I completed 100 games of testing on my 5 Sundial variant. It performed the best yet for me of any variation, but I still think it can be tweaked even higher (notes below).
Win Rate: 0.63
Normalized Win Rate: (
http://elementscommunity.org/forum/index.php/topic,2237.msg31191#msg31191) 0.65
Detailed Statistics (
http://elementsstatistics.comxa.com/getstatistics.php?dv=694112412)
First disclaimer: This is not just a 5 SD variant. I tried 2 other things alongside it. More below.
Second disclaimer: I believe I was lucky on Seism win rate. I cannot imagine it will hold up to 45% against him.
General Note:You have to tailor to your play style. As I play this game more, I am finding this to be true. For instance, Puppy Chow's deck has an unbelievable win rate for him of 69% or something, but when I played a couple hundred games with it, I was not even close. I was not even over 50%.
Key Point:
The most important thing about beating False Gods is staying alive.You cannot outrace them, you cannot outdraw them. Its not about having massive damage, its about staying alive in the early game. If you can do this, you will win. This is not necessarily the "fastest" way to win, but it is certainly the best way to an increased win percentage. With this as my primary principal, I modified the deck to be even more defensive to put my theory to the test.
Base deck is my 4 SD version that is on the lead post.
Change #1: Replace Improved Steal with a 5th Sundial.
This makes it the 5 SD variant, but at a cost. Here is how I was using steal:
Chaos Lord: Dissipation field in the late game to speed up his demise.
Destiny: Hourglass or an Eternity
Elidnis & Ferox: Feral Bond
Fire Queen: Eagle's Eye, or Feral Bond
Gemini: Phase Shield
Gravitron: Grav Shield
Hermes: Fire Buckler (only when I either was forced to, or did not have my shield setup)
Incarnate & Morte: Graveyard
Miracle: Emerald Tower
Obliterator: Pulvy (when he doesn't protect it right away)
Rainbow: Hourglass
Scorpio: Permafrost (only when I did not have my own setup)
Seism: Diamond Shield or Pulvy
If not listed, I didn't use it. Of all these uses the only critical ones are to block Obliterator, get the Grav Shield, or slow down Rainbow's draw. Everything else is surely useful, but I viewed as not required to win. So yes, giving up Improved Steal does hurt a bit, but it is not a deck critical card.
On the 5th Sundial, I did find it to be useful. Again, I have the light quanta to use, and every turn of delayed attack is another turn I have to setup the Bone Wall engine. Furthermore, they help me get Elemental Mastery in the late game if I need a few more turns with the Bonds.
Change #2: Replace Fallen Druid with the Arctic Octopus.
Sticking with the theme of defense, this fits the bill. It also gives something to do with all the wasted water quanta. I found the Octopus extremely useful. It holds momentum guys from Gemini, Gravitron, and Obliterator. It also generally will help save your butt while you are slowly getting your firefly damage going.
Giving up the Fallen Druid hurts for sure. I decided to take it out so I did not have to spread my quints too thin. Generally, 1 for an Oty, 1 for the Queen, and 1 for the Octopus. The druid helps get powerful creatures, but it did not help keep me alive. So I made the tough choice to remove it. This made a few matchups take an extra 5 minutes to complete (Chaos Lord, Elidnis, Miracle, etc). This choice also cost me a couple wins against Elidnis. He gets 6 immortal guys out, 6 bonds, and a Jade shield, and its nearly impossible to crack through with just fireflies and a big Oty.
Change #3: Replace a Protect Artifact with a Quantum Tower.
The reason I did this is because I still think 11 QTs and 2 SNs is a bit too thin. The deck does recover well from being short early towers, but I could trace back a handful of losses directly to having too little early game quanta. Increasing the ratio to 12 QTs seems like a better fit. Its hard to say if this change helped the deck or not. It certainly helped get better quantum generation for the first 10 turns, and it felt right, however taking out the PA will directly impact your win percentage against Seism. I feel I was lucky to get a 45% win rate against him with only 1 PA.
Extra Notes:- The extra SDs clearly helped me against Gravitron, Gemini, and Obliterator. Halting those momentum guys was huge.
- I found the Octupus to be very useful. I was happy with this being in the deck, as it often was used in the close games that matter for increasing win percentage.
- The deck is slower. It takes forever to crack through Elidnis & Miracle's jade shield. Similarly you are in for a long wait against Chaos Lord as you slowly reduce his dissipation shield.
- I think the deck would be better if I could fit a Pulvy in there somehow. The problem is that it would also require an Animate Weapon so you can make room for the Eternity. The draw through on the deck is so quick that I rarely would get the required turns with it to destroy FBs, shields, graveyards, hourglasses, etc. Its first on my wishlist to fit in somehow.
I'm still working on it, but this is my best hit yet over a 100 game span. Deck is attached.
Here are the detailed stats. (
http://elementsstatistics.comxa.com/getstatistics.php?dv=694112412)