Breakdown for original deck (2x pulvy 0x unstoppable), though I like the idea of fitting a PA in there somewhere.
Feel free to change it however you want; you have more experience with the deck and I haven't been using it for *too* long so maybe you have more tips.
[size=14]Elemental Mastery Tips:
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-If you didn't need the miracle, use it before you win.
-Use growth, fireflies, and the fractal (maybe don't play every single copy) to manipulate it so your pulvy does the last hit.
-Keep in mind you can fractal fireflies to make it easier to manipulate damage (in groups of 4 versus 7). Or the opponent's creatures too.
Example Scenario: Destiny has 63 hp left, I have a 17/11 lava destroyer, a firefly queen, and a firefly out with a pulvy. My damage output is 29, so if I make a firefly this turn it's 33. That puts destiny at 30 hp, and then next turn your creatures deal 28 hp if you don't make a firefly and you win with EM since your SoGs go off.
God-by-god Breakdown:Chaos Lord: Control: Some steals, explosions, congeals, discords, and improved mutations.
CL is easy so long as your pulvy isn't stolen and it doesn't get big attack creatures that refuse to get frozen (so there's risks). Antimatters won't do much since it'll just remutate. Quint both destroyers; maxwells will kill the fireflys. If it gets a mutant that is something like a horned toad, you can fractal that for some extra damage. Difficulty: Variable 7/10.
Dark Matter: Control: Black Holes, Gravity Pull, Otyughs
Nearly impossible since you can't control the gravity nymphs, but if you somehow get lucky enough to not be nymphd OR black holed tons you still have to get through the momentumed stuff. Quint a destroyer and queen, if you ever get that far. Difficulty: 10/10 (nearly impossible).
Decay: Control: Siphon Life, Steal, Pests (quanta)
It's a possible win; hope that he doesn't steal your pulvy/shield (even though he can't use the pulvy, it still means you need to draw another). Quint a destroyer and the queen, and note that you NEED the queen to be able to draw out siphons so they aren't used on your precious life. If you don't get lots of fire quanta you can fractal a pest (they generate more quanta, and do 2 damage with eclipse). Difficulty: 5.5/10.
Destiny: Control: Rewinds/Eternity
Rather easy. Wait for a super buffed creature to antimatter if possible. I can't remember if the AI is smart enough to rewind antimattered stuff (I don't think so) but even so at least it gets rid of the buffs. Otherwise quint two destroyers or destroyer + firefly queen depending on what you draw first; both will work. Be warned it may start rewinding your fireflys, preventing you from drawing much else for awhile (though you'll probably have the game in hand anyway). Difficulty: 4/10.
Divine Glory: Control: Lots of explosions.
Hard; you need to try and draw out the explosions on the pulvys (useless against DG) and such. If you can't do that and DG actually gets fire quanta, you're in trouble. Don't worry about quints though. Not much else to say though. Difficulty: 8/10.
Dream Catcher: Control: Butterfly Effect, Discord, Black Hole, Quicksand .... Let's just say lots
of different thangs.
Nearly impossible, if not impossible. BE Effect absolutely destroys you, and antimatter prevents you from using fireflies, so I'd recommend just quinting the two destroyers if your perms somehow survive. You can use fractal on the micro aboms or deja vus at the end for a final blow if you get there
. Difficulty: 9.5/10.
Elidnis: Control: Congeal, Ulitharid
Quint a destroyer and queen like normal. You need to hope to get the permafrost out early to freeze spirits and stop puffer fishes (note that you'll be screwed when they get buffed to 3 attack probably), but for now it's beatable. Rather easy, even. One of your most average matchups with this deck. Difficulty: 5.5/10.
Eternal Phoenix: Control: Explosions, Fire Lances, Fire Storm, Lightning
Easy so long as your permafrost isn't exploded (so try and draw them out somehow). Quint a destroyer and then a queen or destroyer depending on the situation you're in, and save antimatters for dragons. Difficulty: 6/10.
Ferox: Control: None
Another easy god. Don't worry about quints, and keep in mind you can fractal a giant frog. Try and save antimatters for dragons unless it gets an early rush of lots of 5 attack creatures with no dragons and you desperately need the healing. Difficulty: 4/10.
Firefly Queen: Control: Fire Lances, Eagle Eyes
Easy; quint a destroyer and the queen. In some situations you could quint two destroyers. If you are failing to draw the queen, fractaling a firefly is a fine idea. Fire lances can be a problem though if you don't get some other target other than your health out there. Difficulty: 4/10.
Gemini: Control: Electrocutor (only two)
The unstoppable creatures give you problems but you can antimatter two of them. And pray that it doesn't TU spam. Quint the two destroyers so they aren't TUed (you have the pulvys to deal with electrocutors). Difficulty: 5.5/10.
