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Hello forum!
Well, I know that a lot of decks like this get posted, but here is the one I've finally settled on. It's a Scaredgirl/Puppychow variant, but I think it is better than a lot of the other variants I see posted.
I have beaten all the false gods with this deck except Eternal Phoenix I think, and I like this deck because you actually have a chance against all the false gods! I just got done winning 4 in a row; Seism, Dream Catcher, Decay, and Gemini, so I felt bold enough to post this. Please give feedback/suggestions/criticisms, I wish I had more comprehensive stats, but I think this deck def plays above 50%.. Let me know how it treats you.
Strategy:
This plays like all the rest, the key here is having a good balance so that all FG's are feasible opponents.
Comments:
1) Deck Size- The small decks to me don't allow for enough important cards to have a chance against every FG. If the uneven number bothers you, remember that there are 52 cards in a deck of playing cards! I wanted to have 50, but it just wasn't working as well.
2) Fallen Elf is better than Faller Druid- Elf is much more useful. It can up your skellies in the end-game just fine, with the added benefit of making your opponent's creatures Otyugh edible... I don't get why everyone goes with the Druid.
3) Butterfly Effect + extra Otyugh is better than Pulverizer- I know some might disagree, but I used to play Pulzerizer and this is working much better. Not only does this up one's chances of getting an Oty early, it allows for Permanent Destruction to continue even when Eternity is played, and (entropy quanta is less used than gravity quanta) Oty's or skellies are the only targes for Butterfly effect, and either should be Quinted pronto if possible
4)Unupped Boneyard is better- cause its cheaper and skellies don't matter that much.
5) 2 Protect Artifacts? - Yes. They are a must against certain FG's (Seism, Dream Catcher), I usually will put one on Quantum Towers and one on Eternity.
6) Stall Cards- 6 Sundials is good, no reason to have less. 3 SoG and 1 Feral Bond seems to be about the right amount of healing... too many SoG's and you don't get to your other cards, and the Feral Bond allows you to take a beating late game when you have lots of creatures. The Miracle comes in handy against most FG's, and also makes Scorpio and Divine Glory more playable...
7) Shields- 1 Bonewall, 2 Phase Shields, and 1 Permafrost has been workin well, Ideally, its phase shields early and bonewall later fed by Oty's. Permafrost whenever it seems useful, like against Osiris, Paradox, Morte, and anyone else who has masses of creatures.
8 ) Quantum Towers and Supernovas- This ended up being a good balance, more novas were too many, esp since the mark is time and not entropy. Mark is time because the time cards are so essential... So yea.
9) Other- The extra Oty is partly because of Butterfly Effect, 1 Firestorm mainly to help against Gemini's Phase Recluses and mass skellies, also to weaken stuff enough for Oty's. I know people play 2 Firestorms or 1 and 1 Plague, but I tried those and didn't find them as useful, the 2nd firestorm wasn't worth the space it took up. Same with a 2nd Steal, 1 is enough.
10) Things i'm not sure about- The only thing I might add is 1 more quint. I like to quint an oty, and also quint whoever gets butterfly effect, but that means i can't quint the fallen elf or the elite queen. I also could be talked into changing the supernova/tower balance, or maybe another firestorm...
Enjoy!
John