DON'T MINDLESSLY HATE, TRY THE DECK AND SEE THE POWER OF THE NYMPH QUEEN.
4sa 4sa 4sa 4sa 4sa 4sa 52v 52v 55n 55n 58u 58u 5bv 5bv 5f1 5f1 5io 5io 5l9 5l9 5od 5od 5rh 5rh 5un 5un 61p 61p 6tu 6tu
Excellent water deck which is unupped, the 2 nymph queens are really the kickers of this deck. They really can't function without them. Nymph's Tears is vastly inferior to the nymph itself and will hurt your 65% win rate.
Also, notice the micro abominations, true upgrade wonders. It's true that it's not truly unupped, but with just 3000
you can really improve the winning percentage. The abominations can easily beat Hermes with a great ratio. Stats are coming, along with a God-by-God breakdown. The hardest gods for this deck are Neptune and Paradox. The Micro Abominations are the perfect synergy with the Graviton guards, it's hidden passive skill plus the active ability leads to a 33% of enemy survival.
Also notice the key clincher which can beat Dark Matter and Graviton. By exploiting their use of Gravity, the Dragonflies can counteract the Momentum with the skill airborne, which will seriously ruin their day. I've had games where I've outrushed Graviton no joke, it was 6 turns and dead Graviton. Try it, the Spark/Dragonflies can lead to the Dragonflies soaring straight into the Black Hole and after a quick spark discharge will lead to the collapse of the structure and deal 50 damage to Dark Matter. Again, these things can only be seen in practice, try it out!
Finally, the four way combo Ash eater/Rustler/Photon/Deja Vu is one of the toughest comboes to pull off in the game, requiring a quick sleight of hand movement at turn 3 followed by the quick rushing on turn 4, will net wonderful results. Using this combo, Eternal Phoenix and Jezebel both fell to one quick swoop, the nymphs and the phoenixes died in a flash and I was victorious. The combination hinges on the fact that Photons have the ability Shine, which allow the Rustlers to grow the Deja Vus into mass production, leading to a quick Aflatoxic and Novic reaction within the chemical composition of the Ash, which leads to the formation of Ash eaters. Ash eaters played after the process (dunked in the parasitic poison of the soul catchers is explicit) will rise to become a 25|25 creature with serious threats to any FG. This FG grinder is not to be trifled with, and in PvP, can crush fully upped life rushes in seconds, leaving dead frogs and wasted heals.
Finally, the added bonus is the quantum towers. We all need quanta to fulfill our wonderful combos! Happy FG farming! Remember to give credit when you're smashing them.
59% Win Rate, 85% EM Rate, TTW average 26 turns.
Akebono (Easy): An early Eternity secures your game. Akebono is a mono False God, meaning that his strategy is always the same. Rewind his dragons and Armagios to negate the effects of Overdrive, as well as deny those precious
quanta he has. If you want, TU an Overdrived dragon or Armagio before Rewinding it for a faster victory. Fly that Eternity then QT it right away, in case he Overdrives it (although it is unlikely because Eternity has high hp), for a field lock on his side.Chaos Lord (Hard): Watch out for his 2 Steals and Explosions and Discords. Rewind his Druids and Demons so he couldn’t mutate your flying Eternities or Paradox your Ghosts. This shouldn't be too bad if you get an Eternity early, and even better if you can fly it and QT it. DO NOT try to Fractal GotPs early, only do so if you have a relatively free hand so you can get an many as possible. You don't want to be held back from victory by Chaos Lord's Dissipation Fields.Dark Matter (Hard): Hope for early Eternities and Hourglasses, because it is necessary to get through your deck quick before her Nymths, Chargers, and Titans come out at an overwhelming amount. If you don’t have 2 Eternities out yet, Rewind priority should be: Gravity Nymth > Otyugh (if you are about to Fractal your GotP) > Elite Armagio (obviously you don’t like to be stalled) > Archangel (if this comes out in the early game, this should be the second priority because you can actually prevent more from coming out, as Dark Matter generates
at a slow rate from her Marks alone) OR Massive Dragon (Rewind this to deny
in the early game, same priority as Archangel) > Elite Charger.Decay (Impossible): It’s a miracle (no pun intended) that I was able to beat Decay. He didn’t have any Aether Towers out for a while and only 2 Pests, so I was able to put him to a lock before things get out of control. If Decay gets no Aether Towers in the beginning, that’s the only chance you have against him.Destiny (Very Easy): Just Rewind his hatched critters several times. Destiny’s 12 Supernovas in his massive deck is not enough to fuel anything non
or
that are Rewinded several times. Rewind the Druids if necessary to prevent them from mutating your Flying Eternities, if you didn’t already QT them.Divine Glory (Medium): This one actually isn’t bad at all. Firstly, DG rarely has Burning Towers out right off from the bat. If DG gets a Burning Tower before you played anything important, wait a turn or two and she might waste those Explosions on your Towers. That’s when you should start laying out your defences. Your Eternities won’t be of much use here, though you can use them as Explosion fodders. Hourglasses and Shields is key here. Start playing them when you’re sure DG is almost or out of Explosions. AI’s target priorities are: Eternity > Electrum Hourglass > Phase Shields > SoGs > Pendulums > Towers. If you play your permanents right, you can chain your shields without any interferences. Play the GotP early if you think you have enough
to draw from your Hourglasses even after you play it. Get DG down to about 50 hp then Fractal the GotPs for the win.
