroy it. (this can be disregarded if you already have a couple adrenastaves out or you have a lot of staffs in hand, or DG doesn't have any burning towers yet, etc)
DREAM CATCHER (Dune Scorp/Control) 4-1
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I stole this from majofa's strategy thread. It looks bad, but it works really well. (a lot of his decks look ugly, but work :p) Notes say the one loss came because I had 0 dune scorps in the top half of the deck.
ELIDNIS (Monogravity control) 5-2
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Nom everything, blow up bonds, suck quanta dry. Not everyone has 4 ambers, but hey, whatever. Not really sure why the tower/pend split is so whacked, but elidnis has no PC, so who cares. It doesn't look capable of it, but it often gets EMs. The two losses came from 1) No otyughs drawn all game and 2) 1 tower start vs early pufferfish. Pufferfish is the most dangerous card elidnis has against this deck; fortunately, he doesn't have many of them. Ulitharid looks like it -should- be scary, but it hasn't caused me any problems yet. If you get oty first, you're golden, and between ambers and SoFoing towers, you can usually deny either one (or both) of water and aether. Early quinted forest spectres are stopped by the gravity shields, as are the abyss crawlers (and the phase dragons, but I don't think I've ever seen elidnis manage to play one vs this deck)
ETERNAL PHOENIX (Bonestorm) 10-3
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I don't know if this is the best deck to use here, but it's so damn funny that I have to use it every time. It actually takes more skill to play than is first apparent; you can't just play stuff as you draw it and expect to win. Keep your graveyards in hand until you are going to thunderstorm on the same turn, or they'll just get exploded. Same for condors; they'll die to firebolt/thunderbolt if you just play them as you draw them. The bone walls can be spent early if needed, but make sure to always have one ready in hand if possible. When the time is right (usually after a fractal) play all your condors/graveyards/bone wall and thunderstorm the field. It'll take a bit of practice to get it down right (you can use the trainer for this if needed) but when you do, it works pretty well. Plus, as I mentioned, it's a hilarious deck. The losses came from: 1&2) 1 Tstorm in top half of deck, 3) Quanta flooded vs perfect fractix draw. Also, it should be noted that dry spell/desiccation should NOT be used in this deck. Desiccation costs more than thunderstorm, and dry spell cannot kill a ruby dragon in one hit. It can, however, damage your own skeletons and condors and, if you are using vultures instead of condors, will kill them outright before they can grow.
FEROX (500 HP PURPLE NYMPH/SoP stall) 2-0
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Extremely boring deck to use, but it's a fantastic counter. Before shards were placed in element, I used six shard of void instead of the SoP/water pends, and I would AM my own nymphs and wait until the SoVs took ferox down to 1hp. Then I would wait until I had drawn all six granite skins, and then flip one nymph back and attack for 1hp through jade shield with my 3 attack nymph for an OTK. After the shard change, I hit upon the idea of making it a trio and using shard of patience. It's even easier to win t han before, because you don't have to AM your own nymphs; you can just leave your shard there and let your nymphs (and any PUed stuff from pandemonium on Ferox's field) grow to ridiculous size. Nothing like OTKing ferox with a bunch of 60 and 70 attack purple nymphs :p The old 'other SoV' version was 4-0.
FIRE QUEEN: (S(t)oP! Hammertime) 2-0
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I don't seem to have spun fire queen very many times; I only have a couple other attempts with other decks that didn't do very well. I don't know how well this one would do with more tests, but I think it should be okay at least.
GEMINI: (PDials) 7-0
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Ridiculously easy matchup, made even easier by the fact that Gemini will still spam PUs even when you have SoSa active.
GRAVITON (PDials) 7-0
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Just to clarify, this wasn't a copy/past error from Gemini; it's just coincidence that I used the same deck and (as of today) have exactly the same win/loss rate. It's not quite the walk in the park that Gemini is, as you have to be wary of explosions on your sundials. Just make sure to use SoSa on the turns where an exploded dial will kill you, and use dials on turns that you can afford to have it exploded (or have no choice but to take the risk)
HECATE (Quinted purple nymphs) 10-2
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Don't play a nymph until you can quint it. (or have enough in hand that you don't care, or will die otherwise) PUs are for Hecate's raged dolls. If done after you've AMed them all, you can PU a negative attack doll and just AM it to make it have a positive attack again. I took this one from the hecate strategy thread; someone who had a lot of purple nymphs suggested it, but it didn't make it to the OP because most people aren't lucky enough to be able to make the deck. My notes have the two losses as 1) Hecate never drew any rage pots, so I died to vamp dagger + poison, as there was nothing to AM/PU (so I lost because hecate had a -bad- hand :p) and 2) Low quanta draw
HERMES (SoW/reflect) 8-4
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See notes for Rainbow below. Thanks to CuCN for pointing out that I forgot to put Hermes up. My notes say 2 of the losses were close, while one had a 1 tower draw and the other had no shield all game.
