Deck Helper comment: This deck was posted before the 1.32 game update and as a result may work very differently now. Use at your own risk.
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From what i´ve seen this is a pretty standard control Rainbow list with minor tweaks to fit my playstyle. It can be challenging at times to make the "right play" but the strategy is simple.
Survive the early game, dominate the lategame.
The design is very defensive (lots of Shield effects, damage prevention and lifegain mixed with the minimum of damage output).
Just play the cards when you have to. Most of the time your hand should be full or almost full.
Its not a very fast list nor does it have an amazing statistic against all gods (you should just skip the very tough ones, Dark Matter etc. to save some time) but when you win you´ll win with EM most of the time.
With all 3 Shards out thats 150 Electrum per win. With that you can afford to skip a few times
The original version was a 60 card deck with more copies of each card, but that one had consistancy issues.This 46 card version could be cut even further, but that would mean i would have to dodge more gods.
Note:I recently started to play this game (bout 1 week ago) and i´m quite happy with the result so far.Although quite a lot of the cards are upgraded the only essential upgrades are the otyughs, the hourglasses and the Druid.Eternity is the only rare you really need. Pulverizer usually just speeds things up a little. Most wins with the Pulverizer would have been possible without it aswell. Replace it with a Steal if you have to.
The needed shards can be farmed within a day or two by grinding top50 with the lvl3 grinder of your choice (Shrieker Rush worked very well for me).
Cardchoice detailsElectrum HourglassUsually this card would give you an edge against your opponent by simply outdrawing him but its a different thing against gods. You just need it to get even with him.
PulverizerThis is your ONLY way to get rid of non-creature Permanents (mainly against Shields).The Deck works without it aswell, Pulverizer just speeds things up a bit.Only the Fire Shield can be dangerous to you. Your lategame DPS with the Mutations and Fireflies is almost open ended so you don´t have to worry about most other Shields (also true for Lifegain. You can easily deal 100 damage+ at the very late game).
EternityUsually i keep it in my hand until i am down to 1 card in my library or i can imediatly protect it with Enchant Artifact.Playing it early is almost always a misplay unless you would die if you don´t play it.
It prevents you from running out of cards (simply put one of your own creatures ontop of your deck).
Make sure you don´t waste too much time mana when you are running low on cards - otherwise you might have the Eternity but can´t pay its activation cost turn after turn to prevent "decking" .
Enchant ArtifactThis is for Eternity and Eternity ONLY. The only time you can "waste" it is when you know you play against a god who can´t get rid of Eternity or you are sure you will race your opponent fast enough.
QuintessenceMy current list got 3 Quintessence for 4 Creatures so you should usually have one when you play your first creature. The Firefly Queen should be the lowest priority target for it usually (against some gods you need the Queen to generate Devour "fodder" to keep the Bonewall up. one quinted Otyugh is usually enough).
AntimatterA highly situational card. Often times very useless - but other times a lifesaver.
Save this card for the highest attackpower beater the opponent got.Needless to say that you wanna keep it in your hand untill you really need it.
Phase ShieldThis is often times your last chance to recover.Make sure you use it to its full potential (denying the opponent to damage you with creatures/weapons while gaining life and usually drawing extra cards via hourglass).The synergy with Shard of Gratitude is really good.
The Shards allow you to play the Shield later than you could usually afford and while you are safe behind your Shield you can regenerate up and most likly be able to survive at least a full turn longer.
In a close match it is worth it to NOT imediatly play the next Shield after the first one ran out because of the lifegain.
If everything is going smooth you should have one "spare" and can use it to get EM. Just make sure you play it the turn before you go for the kill and heal up to full hp with the Shards.
SundialOther than the Phase Shield you might have to play one or two of them earlier than you wanted (poison creatures on the board or you have to desperatly get an answer).But don´t waste them when you don´t need them.Sometimes i even use them to get EM by preventing my creatures to kill to early and allowing the Shards to heal once more.
Shard of DivinityYou wanna keep these in you hand very long before you play them. Not only does it increase you max hp - it also heals you for these 20 hp - all that for just 3 quanta.
Great Synergy with the Shard of Gratitude when things are under control.Icing on the cake is that you will gain more Electrum.
Shard of GratitudeThis closes the gap between your 100 life and your opponents 200. Having a couple of them in play allows you to play your Shield spells later and thus potentially preventing MORE damage.4 seems to be the right number for this list, more would hurt your early game than it would help you at the lategame.
Permafrost ShieldAlong with the Shards can and a single Otyugh this Shield is very often going to be enough to get the board under control (against some gods you don´t even have to play the Phase Shield once you got this baby in play).Recently added it and i´m just amazed what this card does to my midgame.
Bone WallI usually keep this in my hand untill i am positive i can keep it up indefinatly. This is the final lockpiece for the Combo.
FloodingTends to be extreme. Either completly worthless or completly broken. This baby combined with a Bonewall and a Graveyard can do amazing things.Very handy against gods using Fractal or Creature generators.Most of the time it is a dead card that sits on your hand forever, but when you need it then it is just awesome.
The Main Combo
Elite OtyughYour main creature removal.Make sure you play your first one protected with Quintessence against removal heavy gods.Also this creature enables Skelletons from the graveyard to turn into Mutants via the Fallen Druid.
Elite QueenI mainly use them to create "fodder" for the Otyugh to keep the mutant stream / Bone Wall going.
It should be a low priority target for Quintessence against most gods. You´ll figure it out pretty fast when you should quint it.
GraveyardProviding you with a steady stream of Skelletons that your Druid mutates into real threats.
Also really handy for keeping a Bone Wall up.
Fallen DruidThis is your main damage source, and not because of its 3/3 body.
Upgrading tokens into fierce Creatures is his main job. Next to that it mutates opponents creatures with abilties you really have to handle/ or simply hit too hard.
The unupgraded version is better for defensive purposes (might kill creatures instanty , or very often turns em into a 5/5 ready to get devoured).While the upgraded one synergizes very well with Eternity. When you put a Mutant ontop of your deck with Eternity the original card will be on top (-> no mutation , just the normal card. So your mutant 0/2 dive Dragon will become a 10/5 again).
TipsPlay your Phase Shield / Sundials LATE !Lets say the opponents potential damage grows by 8 each turn (3 growth creatures that are immortal -> so you can´t get rid of them) then by playing your shield as late as possible you prevent the most damage.
There is a thin line between late and too late though.
Keep a worst case scenario in mind (sudden Twin Universe / Dragon).
No Shield (prevented 0):
8,16,24,32,40,48,56,64
early Shield (prevented 72)
8,S,S,S,40,48,56,64
late Shield (prevented 168)
8,16,24,32,40,S,S,S
Use the Wiki (http://elementswiki.co.cc/pve/false-gods/)The Gods already bend the rules, so use the Wiki (
http://elementswiki.co.cc/pve/false-gods/) to check the gods decks - there is no need to get surprised..