The idea is to be fast.. very fast.. and then use eternity to rewind yourself forever
There are 3 quints, so quint one oty, the druid, and either a strong mutant or ffq. There are two protects so put protect on eternity (which should be played mid to late game,unless you really have to do it early) and another one either on towers (against seism) or on hourglass (against the exploding/stealing fg). Be judicious with when/how you use your shields!
The deck is all upped and has many versions, in the top post I'll post 4.
Vreely's variant of my "fat" deck (59% win again all gods), Vreely's 36 card version (62% win against all gods), my original "fatty" (55% win against all gods), and original "slim" .
The 40 card deck by Vreely get about 59% success rate against ALL gods.
Games: 181
Win Rate: 0.59
Elemental Mastery Rate: 0.50
Cards Won: 43 (0.24 per game)
Easiest God (min 10 games): Fire Queen (0.96 win rate)
Hardest Gods (min 10 games): Divine Glory, Dark Matter, Hermes (winless)
Gravitron win Rate: 0.32 (See he is beatable!!)
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Possibly a better version is the 36 card version although some people don't like it as much.
I completed a 100 game test on my 36 card variant with these results:
Win Rate: 0.62
Normalized Win Rate: 0.61
Detailed Statistics
The idea behind this deck variant is to shrink the size down in order to get some key cards out quicker (Oty's, Feral Bonds, etc.)
Furthermore, in a smaller deck, you can remove some cards that were dead draws previously. For instance, you can safely remove one of the 4 hourglasses and still maintain a good enough ratio to get the draw going. Since the 3rd and 4th hourglass are typically dead cards in your deck, this removes one of the dead cards. Likewise, a 3rd Quint is usually not required, and where we needed 3 in the deck before to get it early enough, a 36 card deck lets you get by with 2, again removing what is often a dead draw.
Finally, fewer cards creates more consistency in your opening draw. This is a good thing, although does not really change much of the statistics on its own. The downside of this deck variant is that its harder to play well. As a player you really need to know the FGs your facing and how their scripts are processed. You have to often play odds in when yous start/stop drawing, when you play your weapons, and when to risk an early creature. Where as the previous variant, you pretty much just blindly draw as many and as fast as you can, this deck requires much more finesse. I will give examples in the FG notes.
This deck did not produce any better results than my 5 Sundial variant, however it seemed better to me. Also, with the addition of a Pulverizer it makes many of the games go much faster, drastically increasing your win rate per hour. So even if it is not statistically any better, I personally like it better even though its harder to play right. I do not recommend it for beginner players. Play a few hundred games with the easier variants first.
Changes:
* Added a Pulverizer. This requires you to juggle weapons intelligently, but really helps against some of the FGs. It makes up for removing the druid as it greatly speeds up the games where the FGs have defense. This was a key addition.
* Removed a Super Nova. They help early, are useless late, and have the danger of choking your opening draw. Still, a little injection of quantum at the right time is worth carrying a single copy.
* Removed a Protect Artifact. Like my 5 Sundial variant, this requires more careful planning, but helps keep the deck trim. Also, with 36 cards, the win rate for Seism should go up over my 40-card 5 Sundial variant.
* Again, replaced the Druid with the Arctic Octopus. It figures into defense, and I liked it in my 40-card 5 Sundial variant, however I do not think the octopus is quite as critical in this version due to the Oty's coming out sooner. Still it saved my butt enough times to warrant inclusion over the druid.
* Removed Improved Steal. See my writeup for the 5 Sundial variant.
* Removed an hourglass. With 36 cards, you can get away with one fewer of these and still get early draws going.
* Removed a Quintessence. You only really need 2, but you need to be smart about how you play them.
Play Notes:
Chaos Lord:
The Pulverizer wrecks his day. Hold onto your Eternity and slow down your draws as soon as the Pulvy hits the table. Taking out his Dissipation shield will end his day really quick. If your Pulvy comes out in time where you won't need to rewind your own cards, then protect it so he does not steal it. If you judge that you are going to need to rewind, then do not play it because you will need your PA for Eternity and he would steal your Pulvy to ruin your day. Like most FGs, he will beat you in an early rush, especially if he gets some nasty early mutations.
Dark Matter & Divine Glory:
Forget about it. You have lost before you started.
Destiny & Paradox:
So long as you don't get rushed, its an easy win. Pulvy Destiny's hourglasses and rewind any of his nasties that he cannot replay. A fireball will win you the game against Paradox. Also against paradox, quint any Oty that is getting beefy so that he does not twin it multiple times and surprise you.
Elidnis:
Without the druid, you need to use the pulvy to destroy his bonds, otherwise you are in for the long-haul. If he does not quint his forest specters, then you might may want to chance an Eternity to rewind them to feed to the Otys. If you are careful, you can play Eternity early to bounce back his guys, then replace it with the Pulvy to take out bonds. You need to be smart and only do this if you can minimize your card drawing.
