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.
Since I revealed my FG farming deck yesterday in Chat, and the next update is coming out soon, I figured that I may as well post it in the forums. As you can tell, this is another variation on the popular CCYB (http://elementscommunity.org/forum/index.php/topic,9545.0.html) made by Amilir.
Hover over cards for details, click for permalink
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The deck is named for its methods of soft creature control:
- Antimatter -- An amazing survival card turns the high attack points of enemy creatures in your favour.
- Aflatoxin -- An excellent method of board control if launched early and you're able to hide behind a shield.
- Liquid Shadow -- A utility card that functions as a one-shot Lobo spell if drawn early, and an EM tool if drawn late against FGs that don't require Quint. It's also part of the Liquid Antimatter combo if drawn mid-game after a powerful enemy creature has been Antimattered.
Here are the other modifications I made to the orginal CCYB to get here, and the reasoning behind those choices (click the spoilers to see):
- -1 Improved Miracle -- If you're getting outrushed and are about to lose, it's not likely that you'll have the 12 :light to cast the spell anyway. As an EM tool, it's rather meh without also including Heal, and it's more practical to just calculate the damage and set it up so that your weapon gets the final hit.
- -1 Elite Queen -- FFQ is often the weak link of the deck, as generating Firelies is counterproductive against FGs like Neptune (Flooding), Graviton (Oty bait), and Osiris (Scarab bait). Also, with Fractal gone, there isn't as much of a need to have Elite Fireflies to produce :fire for spamming Fractaled Destroyers.
- -1 Fractal -- Without FFQ, Fractalling Destroyers isn't as effective as before, and it's only generally used as a late-game push. Fractalling Osiris's Scarabs could work, but you'll need to do it early on, and have enough :time and :gravity quanta to play them and Devour the opposing Scarabs.
- -1 Shard of Gratitude, -1 Electrum Hourglass -- The deck had to remain fairly slim for the Supernovas to have maximum benefit, so these extra copies had to be cut in order to make room for the new additions. :( I still miss my third Hourglass, since it doubles as both draw power and a buffer against Steals and Explosions.
- +1 Aflatoxin -- An excellent method of board control if launched early and you're able to hide behind a shield. Preventing the opponent from playing pesky creatures is always nice.
- +1 Protect Artifact -- Losing an Hourglass means losing a level of protection for your other permanents (since the AI preferentially steals/explodes Hourglasses over just about anything else), and having a protected Permafrost is amazing against FGs like Divine Glory, Eternal Phoenix, and Hermes. A protected Pulvy is ideal against Decay and Octane, since you'll already have the indestructible Jade Shield out to block their Bolts and Gases.
- +1 Jade Shield -- Ensures more frequent wins against Decay and Octane; once you draw it, you'll likely win or EM. It also adds a third shield to the deck so that you have an increased chance of drawing one to protect yourself in the early game.
- +1 Liquid Shadow -- A utility card that functions as a one-shot Lobo spell if drawn early (very useful in stopping annoying enemy creature abilities), and an EM tool if drawn late against FGs that don't require Quint. It's also part of the Liquid Antimatter combo if drawn mid-game after a powerful enemy creature has been Antimattered.
- +1 Mindgate -- A way to grab more creatures and control cards from the FG. It definitely makes Scorpio more playable if you can draw it early, and makes Elidnis easier -- you can now congeal both FGs' Puffer Fish to prevent their Venom from being applied. Against FGs with Miracle, Mindgated creatures can serve as your Fractal so you can get past the Miracles and win instead of decking out.
Strategy is roughly the same as CCYB: stall out the early phases with SoG/Shields, get Pulvy out to destroy any annoying permanents, then send out Quinted Destroyers for the win.
On drawing cards
Only draw if you need to find a key card (Shields/Pulvy/Quint/Destroyers). Stop drawing once you're roughly in control and have a damage source (Pulvy/Quinted Destroyer) in play, or you could deck out.
On Getting EMs
Roughly 3-4 turns before you're about to win, start counting the amount of damage you'll be doing; it helps to have a calculator for this. Strategically grow your Destroyers so that the killing blow is delivered by your weapon and the SoGs have a chance to heal you back to full HP.