INCARNATE (Fractal voodoo + Dims) 18-0
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This one is ripped directly from majofa's strategy thread. It used to use SoGs when they were 'other', and would never fail to EM with them. Now, it can still EM with some luck, but you need either an early vamp dagger or you need to fractal one of Incarnate's vampires and get some hits in past bone wall. The way to win is through the AI flaws. Incarnate will use retrovirus and bloodsucker to poison your creatures, and when your creatures are voodoo dolls that give incarnate poison counters... well... it's a level of hilarity on par with the eternal phoenix counter. Incarnate's eclipse will also buff your dolls, and any vamps that you fractal and play. I don't think you can lose this matchup ever unless you bottomdeck all the dimshields, or the AI gets buffed not to poison your voodoo dolls. 18-0 is a pretty damn good counter by anyone's standards.
JEZEBEL (Gravity control + PA off the mark) 11-1
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Pretty straightforward play. Use two of the PAs on jezebel's water and quantum towers. (quantum first; AI flaws prevent jezebel from playing NT on a water tower if she already has a water nymph in play) Use heavy armour on your oty to eat bigger nymphs if needed, or on an amber nymph to give it survivability against siphon life. SoFo away the cloaks if needed, and any pesky dagger/shield. Use the third PA on your gravity towers, because Jezebel will steal them and turn them into nymphs. (which you can eat with otyughs, but it's a bit of a nuisance) Use a 4th PA on any gravity tower stack jezebel has stolen but not used nymph tears on. Pretty much always EMs due to amber nymph's black hole on a stick vs jezebel's quantum towers.
LIONHEART: (500hp EM with flying morning glories) 3-0
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Diamond shield will block nearly all damage lionheart can deal. Everything else should be fairly obvious. I used to use a different version of this deck that was smaller and didn't have the flying glories. (it was 10-4) Usually, what happened was that lionheart would quint his entire field and be unable to use eternity to prevent deckout, so you'd win. Occasionally, however, lionheart will just happen to get his cards out in the right order that he will use his pharaohs and then eternity (and/or a crusader(s) holding eternity) to rewind scarabs forever and prevent deckout. Therefore, I added the damage win condition to get around that problem; it's worked so far. Feel free to delay playing flying glories, or use sundials to prevent yourself from attacking, if you need to stall because you haven't drawn all your granite skins to 500HP EM yet.
MIRACLE (Overdriven PUgons) 18-0
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Another one shamelessly stolen from majofa's threads. The strategy is to sit on your ass, playing dims when needed, and wait until miracle plays a dragon. Then, you PU it, overdrive the copy, and PU the copies. Miracle will play a few miracles, but eventually he will die. Either your dragons will become large enough and numerous enough to OTK, or miracle will run out of miracles and/or light quanta to play them every turn or two against your large attackers. Again, 18-0 is a pretty damn good counter. The only problem is that despite winning 18 games, it has zero EMs. The only way the deck even can EM is if you started chaining dims before miracle even played anything, and that's risking the entire game for a slim chance at a bit more electrum. There might well be an EM deck or even a 500hp deck that can win here, but I've never bothered to look for it because this one hasn't ever lost for me.
MORTE (Blue Nymph Rainbow Stall) 7-2
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Yet another stolen idea from majofa. The only difference is that I added a miracle to increase EM possibility along with the purifies and the occasional amber/light nymph from spare nymph's tears.
NEPTUNE (35 card pdials) 2-0
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Another one I haven't worked very hard on countering; since the death of Instosis, I don't seem to have spun Neptune very often. I can't remember why I increased the deck size to 35 cards, but in my notes for my 31 card pdial deck, I apparently played one game and almost decked out before winning, but whether that was a fluke or not, I have no idea; I can't really see why I would have had any problem with a regular pdials. I have a couple different firestall decks that were 1-0 each as well, so you could go ahead and try that if you wanted, but I won't post them.
OBLITERATOR (SoW/Mirror) 3-1
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There was a deck in majofa's thread that used antimatters, maxwell's demons, dragons, and fractals, along with quints, that worked very well, until the AI was upgraded, and obliterator will now immediately gpull or otherwise take care of his antimattered creatures, making that deck obsolete. This deck doesn't have a lot of tests done yet, but it seems to have potential. It gets around the deadly pulverizer, because you have no targets for it other than towers, and he won't target them until he has lots of gravity quanta (and you'll have more than enough aether quanta for the game by the time he starts destroying them) It also gets around his killing his own creatures, because they will be quinted. The current AI is also too stupid to burrow its own quinted/SoW shriekers, so feel free to play that combo on them as well. Try to save the SoW/Quint for the dragons, and the thunderbolts for the shriekers, when possible. Remember that thunderbolts can be saved for direct damage to obliterator, but don't do that unless you will make the kill right away. Notes say the one loss was quanta flooded.
OCTANE (500 HP EM with mirror shields) 29-2
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Not sure why I've spun octane so many times, but with a counter like this, I won't complain. The instant you play a mirror shield, you've basically won. Sundials are valuable both for stopping attacks and for drawing explosions out of octane's hand to keep him double drawing. My notes say that the two losses came from 1) early hand clogged with shields I couldn't play and no early miracles, and 2) 'math fail', whatever that means :p Probably I got caught with my pants down and octane played a few EEs with AW that I didn't take into account, and died with miracle in hand or something stupid.
