New Version as suggested by fellow kongers (actually it's Dm only, kudos to you sir).
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2 Mind Flayers keep Maxwell's, squids, otys away, silencing physalias, steamies, spirits, wyrms, saders and ignore FFQs and Pharaohs. Drawing it protects your destroyers from lots of damage.
Firemasters replace spirits, since they cost 1
only, which can be easily funded by cremation/nova, and has triple the resilience of a fire spirit.
Fire mark has great synergy with cremations to play multiple destroyers, or ablazing the firemasters.
So, I was lurking and the forums and I saw ubah stompy (
http://elementscommunity.org/forum/index.php/topic,14020.msg188866.html#msg188866)
And then I got an idea.
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Wings used to be the staple card of T50 grinding, whether in control bows or in D/BH bows. Now it is next to pulvy/DBH in arena grinders, arguably the best shield in bows.
As for the fire spirits, I found them really versatile while messing around with them in the ubah stompy deck. In fact they are better than golems in terms of stability, as they are never priority CC targets of the AI (IIRC, what they care is cost, not ability/stats). Golems can be CC shields while the spirits pump. Feel free to cremate them, though. It's one of the reasons I don't upgrade them (or maybe I'm too lazy, lol).
As for you gemfinder zealots:
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Happy now?
Not yet?
I think you miss photons in upped cremation rushes:
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Do you like Balls?
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Again, mod list:
Mind Flayer is good for AI3 grinding, as lobo shuts down a lot of harmful cards.
CP for Werewolf and Blessing helps with resilience, consider that fire spirits and lave destroyers are quite fragile.
Unstoppable for moar shield penetration.
If you're not using the wings variation, a Fog can also perform pretty well.
Vamp Dagger for Arsenic sometimes work, too. Take out the Werewolf, though.
Lightning for minor CC is doable.
Precogs add consistency.
The list goes on and on...