Stats (v1.26)
107 wins - 118 losses (225 games played total)
47.56% win rate (47.23% normalized)
51.40% of the wins (55 of the 107) were EMs
Please keep in mind that I'm not a particularly good player (I'm still not way too sure as to when I should start playing SoGs in the early survival phase) and that I haven't played a few of the FGs enough to ensure a decent sample. Your mileage may vary.
Chaos Lord
8 wins (3 of them EMs), 2 losses
Widely variable, but generally on the tough side due to mutants, Steals, and Explosions. Put up Hourglasses as Steal/Explosion bait, and save Antimatters for high attack creatures with abilities. Liquid Shadow really annoying mutants (Steal, etc.) and Druids. Protected Permafrost is a good thing here. Decking out could be a problem if you can't destroy his Dissipation Fields.
Dark Matter
0 wins (0 of them EMs), 8 losses
Insanely difficult due to Black Hole spamming. If they get a Gravity Nymph when you don't have something to use against it (i.e. Liquid Shadow, Mindgated Quinted Oty, etc.) to use in response, you're doomed. An early Aflatoxin may also help so that it fills their field with Cells, leaving them without any room to place their creatures in. Antimatter the Chargers or Momentumed large creatures. Remember, it's pretty much an auto-loss once a Gravity Nymph comes into play and you don't have an answer for it.
Decay
9 wins (6 of them EMs), 1 loss
Easy and almost a definite EM if you can get Jade Shield out in time (and have some spare quanta to counteract the Devourers' drain), difficult if you can't. Protect your Pulvy, or have some Hourglasses as bait when you play it -- you don't want it to get stolen, as it's your only defence against Dusk Shield and Eclipse (if you don't have a shield out by then). Early Supernovas are a lifesaver in this match-up.
Destiny
5 wins (2 of them EMs), 0 losses
Easy, provided that the AI doesn't get lucky and hatch Dragons/Nymphs from their Fate Eggs. An early shield with a few Shards provides you with a sufficient early defence while you wait for your Quinted Destroyers to appear. Destroy Hourglasses and Eternities with your Pulvy whenever possible so that their drawing doesn't get out of control. Antimatter Chaos Powered creatures or mutants with high attack power. Druids and annoying mutants can be Liquid Shadowed out of the way.
Divine Glory
1 wins (0 of them EMs), 11 losses
Difficult, because of all the dead cards in your deck (flying Glories are untargetable), their insane amount of permanent control, and Miracles. Try to hold on to your Shards so that they avoid the initial Explosion spree, or put lots of Hourglasses and Pulvy as bait. Protected Permafrost is very useful for damage reduction, with both its regular shielding ability and its freeze chance. Preventing Miracles is a priority in the late game, since you could end up decking out if you don't time your attacks right. Without Fractal, it's a lot harder to do because the best that Mindgate can do is give you more Flying Weapons and Glories to fly for the final Miracle-avoiding hit. Liquid Shadow your first Destroyer at the end to ensure an easy EM.
Dream Catcher
2 wins (1 of them EMs), 11 losses
Variable, but generally quite difficult due to their permanent control on a stick (Butterfly Effect). If they get a Butterflied creature out early, then you're in deep trouble. Use Liquid Shadow on creatures that have been Butterflied or the Physlias. Jade Shield or a protected Permafrost work wonders here. There's nothing really worth Antimattering unless they Hatch something good from a Fate Egg.
Elidnis
6 wins (3 of them EMs), 4 losses
Pretty easy if you can get an early shield up; Puffer Fish could still be a problem if you can't find your Shards and Permafrost in time. An early Pulvy can destroy Bonds and disrupt their shaky quanta generation by destroying their Towers. Mindgate is amazing if you can grab their Congeals and use them on their own Puffer Fish. Liquid Shadow a Puffer Fish or a small Forest Spectre to get rid of their annoying abilities. Antimatter a large Forest Spectre. Don't try to Antimatter the Pufferfish -- it will only ensure that its poison attack goes through your shields every time. Aflatoxin is a double-edged sword. On one hand, you'll prevent them from playing any more annoying creatures. On the other hand, you may risk decking out if they pull enough Bonds for healing and you can't destroy them quickly enough with Pulvy.