OSIRIS (Pdials) 5-1
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Easy matchup. The only things you have to worry about are 1) SoFos, and there are only two, and 2) Trebuchets. Fortunately, the AI isn't particularly smart with either, and will often trebuchet the shards at 0/16. Osiris won't use the trebuchets on the scarabs or anything else in the early game, so as long as the game doesn't get long enough that there are 3/15 scarabs running around screaming for their turn in the catapult, you should be fine. The one loss came from my own play mistake, according to the notes, where I forgot to play a SoSa when there was trebuchet danger, and I took a trebuchet to the face that lowered my hp below 40, so I couldn't SoSa anymore, and I lost as a result. Watch out for that, and you're probably okay. I'd be 6-0 if I was smarter in this matchup.
PARADOX (Mitospider/SoG/Dims) 2-0
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This was also taken from majofa's strategy pages. Paradox is another FG i don't spin very often (contrast octane, for instance...) so I don't really have an appropriate counter. Pdials is 1-1 for me; one game I couldn't get past all the miracles and decked out. A larger Pdials version went 2-3, losing a few games because it ran out of SoSa/dials and got overrun. There's probably a better counter than this deck out there, but I haven't looked for it yet.
RAINBOW (SoW/mirror) 3-1
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I've tried a -lot- of different decks against rainbow. Most of them have bombed. SPlat wasn't bad, but with the shards going in-element, it pretty much died. (it was 4-2 for me) This SoW/mirror deck works very well. My one loss came because I never got a mirror shield all game. Some of the games were really close (one, my notes say, I won at 3hp because Rainbow had played a miracle) but it's managed to do well for me so far, and I haven't seen any other rainbow counters that even come close to a 75% win rate. Usually, rainbow won't play miracles because he doesn't see the SoW/reflect thing as a danger to his health. He will only play a miracle in the case where the turn before, rainbow is left alive but at extremely low hp, low enough that the AI decides that playing miracle is necessary even with no visible threat on the board. You can try to time your damage appropriately, when possible, but it's hard to do, so I usually just work on minimizing the damage I take and let the rest sort itself out. Eagle's eye and PC on your towers are the most dangerous things; you can't do anything about the EE damage every turn, and rainbow might play enough PC to keep you quanta screwed, though I haven't lost to quanta screw yet.
SCORPIO (PDials) 2-1
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Yes, I know that Scorpio has purify. However, he only has two copies in a very large deck. In one of the wins, I won before a purify showed up; in the other win, scorpio got one purify, and I won with exactly 0 cards in deck. In the loss, scorpio got both his purifies. I tried majofa's aether with purify off the mark; it might work now, but when I tried it, SoW was not ingame yet, and the deck was terrible then. Due to permafrost shield, you would deck out every time before the phase dragons killed scorpio. With SoW, it might be better, but I haven't tried it. I'm still on the lookout ofr a better counter than this; I don't like the idea of playing pdials against purify.
Alternate deck (needs revising probably) 2-2
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Hide behind dims, remove excess poison with purify, use fractal ball lightning and SoP for damage.
1) It worked the first game...
2) No purifies drawn the entire game; probably would've won if I'd gotten one
3) Easy win
4) Loss. No SoP drawn in the first 20 cards.
SERKET (Wings) 18-1
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Wings stops every source of damage in serket's deck. Protip: Play a wings immediately. If you can get a wings out before serket gets a creature out, you will win with an EM, guaranteed. The only way you can get hurt is if serket plays a creature before you get a wings down. I had one game where I didn't get a wings in the first 12 cards and I -still- won. The lone loss, my notes say, came because I got ZERO wings all game, and I STILL got serket down to 78hp. This is a very solid counter.
However, I got to thinking one day about whether a 500hp EM deck was possible. I've only tried it once, but it won 1-0.
Give it a shot; I think it's probably even better than the first deck, but with only one test, I can't say for sure.
SEISM (aether/air shield stall) 3-3
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I've never found a really good counter to Seism. My old school rainbow control deck could beat seism regularly if it got PA in the opening hand, and the QTowers let me play it on them. Majofa had a neat pillarless life/light RoL/mitosis deck that used to do very well, but the AI got improved and it will now use rewinds on the RoL with mitosis; it used to leave that one alone and target the 'light' RoLs instead, and so now that deck doesn't work, anymore. Immorush, while pillarless, will fail due to rewinds. I'm still working on a good counter for this one. The mark/unupped pillar/pend split was an attempt to stave off quicksands by splitting the quanta base into more stacks. That part is successful, but the problem is that the dimshields and wings are sometimes not drawn due to the 60 card deck size, and you will lose if your shield chain breaks; you will also lose if Seism gets a lot of dragons faster than eagle's eye can take care of them. Seism doesn't have many dragons, but those he does have are a serious problem.