Dream Catcher (Very Hard): Hope for an early Eternity, and hope when she BE her critters it doesn’t use its skill right away. To avoid this, you can try to fly the Eternity as soon as you play it, then QT it right away. However, if DC gets an early Discord you’re screwed.Elidnis (Very Easy): Elidnis merely has 4 Quintessences, so he shouldn’t be able to QT a Forest Spectre early. Stall for as long as you can while Rewinding his critters. After you get a Phase Shield on, there’s nothing he can do to hurt you. Fly those Eternities then QT them and Rewind his whole field if you can to make those Feral Bonds useless.Eternal Phoenix (Hard): Just like Divine Glory, play your things right and you can keep those Phase Shields on forever. When things get out of hand after EP Fractals his Phoenixes, Phase Shield. Don’t wait till you’re at critical health before you play the shield, or he’ll Lance you to death. Try to TU his dragon and QT it. You should be able to last long enough with the Phase Shields before you even have to Fractal your GotPs if you manage to TU a dragon.
Ferox (Easy): It’s only the rush that he puts up that you have to worry about. If Ferox ever has any cards in his hand, it can only be Jade Shields or Jade Dragons. Watch your potential damage carefully to make sure you can survive that in-coming dragon the next turn if you want to risk it. Lay the Phase Shield after you can take no more damage, then try to get multiple Eternities on the field to Rewind his entire field so you can get past that Feral Bond.
Extra tip: After you play your Phase Shield and heal for several turns, if your damage potential bar has a fair amount of green to ensure that you won’t be taken down by a surprise dragon, let your chain drop for one or two turns so you can save a turn to Rewind more of his creatures to get past his Feral Bonds. This somewhat risky move is done to make sure you won’t deck out because of Ferox’s crazy healing.
Fire Queen (Easy): Rewind Queens when you can. Things can get messy if FQ gets too many Flies or Flying Weapons out. Don’t be afraid to flying your Eternity because it is crucial to put her to a lock as soon as you can. The Flying Eternity can survive 2 Lances if she has less than 10
, and she rarely ever has 3 in the early game.
Gemini (Easy): Unstoppable Spiders are no biggie in the early game because you will most likely have an Eternity out before you get Gemini down to half hp where he TUs his Spiders/Dragons/your creatures. Rewind those Unstoppable creatures, duh. It’s not hard to put Gemini to a lock. Wait his Phase Shields out when he starts chaining them at ¾ hp.
Graviton (Medium): With only 4 Explosions to fear, don’t hesitate to play your Hourglasses to speed up the deck or your Eternity to Rewind his critters. Graviton likes to cast Unstoppable on his Otyughs before the Firemasters if the Firemasters aren’t too strong. Rewind the Firemasters and Otyughs only, and Armagios when you want to start damaging him; don’t bother with the Chargers. Do not ever waste 2 QTs on flying Eternities; only use one and save the other QT to use AFTER you Fractal GotPs. You need at least one to put on any real damage to Graviton, and the rest to Rewind. Watch out for the Otyughs. Hecate (Medium): No early Eternity and you’re dead. Those Dolls do crazy damage because of the 6 damage when she Rages them and plus the damage it does when it is raged. Those Steals and Dusks don’t make it any easier for you to win. Use precaution when you play your Eternity. Fly it as soon as possible or it will get stolen. QT after you fly it because Hecate will Liquid Shadow them. Don’t bother to QT the GotPs though. Hermes (Medium): Make sure he’s well out of Explosions before you play the Eternity, or you’ll be mad when he does his Explosion spree. Rewind Spectres and Golems. Fly the Eternity if Hermes don’t have a Fire Buckler out. When you have stalled long enough and started to chain your shields, allow 1 Golem to grow and Rewind the rest. You can TU it when it gets to a decent size and QT it right away so it’ll last long enough to kill Hermes even if he gets a Fire Buckler out.
Incarnate (Medium): Rewind Vampires and stall. Incarnate rushes but often don’t have enough
to play all his creatures fast, however an Eclipes is deadly so be prepared to chain shields early. Fly the Eternity and QT it right away. If you don’t have any QT at the time and Incarnate don’t have many Bloodsuckers, Rewind it to keep it from infecting your Flying Eternity. Try to Rewind his whole field so even if you started chaining Phase Shields early and run out, you’ll be able to survive.