Eternal Phoenix
0 win (0 of them EMs), 8 losses
Quite difficult due to Phoenix spamming and Explosions. Jade Shield or a protected Permafrost, along with Antimattered Ruby Dragons will hopefully keep you alive long enough to win. Try to hold on to your Shards so that your Hourglasses, Pulvy (essentially a dead card because there isn't anything worth destroying), and Towers are Explosion bait. The only way for Aflatoxin to be used is if played on a Ruby Dragon (though you'd rather Antimatter it instead), or by using Liquid Shadow first on the Phoenix (to remove its Phoenix ability).
Ferox
10 wins (4 of them EMs), 1 loss
Not bad if you can get your shield and Shards up in time, but you are prone to being outrushed. Antimatter the Dragons or large Adrenalined creatures, but don't hesitate to use it on the Frogs and Cockatrices if you're on the verge of losing. Alternately, you can Liquid Shadow the Adrenalined ones, or save your LS to use on your own Destroyer at the end for an EM win. Destroy their Bonds with Pulvy. Again, Aflatoxin is a double-edged sword, and even more so than with Elidnis since Ferox has 12 of them. If you can't destroy their Bonds in time, you might deck out.
Fire Queen
4 win (0 of them EMs), 8 losses
Easy if you can grab a shield and Shards in the early game. Antimatter flown Eagle's Eyes and Fahrenheits, destroy their Bonds with Pulvy, and use LS on their FFQ to help slow the swarming. Permafrost is amazing in this match-up. The real difficulty is in the endgame, however. Aflatoxin is still a gamble with the threat of decking out if you can't get rid of their Bonds quickly, but their field will be full of Fireflies anyway, so it doesn't matter as much in this situation. Destroy their Bonds quickly, or you might deck out.
Gemini
3 win (2 of them EMs), 1 loss
Not too bad unless you get outrushed or TU spammed in the late game. Shields up (Permafrost is great here) and Shards will let you survive long enough to bring Destroyers out. An early Aflatoxin used on a Phase Recluse is amazing, as it allows you to fill their field with Cells and prevent TU spamming and also lets you skip Quinting your Destroyers (provided that you have Pulvy out and enough quanta to power it and destroy Electrocutors). Antimatter their Momentumed creatures; Liquid Shadow can be used on Momentumed Recluses in the early game to get rid of them. Make sure that you can find and fuel your Pulvy -- if you can't destroy their Phase Shield chains, you will deck out.
Graviton
0 wins (0 of them EMs), 4 losses
Insanely difficult. Momentumed, growing creatures are horrible enough already, but they also have Explosions to make you even angrier. Even the mighty protected Permafrost has problems if too many of their creatures are Momentumed. Use your Antimatters wisely on larger and Momentumed Firemasters, and Liquid Shadow should target opposing creatures with Momentum. As usual with opponents that have large amounts of permanent control, use your Hourglasses and Towers as bait to protect your shields, Shards, and Pulvy. Mindgating a Gravity Shield is very helpful, but you'll want to watch out for sudden applications of Momentum, which will ruin your game.
Hermes
1 win (0 of them EMs), 10 losses
Insanely difficult due to the amount of permanent control and rapidly growing creatures. Use your Towers and Hourglasses as Explosion bait while you try to get a Jade Shield or protected Permafrost into play, along with Shards for stalling. Hope that you get lucky with the Permafrost freeze chance -- your survival depends on the RNG. If their Destroyers get frozen, it's a suitable time to apply some Aflatoxin to it while they can't grow. Otherwise, just put it on a Brimstone Eater or Fire Spectre while you hide behind your shield and watch their field fill with Cells). Liquid Shadow is handy for getting rid of Antimatter their Ruby Dragons if you manage to get that far into the game.