Ferox, Fire Queen, & Miracle:
Very easy pairing. Every once in awhile, the early rush will take you down, but after that you are in the clear. Fire Queen is a little trickier since you have to save quints in case he gets his eagle eyes going. Once you have an Oty out of 8 defense, and a Pulvy as backup, then they are no longer an issue. You still need to quint an Oty and a Queen however since he has the fireball thing that is annoying.
Gemini:
This one got much easier. Many strategies work, from destroying his gravity, freezing his momemntum guys, bouncing back momentum, sundial to stall, and most of all, picking off his phase shields as they come out. The Pulvy makes this a cake walk after you fight off the usual early phase spider rush.
Gravitron:
This "should" be easier than other variants because it should be easier to get the Immortal Oty out with a Fireball to get him going. My stats do not bear this out. Perhaps I was unlucky, or perhaps the reduced deck size makes the permanents that much more vital and therefore critical from being exploded. I did only have 8 games, but I would expect the 0.17 win rate to go up a bit.
Hermes:
You have a much better chance with him now, but this is one of the trickiest one to play out. Mostly in deciding what to do with the weapons. You have to play the situation and take risks on what to play first, and what to protect. I don't think decking out is an issue so long as you do not have to draw like made through 25 cards. You need pulvy to take out the fire shield, but you also need Eternity to rewind his lava Golems that have grown too big to eat. Once you do get setup with an immortal Oty, then you can just eat them as he serves them up, but before then its a real juggling match.
Incarnate:
Pulvy his boneyards, & freeze stuff to slow him down. This one is easy.
Morte:
The poison can hurt if you don't get your Bonds going in time, and you have to be a bit careful with how you deploy your 2 Quints to dodge the plagues, but this one is winnable. For some reason I only faced him once in 100 games, but I think it would be a high win rate. I am looking to quint an Oty, then either the Queen or the Octopus, depending on the game situation. Destroy Graveyards with your Pulvy, but really you can do fine with switching to Eternity whenever you want.
Obliterator:
Same strategy as always here. If he gets a protected Pulvy out, you're pretty much done. Hopefully you get a pulvy out first and can snap off any that he plays. You have to be smart about when to play Eternity, as you need it to rewind early momentumed basalt dragons. Do not be afraid to play Eternity first, then replace with a Pulvy after a couple rewinds. Its a challenge to get an Oty big enough to be useful, but not impossible. Still a tricky game, and I suspect the win rate will be below 0.50
Octane:
I only played him 3 times, and picked him twice. I was probably lucky, because he seems hard. In both my wins, I had an early Pulvy that basically handed me the win. The other trick is getting 3 snacks with your Oty so you can eat most of the stuff he plays. I quinted an Oty, then the Queen, although I would quint the Octopus early if needed to survive.
Rainbow:
Like usual, this guy continue to be a thorn. Theoretically, the Pulvy will help you out if you get it early enough and keep it around to kill off his hourglasses, but with only 1 protect, you simply need to save it for the Eternity, so its a necessary risk that could cost you the game if/when he steals it. He'll zap all your hourglasses, so use them as you can. A bonewall is your savior because he will target his explosions, and pulverizer destroys on that, leaving your muc more needed bonds and boneyard. Its not impossible to beat him, but as always, you need to get lucky.
Scorpio:
Its a flat out race against him. You need to get your bonds setup to counteract poison. If you can do that before its too late, you'll win. You will quint an Oty for sure, then either an Octopus or the Queen. Do the Queen if you do not have a boneyard up because its critical to get 10 or so creatures out to counteract poison. If you do have a boneyard up, the Octopus is nice to quint so he can stall for you as you generate skeletons.
Seism:
With only 36 cards, the single protect deck should have a slightly higher win rate than the 40-card 5 Sundial variant. My stats here do not bear that out, but it would over time. The Pulvy is nice for picking off his diamond shield, but I often end up using Eternity to rewind his shriekers before they burrow so I can get an Oty out to eat them. Octopus is a huge bonus here.
Deck Import Code:
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Here is my original fatty, from original 40 matches I played (discarding graviton, divine glory, and rainbow) I had about 67% win... but with more experience I think a better number would be about 63%.. and about 55% if you count ALL gods (jangoo's version gets about 57%).
win loss em % win % em
Firequeen 5 0 5 100 100
chaos lord 2 2 1 50 25
miracle 4 0 4 100 100
Destiny 2 0 2 100 100
scorpio 1 3 1 25 25
morte 3 1 1 75 25
Elidnis 2 1 0 67 0
Seism 3 2 3 60 60
Hermes 2 3 2 40 40
Obliterator 2 1 0 66 0
Gemini 1 0 1 100 100
Average 27 13 20 67.5 50
here is the deck
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Compared to the original deck, it works much better, but some people like the idea of a 35 card deck, so here it is
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