Hover over cards for details, click for permalink
7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7di 7di 7di 7dk 7dk 7dk 7dk 7dk 7dk 7dm 7dm 7dn 7dn 7dn 8po
Strategy is easy, but also very affective:
Early Fahrenheits for early dmg(3 to get it fast and have reserves, if it gets destroyed/stolen), also fast Ruby Dragons, Lances for removing dangerous creatures, like FFQs, Golems and Dragons and/or for the final hit. Explosions for Phase Shields, Enemy Weapons, Hourglasses, etc.
Quantum-heavy with the 16 towers, but very funny to play, often you are able to win by bolts doing the whole dmg in one turn.
Shriekers are a Problem, but it often just uses the 6 Graboids (other cards are reverse times and earthquakes), not able to destroy your Fahrenheit, you need 10+ Quantum all the time (which is possible due to the large amount of Towers) to Fire Lance evolved Graboids (Shriekers), maindmg comes from Fahrenheit and Dragons for final Hit.
Against Mono Aether you need the fast dmg with Fahrenheit and early Dragons, Explosion Phaseshield before the final hit.
Against SpeedRainbow/SpeedGolem you need to Lance early Golems/Pumpers and again: dmg from FHs and Dragons.