after some more playing and tweaking (i added an electrocuter, put back in 3 quanta towers, added 3 sundials, and took off the aether towers), i've found some mistakes in the descriptions of the false-gods. maybe someone pointed them out already in the rest of the thread, but i cba to go back and read all of the six pages.
Destiny: 5 elemental masteries + 4 wins/1 loss (easy)
- Very slow in building up his forces - buy's you a lot of time to bring out a nymph.
- No creature control besides reverse time and eternity - make's quintessence less important.
- Fallen druids might mess with the debuffed creatures.
fallen druids mess A LOT with debuffed creatures.
and quintessence is CRUCIAL, cause maxwell demons can use paradox on your purple nymph. this is probably one of the FGs against which quint is absolutely necessary.
Paradox: 2 elemental masteries + 5 wins/3 losses (easy)
- Doesn't play miracle since debuff damage is not taken into account.
- Very fast and small creatures (deja-vu's and RoL) are sometimes hard to control.
- If possible you want to avoid debuffing his strongest creature - wait for twin universe, then debuff.
he does play miracle all the time.
and he rarely plays strong creatures. 9 times out of 10 he just spams deja-vu's and RoLs until the table is full. that way, you can't generate enough self-inflicted damage, and eventually you'll deck out.
Gemini: 6 elemental masteries + 2 wins/2 losses (easy)
- No creature control - quintessence is unnecessary.
he plays electrocuter at first turn almost every other game. if that's no creature control, i don't know what is...