Incarnate
7 wins (4 of them EMs), 2 losses
Pretty easy; you'll survive the early game, but beware of decking out. Antimatter the Vampires for an instant Liquid Antimatter effect. Bonus tip: if you Antimatter the Vampire BEFORE destroying their Eclipse with Pulvy, its attack will go from -6 to -8 when Eclipse is destroyed. Make destroying Eclipses a priority, followed by the Bone Walls -- they will be the bane of your existence in the late game, especially if you can't get Quinted Destroyers out relatively early.
Miracle
3 wins (0 of them EMs), 2 losses
Pretty easy, though you might get outrushed early or deck out due to Miracle spam if you're unlucky. Destroy their Shields and Light Towers whenever possible to prevent back-to-back Miracles. Antimatter the Dragons or blessed Pegasi -- the Liquid Antimatter combo works well here. Use Mindgate as an improvised Fractal by holding on to all your Mindgated creatures until you can play them all in one turn and win. Watch your damage output carefully; you don't want to deck out due to untimely Miracles.
Morte
2 wins (2 of them EMs), 5 losses
He has both Bone Walls and Miracles, so losses are decking out are much more common than with Miracle and Incarnate, but Morte is still fairly easy. Antimatter the Dragons, and you can Liquid Shadow them if you'd like -- their Archangels are nice enough to keep their Liquid Antimattered Dragons alive for you. You may wish to put a few of your Mindgated creatures on the field to help take out Bone Walls, and then save the rest to use as an improvised Fractal to avoid triggering Miracle.
Neptune
14 wins (10 of them EMs), 1 loss
Very easy, though you may lose due to getting outrushed by Dragons and Crawlers if the AI gets lucky and you can't get a shield out in time. Permafrost is a wonderful lifesaver. Antimatter goes on the Dragons; feel free to LS them if you want. Otherwise, Neptune's pretty straightforward to play against.
Obliterator
10 wins (4 of them EMs), 9 losses
Almost a coin flip match-up. Draw aggressively for an early Pulvy to destroy incoming opposing Pulvies, and hope that they don't get an early protected Pulvy. If they do get a protected Pulvy out, then protect your Permafrost (or use Jade Shield, though Permafrost works better in this case). Use the Liquid Antimatter combo on their Dragons -- preferably their Momentumed ones.
Octane
5 wins (3 of them EMs), 1 loss
Easy if you can get Jade Shield up early on, a little bit difficult if you can't. If you don't have Jade yet, destroy their Gases with your Pulvy. Antimatter their flown weapons.
Osiris
3 wins (2 of them EMs), 6 losses
Easy if you can find a shield and a Pulvy in time -- Permafrost is ideal in this match-up. Antimatter, Aflatoxin, and Mindgate aren't too useful because of their Scarabs' tendency to eat everything -- including Antimattered/Aflatoxined creatures and Cells! Liquid Shadow or Antimatter a Pharaoh (if it's early enough, so that Scarab production slows down) or a Momentumed creature (in hopes that the Scarabs will eat it). Catapults make him a little more dangerous, but as long as you can get Pulvy out to destroy them before too many Scarabs are launched at you, you're fine.
Paradox
2 wins (1 of them EMs), 3 losses
You could get outrushed early or deck out from Miracles, but it's still fairly easy. Permafrost is amazing here. Antimatter large Deja Vus; if you can get them before they split, the AI will still stupidly split them. Aflatoxin or Liquid Shadow their Rays of Light to minimize :light quanta production and therefore the Miracle spamming. If you can fill their field with Cells, then you won't need to Quint your Destroyers. The most difficult part of the duel is probably preventing the Miracle spam at the end.
Rainbow
4 wins (2 of them EMs), 6 losses
Very difficult due to the amount of permanent control, and also Miracles if you manage to survive to the endgame. If you can get a Pulvy to survive on the field (through clever Hourglass and Tower baiting), keep destroying their Hourglasses to reduce the amount of draw they have access to. If you can, protect your Permafrost. It's going to be rather difficult to work around Miracle, since the creatures gained from Mindgate require lots of growth time in order to be effective.
