So the other day, a noob asked me, how can I grind a half blood without any good cards?!
And I answered myself (see what I did there?) with a rainbow deck of course. But a lot of people have been complaining that you need an eternity to beat the false gods. So I attempted to make a rainbow deck with no rare cards, and no upgraded cards, that could do three things.
1. Consistently beat level 3s.
2. Grind rapidly against level 5s.
3. Occasionally beat False Gods.
(I did NOT however look at this deck once upgraded)
The first thing I thought about was what other rainbow decks did. And, I realized, they all relied heavily on sundials and such to delay until they could out-heal any damage. But as sundials have been nerfed, I needed a way to out-heal damage without using so many delays. The solution was creature control.
Hover over cards for details, click for permalink
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vm 52k 52n 52r 55r 55r 5c6 5c6 5c6 5f8 5f8 5if 5lf 5lf 5rl 5rl 5rl 5rl 5rl 5rp 5rp 5rp 5rp 5rq 5rq 5rq 5up 5up 5up 5up 61r 61r 61r 61t 61t 61t 8ps
Quantum Pillar x 23
Fallen Elf x 1
Vulture x 1
Boneyard x 1
Bone Wall x 1
Otyugh x 2
Emphatic bond x 3
Rain of Fire x 2
Mind Flayer x 1
Blessing x 2
Golden Hourglass x 5
Sundial x 4
Scarab x 3
Steal x 4
Parallel Universe x 3
Dimensional Shield x 3
Now I realize this deck doesn't look too good. Not many delays, not many heavy hitters, yadda yadda. And it's not very balanced. There are zero earth quantums ever used. Gravity, Time, and other quantums are heavily used. But look at what it does do.
Five out of 60 cards have devour, and when you finally get your draw cards, you'll get all of those. Every card is creature control in some way, except for vulture and boneyard. And whatever you get or whatever you need, you can Parallel Universe to get. The hope is to delay until you can get some kind of creature control out, and use THAT to delay until you can either hyper build your bonewall, have huge devours, have huge vultures, mutate something you can use, or Parallel Universe something good.
Here's some generic battle pictures:
The opening:
Some pillars, some delay, and a devour/control card
The turn around:
You can now stop any combo they try and pull, and have at least one heavy hitter
The win:
More creature control than can be dealt with, plenty of heavy hitters, note the piles of permanents.
THE STATS:
Level 3s
9 Wins, 1 Loss, 2 Masteries
Level 5s
6 Wins, 4 Losses, 4 Masteries
False Gods:
5 wins, 45 losses, 2 Masteries
(Bear in mind this is with no rares and no upgrades)
THE FALSE GOD RUNDOWN:
Destiny: 0 wins, 3 losses
A rather luck based battle, just try and deal with the eternity as fast as possible. Try and grab good mutants too.
Fire Queen: 3 wins, 1 loss, 1 mastery
A well timed Rain of Fire makes for a fun match. Just make sure your devours and lobos stay ahead of it's queens. If you can, steal the feral bonds too. But stealing the Owl's Eyes are more important.
Graviton: 0 wins, 3 losses
Momentum makes your delays useless, and an early otyugh is difficult to surpass. Still, it's doable if you start faster than they do.
Paradox: 0 wins, 2 losses
Beatable, but watch out for his parallel universes. There's plenty of food if you can keep up with it.
Miracle: 1 win, 5 losses, 1 mastery
If you can get your delays out, and get a hold on the FFQs, you should be okay, but early dragons can end a match quickly. As it's a devour based deck, the three miracles really don't help it, and actually mean if you win you'll master.
Seism: 0 wins, 7 losses
By the time you get past all his quicksands, you're dead. Even if he doesn't get a quicksand the whole game, his speed is difficult to stop, and burrowed creatures are an end to your fun. Reverse times can end a winning streak in the late game as well.
Dark Matter: 0 wins, 2 losses
Black Hole spam will stop your deck before it starts. Early strong otyughs are a game over.
Rainbow: 0 wins, 3 losses
Congeal spam will prevent your deck from truly getting going. You'll need rapid draws to win, but steal his hourglasses and you'll have a chance.
Chaos Lord: 0 wins, 5 losses
You can't rely on him to supply devours. Improves make it a fun god to play.
Incarnate: 0 wins, 1 loss
The poison prevents your otyughs from getting very big, but it's doable if you can kill his parasites wihout losing all your creatures. Vampires aren't the strongest, so you have a fighting chance.
Obliterator: 0 wins, 3 losses
Once he's out of gravity pull, you should do okay. Just beware his protected obliterator, with it out you can't rely on your permanent swarm. Buried creatures with momentum can be a huge problem, but shriekers are squishy and a big enough otyugh will help loads. It's doable if you can move fast. Either stop his protect artifact, or stop his burials.
Morte: 0 wins, 4 losses
Really fast, and it's difficult to keep your creatures alive. Plus, devouring won't help you get big enough to kill scavengers.
Scorpio: 1 win, 4 losses
Lobo is difficult to get around, but if you can outheal the poison, you're golden. Creatures are really weak too, easy to eat.
Elidnis: 0 wins, 2 losses
Congeal spam will prevent your deck from truly getting going. You'll need rapid draws to win, but stop the growth and you'll have a chance.
Divine Glory: 0 wins, 1 loss
No food to eat, no creatures to control.
Hermes: 0 wins, 1 loss
The fire lances will be annoying in the early game, the grown will be annoying in the late game. Send out non-vital creature until he runs out of lances.
Alternatives:
Put in Maxwells Demons.
Put in more heals.
Upgrade it.
Swap out some pillars for stone armor.
Swap some pillars for more scarabs.
I recommend against Nova, it just takes up space. I'll update the main post as I get more/better ideas. Waddaya think?