Extra tip: After you play your Phase Shield and heal for several turns, if your damage potential bar has a fair amount of green to ensure that you won’t be taken down by a surprise Vampire, let your chain drop for one or two turns so you can save a turn to Rewind more of his creatures so you can lock his field and survive even if you run out of Phase Shields. This somewhat risky move is done to make sure you won’t deck out because of Incarnate’s Bone Walls.
Jezebel (Very Hard): 8 Steals. I recommend a skip, although it is possible if you get a flying Eternity quickly, then Rewind her non
or
Nymths, hopefully to put her in a lock as she keeps on making more tears with her Quantum Towers. She'll eventually run out of Quantum Towers to play the Rewinded nymths. Lionheart (Very Easy): Lionheart is slow to set up his offences. Stall for as long as you can, then chain those shields; Lionheart can’t bypass your defences after that. Because of Lionheart’s crazy draw rate, you can most likely deck him out even if you can’t kill him (his Turtle Shields are quite annoying). If you have an Anubis, QT your Fractalled GotPs one by one; don’t play them all at once or they will fall victim to LH’s Scarabs.Miracle (Easy): Rewind priority: Elite Queen > Buffed Pegasus > Light Dragon > Jade Dragon (if there is any Leaf Dragons on the field, don’t bother) > Pegasus > Leaf Dragon. Stall until you can take no more damage, then chain shields. Keep doing damage with GotP and Flying Eternities. Fractal the GotP when Miracle is down to 50 hp or so.
Morte (Easy): Rewind priority: Ivory Dragon > Archangel > Condor > Flesh Recluse > Retrovirus > Ray of Light. Fly the Eternity when you can. Don’t worry about Plagues; Morte doesn’t use them when you have less than 3 creatures on the field. Beware the Retroviruses though. When Morte is down to 50 hp or so, Fractal GotP to bypass his Miracles.
Neptune (Very Easy): His lack of Water Towers often times and the abundant amount of Shockwaves clogs up his hand, making his rush not very effective. Stall until you can take no more damage, then chain shields. Slowly pummel through Neptune’s health bar while you accumulate
to Fractal GotPs. Fractal when you can play the full hand of GotPs and play them all at once. Don’t worry about CC because Neptune has no method of healing, so there is no need to surprise him. Leave 1 GotP in your hand to Rewind. Obliterator (Hard): Unstoppable creatures and Pulverizers is not a good thing. I recommend a skip but if you get 2 early Eternities plus an Animate Weapon and a Quintessence, you can try to get him to a lock.
Octane (Hard): Fear the 4 Explosions and Fire Bucklers. Regardless, try to play an Eternity early after making sure he wastes his Explosions, if he has any, on your Towers and SoGs before playing Hourglasses and Eternities. Rewind flown Eagle’s Eyes to stall, but you’ll have to tough the Unstable Gases out. Stall with shields while hammering down his health bar to half or so, then Fractal GotPs for a two-turn win.
Osiris (Easy): Rewind Pharoahs if you can. Things can get messy fast if Osiris gets too many Pharoahs out. Stall for as long as you can, and try to fly the Eternities to lock his field to prevent Osiris’ field from getting full, or else he’ll start Trebucheting his Scarabs at you. Don’t let your health get too critical or Osiris will surprise you with a flurry of Scarabs. Fractal GotP when as soon as you can and play them, ignore the CC. Leave one GotP in your hand. Paradox (Very Easy): His damage build up is not that fast, and his hand tends to get full. Rewind buffed Deja Vus, even if it has already used its ability. Rewinding a buffed Deja Vued Deja Vu gets you 1 point of damage reduction, or more if it has been buffed to more than 5 attack. Fractal GotP when Paradox is down to 50 hp or so, to bypass his Miracles. Rainbow (Very Hard): Too many Hourglasses, too much permanent control. I recommend skipping her. If Rainbow's hand is fairly empty, play as much permanents as you can. Try to fly and Quint an Eternity to slow Rainbow down. Fractal GotP when she's down to 50 hp or so.Scorpio (Hard): If he doesn’t get too much poison counters on you before you Phase Shield, which you have to do very early because of the Puffer Fishes, you should be fine. Rewind the Physalias and Arctic Dragons. Fractal the GotPs as soon as you can before a Permafrost comes out. Seism (Medium): Those Earthquakes, if not too many come out early, aren’t as bad as you may think. Rewind evolved Shriekers, and Basalt Dragons. Seism tends to lack Stone Towers, so take advantage of that and clog his hand up with those high cost Shriekers and Dragons. Steel Golems are an option too if you run out of Shriekers and Dragons to Rewind.
Serket (Very Easy): Chain Phase Shields super early. Serket has no creature control, and no shields. You can take him down easily with an early GotP.