Scorpio
1 win (0 of them EMs), 7 losses
A little bit easier when you can get Mindgate working early, but it's still a hard match-up. Set up a Permafrost Shield quickly. Antimatter their Dragons, Liquid Shadow their Physalias or Puffer Fish. Mindgate can provide some support if it gives you Congeals to use on their Physalias and Puffers. Pulvy is useful in destroying their weapons and shields.
Seism
7 wins (6 of them EMs), 7 losses
Hard, but still winnable. Play your Towers one at a time until the AI ends their turn with more than 2 :earth left before quanta generation. Early Supernovas and/or a PA on your Towers makes life much easier. Permafrost is again very useful. Antimatter their Dragons (use the Liquid Antimatter combo on the Basalt Dragons, not the Silurian).
Possible Modifications
I've found Liquid Shadow to be a little lacking, because it's only a one-shot card and I've rarely had the opportunity to use it for achieving an EM.
You might wish to remove it for one of the following cards (in no particular order of recommendation):
- Improved Heal -- For easier EMs.
- Miracle -- For mid-game survival. I'm still not particularly convinced that it will save you in the early game, because of the number of turns needed to save up 12 :light.
- Air Nymph -- More damage and even some creature control from the Unstable Gases it generates. However, this does conflict with Aflatoxin.
- Improved Fog -- More early-game stalling so that you can survive to set up the combo.
- Electrum Hourglass -- Having a third Hourglass allows for more consistent draw power, and also more bait to draw permanent control away from your Shields, Shards, and Pulvy.
- Improved Dusk -- Early-game stalling so that you can survive.
- Steal -- Take away threats from the opponent and use them yourself. Generally only used to take away enemy shields, weapons, and Bonds.
- Silence -- Counters FGs with Miracles, and also helps slow down the opponent if they don't use Miracles.
Epic Screenshots
Click HERE (http://elementscommunity.org/forum/index.php/topic,17625.msg254666.html#msg254666) for a collection of winning screenshots against a variety of FGs.
Soon to come:
- More v1.26 testing
- More epic screenshots of the deck at work?
- Possible changes/substitutions to the deck?
Hover over cards for details, click for permalink
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 77f 77f 77i 7ak 7ba 7ba 7ba 7ba 7ba 7dq 7dq 7gp 7gp 7q5 7q5 7te 80h 80h 80j 8pj
135 wins - 146 losses (281 games played total)
48.04% win rate (47.48% normalized)
44.44% of the wins (60 of the 135) were EMs
Chaos Lord -- 4 wins (1 of them EMs), 10 losses
Dark Matter -- 0 wins (0 of them EMs), 6 losses
Decay -- 7 wins (6 of them EMs), 6 losses
Destiny -- 16 wins (5 of them EMs), 2 losses
Divine Glory -- 3 wins (2 of them EMs), 10 losses
Dream Catcher -- 4 wins (2 of them EMs), 5 losses
Elidnis -- 8 wins (2 of them EMs), 2 losses
Eternal Phoenix -- 1 win (0 of them EMs), 12 losses
Ferox -- 4 wins (3 of them EMs), 5 losses
Fire Queen -- 8 wins (3 of them EMs), 4 losses
Gemini -- 3 wins (2 of them EMs), 2 losses
Graviton -- 0 wins (0 of them EMs), 12 losses
Hermes -- 1 win (0 of them EMs), 17 losses
Incarnate -- 8 wins (5 of them EMs), 2 losses
Miracle -- 4 wins (1 of them EMs), 2 losses
Morte -- 10 wins (2 of them EMs), 4 losses
Neptune -- 13 wins (10 of them EMs), 2 losses
Obliterator -- 7 wins (1 of them EMs), 6 losses
Octane -- 6 wins (4 of them EMs), 6 losses
Osiris -- 5 wins (2 of them EMs), 3 losses
Paradox -- 11 wins (6 of them EMs), 5 losses
Rainbow -- 1 win (0 of them EMs), 8 losses
Scorpio -- 5 wins (0 of them EMs), 6 losses
Seism -- 6 wins (3 of them EMs), 9 losses