Graviton: Control: Gravity Pull, Explosions, Otyughs, Rain of Fire (only two)
One of the hardest FGs. Momentum Ablaze + Explosion = Not fun. I've yet to beat it, but it may be possible if you get lucky and it doesn't have explosions nor many unstoppables and you get a great draw. Quint a destroyer and the queen, like always. Difficulty: 9/10.
Hermes: Control: Explosions, Fire Lances, Fire Storms
Depending on the number of explosions in its hand you may win, but still it'll be a tough match. The destroyers come out fast, and are hard to stop unless you get lucky with them freezing. Quint a destroyer and the queen like always. Difficulty: 8.5/10.
Incarnate: Control: Bloodsuckers, Retrovirii (Neither are very good creature control)
Usually pretty easy; nothing is too dangerous if you can destroy the eclipses (don't bother taking out the graveyards unless there's nothing else). Keep in mind vampires are fractal-able and able to give you some healing. I would quint a queen and a destroyer. Be warned that the bone walls might start giving trouble if how bloodsucker poison is applied starts being changed and may even give you a bit of trouble anyway. Difficulty: 4.5/10.
Miracle: Control: None
Save antimatter for buffed dragons/pegasi, and obviously don't worry about quints. If there's both, calculate the damage swing to decide. For pegasi, the damage swing equals 3 times the attack before diving, for dragons it's double the attack. Antimatter the highest number. Destroy light towers to prevent miracle in case you fail to time it right. Difficulty: 5/10.
Morte: Control: Retrovirii, Plagues
Save antimatters for dragons or condors if they get huge for some reason. I like to quint the two destroyers since you don't want the play too many fireflies due to plagues making large condors. At the end you can fractal the skeletons or archangels for a big blow. Another option would be to quint a destroyer and then a FQ once Morte's field is full of skellys to prevent more retrovirii. Then it'll waste all its plagues on two fireflies and you're free. Difficulty: 4.5-5/10.
Neptune: Control: Congeal, Shockwave, Octopi
As with lots of other decks, very easy. I usually just win using 2x quinted destroyers since it has no healing and at the end you can fractal a abyss crawler. The fireflies mostly stay congealed so aren't that much help, and then when flood comes it's even easier to control them. Difficulty: 3/10.
Obliterator: Control: Gravity Pull and Pulverizor
Momentums = Yikes. Pulvy = Yikes... Yeah, this is a very hard battle. But if Obliterator starts lacking momentums, and you get a pulvy out before it and it never PAs one, you have a chance with a quinted destroyer/FFQ. Antimatter a basalt dragon if possible and you can wait for one to come out. Difficulty: 8/10.
Octane: Control: Fire Lance, Eagle Eye, Explosion, Unstable Gas (1 damage)
A hard god, but if you get an early pulvy out and can either draw out other explosions or get lucky with him not drawing one, it's entirely possible to win. I usually quint two destroyers (nothing to fractal though), since the un-frozen eagle eyes will kill the fireflies as they come out. Difficulty: 7/10.
Osiris: Control: Eternity, Scarabs, Rewind
Super easy. Step 1: Quint 2x Lava Destroyers. Step 2: Try not to draw at all if possible. Step 3: SoG + Permafrost deck out if your destroyers can't kill it for some reason (they should be able to easily). Oh and those steps aren't necessarily in order
. Difficulty: 2.5/10.
Paradox: Control: None
Easy to beat; antimatter a big deja vu (before it splits if possible), and don't worry about quints. Not much else to say except you can fractal the deja vus if you want (I don't know why you would) and you need to time a destroyer fractal so paradox doesn't miracle (if it has more than 12
). Difficulty: 3.5/10.
Rainbow: Control: Congeal, Gravity Pull, Lightning, Eagle Eye, Explosions, Steals
Hard to beat with the magnitude of creature control (preventing some fireflys and meaning quint is necessary) and magnitude of perm control, but if you somehow get a long lasting permafrost shield you need to time the last shot to prevent miracle. All those creatures can give some trouble too. Difficulty: 8/10.
Scorpio: Control: Congeal, Ulitharid, Arctic Octopi
Currently Scorpio is very beatable, but when puffer fish's attack is raised to 3 it will be MUCH MUCH harder. Anyway, at the moment, if you can get a permafrost out early and it doesn't play many physalias, you have a good chance of winning. Quint the two destroyers probably since the octopi will congeal tons of fireflies, but one destroyer + FFQ is just as good (I'd go with whichever you get first). Difficulty: 6.5/10, soon to be 8.5/10.
Seism: Control: Rewind, Quicksand
You have a good chance against Seism if you get a nice amount of novas early. Quint one destroyer. The other quint kinda depends imo. If you have lots of earth, and you won't be in danger of decking out, quint two destroyers. If you have plenty of air and your damage is coming a little late (remember stone skins) so you're afraid of deck-out, you can quint a destroyer/firefly queen. Seism will rewind your fireflies. Finally, if he PAs a shield, you should probably quint the two destroyers unless you desperately need him to use those rewinds. Difficulty: 6/10.