Hey guys, after doing hours of research regarding FG killer decks, I had never found one single guide on how to create one. Which had bummed me out, as I am in the process of creating my own FG deck. So I decided to create my own guide.
There are countless FG decks out there on the Internet, and most people simply copy and paste the code and play away, which is perfectly fine but the are/may be some people who wish to create their own FG decks, for whatever reason such as a tough challenge, something to do or to test their knowledge, patience or to gain bragging rights, who knows. However, creating a FG deck is not easy, trust me. The countless hours of designing, testing, and losing can take its toll. However, having the feeling of creating your OWN FG deck is well, awesome (I think, I am still getting there).
When creating your own FG deck, one of the most important things of all, that you MUST decide is the type of deck. For example, will the deck be a Rush/Rainbow deck or a Stall deck or a OTK FG deck. The type can make or break your deck, such as Rush decks have little to no success against FGs (from my experience).
Example Decks
OTK Deck
Hover over cards for details, click for permalink
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 55q 5mq 5mq 5mq 5op 5rl 5rl 5rl 5t2 5t2 5t2 5t2 61r 61r 61r 61t 61t 61t 61t 61t 61t 7dr 7dr 7jq 8pu
From Elements Wikia (couldn't find one here at Forums)
Stall/Rainbow
Rush/Rainbow
Another thing that must be decided is the Mark, this may seem meaningless, but it is the glue that holds together your deck. For example, using a Entropy deck when creating a OTK deck that mainly uses Air, Fire and Life creatures, makes the Mark a liability. Using the deck with the Entropy mark may only give you a 2% win rate, however if you change the Mark of the deck to say Fire, your win rate may increase to 5%. This may seem inconvienent and worthless, but its not. Even a small increase of win rate, means that the deck is slowly becoming more stronger against FGs.
When creating your own FG deck, it helps when looking at other FG decks for inspiration and ideas. Simply seeing what they do well and don't do well (as well as trying them), gives you ideas on how to add improvements to your deck. There are several strategies/combos that can be used when battling FGs and creating your deck. Some include the RoL Hope Combo and Otyugh Queen Combo. I shall go into more detail regarding combos later.
Example Combos
Otyugh-Queen Combo
Hover over cards for details, click for permalink
5oj 5oj 6u6 6u6 71b 71b 74b 74b 7am 7am 8ps
This combo (above) can be used unupped. Firefly Queen spawns Firefly, (Elite) Otyugh eats Firefly, Bone Wall gets stronger. Another tactic is where the Firefly Queen spawns Firefly and Fallen Druid 'improves' Firefly.
RoL-Hope Combo
Hover over cards for details, click for permalink
7jp 7jp 7jp 7k4 80i 8pj
This combo (above) can partially be used unupped. The Rays of Light (RoL) must be upped for this combo to work. Another similar strategy is to use Firefly Queen, spawning Fireflies, with RoL and Hope. Fractal is used to fill your hand with copies of RoL which in turn increases the power of Hope.
(Near) Essential Cards
There are hundreds of different cards in Elements, each one bringing a different ability. Attempting to use these cards to form a FG deck may seem daunting, however there are some (near) essential and essential cards that will make or break your deck. Each card below will be rated for its usefulness in FG decks.
Sundial-This card may seem near useless since the update which had tweaked it. But this card is still powerful, as you can stop all attacks from your enemy (expect for Weapons) for one whole turn and after the one turn stop it so enables you to draw another card. This may seem insignificant but it truly is useful. However, it also stops your creatures from attacking and it is quite vulnerable to Steal and any Destroy cards/abilities.
RATE-4/5, as mentioned above this deck can change the tide of battle. +1 to rating if upped (costs nothing to use).
Enchant/Protect Artifact-This card is very useful in all decks that uses Earth quanta or have some way of generating Earth quanta. It is useful as it stops ANY permanent from being targeted by anything, basically Quintessence but for permanents.
RATE-4/5, quite useful in almost all decks, shouldn't be ignored. -1 to rating if deck doesn't use/generate Earth quanta
Mind Flayer/Lobotimizer-Quite useful in most decks as it removes the target creatures skill (including momentum, destroy, psion etc), but doesn't work on any creature that is immaterial.
RATE-4/5, useful in most decks, devastating against most AIs relying on skills (Ferox (Leaf Dragon), Fire Queen (Elite Queen)).
Phase/Dimensional Shield-Quite possibly one of the most powerful cards in the game, (in my opinion) as it stops all attacks from your enemy INCLUDING weapons. However, this shield only lasts for 3 turns, can be stolen/destroyed and doesn't stop spell damage (including from Psion (to my knowledge)).
RATE-3/5, useful, however quite vulnerable. +2 if deck is built around card, while using decoys (such as Graveyard) to stop Phase Shield from being Stolen/destroyed.
NOTE: This guide is no where near completed. There are some more things I need to add such as Combos, Examples of FGs, (near)essential cards and the Dos and Don'ts of creating a FG deck etc. Any comments, advice is appreciated and any thing that can be added into the guide itself will be helpful.