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I started farming FG using the slim unupped version and evolved it to the above version after trying all the others.
Thank Chapux for such an effective deck and I would like to share some experience in using it.
This version aims for a better win/lose ratio to fight against more FGs rather than EM and keeping a small deck size means fewer bad hands and faster game play.
- Two Sundials are there to bait for steal and destroy and they are a better choice over Shard of Gratitude.
- Five HourGlasseses to ensure you can have one on the field in the early game.
It also ensures that you will always have one to two HGs functioning well from mid to late game after being destroyed and stolen.
(Don't hesitate to use your Phase Shield as an early bait against FGs with lots of Permanent Control and against Eternal Phoenix, Graviton, Hecate, Octane)
- Two Santuaries as their primary usage is to help you stall through the early game and as a counter card against FG with quanta control: Dark Matter, Decay, Dream Catcher.
(3 or more Santuaries are not necessary since they compete for your light quanta and you will most likely discard it)
- Two Purifies to greatly increase the W/L ratio agianst Hecate, Morte, Scorpio, Serket. Very often I found having one timely purify is not enough to secure the win if you got poisoned early.
Use them wisely: Play the first one when you got 1x poison counters and the second one to secure the win or EM.
(4 HP Recovery during the enemy turn along with 8 HPR by Santuaries during your turn will be enough to gain EM in most cases)
- An Electrocutor to make it possible to fight against momentum deck and deck with Shard of Focus: Akebono, Dark Matter, Gemini, Graviton, Obliterator, Osiris
It's also a lifesaver to remove butterfly effect from Dream Catcher and poison effect from Physalia creature.
Moreover an early Electrocutor can often reduce the FG hp down to or below 152 so that you only need a 7 or fewer cards combo to finish it off.
Adding a second Electrocutor to the deck is also recommended since it might almost double the win rate against the FGs (most of them are hard gods) mentioned above but every single card added will reduce the win rate against others.
- Play your First Phase Shield as late as possible (Aim for 28 or fewer remaining cards in your deck)
An exception is that you should place your Shield before your hp went down below half when you are fighting aginst FGs with spells like Fire Lance or Siphon Life.
- Having your First HourGlass on the field as soon as possible. If you have more than one Phase Shield (Your hand plus your field), wait for 4 time quanta to play the second HG or keep drawing card until you have one Phase Shield on your hand.
- Bait
Start baiting in turn 3 or 4 onward.
Don't bait in the successive turn if possible during the early game (the permanent card was stolen/destroyed in the previous turn). Bait one turn after that to let FG draw the card to steal/destroy your next bait.
- Myth (8-card combo)
You don't always need 8 cards in your hand to finish the FG off in one turn.
If you reduced the FG HP to 152 or below (by Electrocutor or Twin Universe on one of the FG creature in the previous turn), you can finish it off with 7 cards or less
You can play the Light Dragon on the field to free up your hand and make some damage against FGs with no/limited Creature Control:
Divine Glory, Ferox, Gemini*, Incarnate*, Miracle*, Paradox*, Serket
(*conditional - detail in the next section)
EM is gained after calculation by knowing how many cards you can draw, play and hold, how many damage you will deliver as well as how many hp will be recovered over the next few turns.
- False Gods (List of Easy to Recommend Skip Gods)
Reference Link:
Here are the decks of the actual False GodsFeel free to have a try and comment.