This is the deck I'm using for false god farming. The goal is to maximize the chance of the winning games where longer amount of time is invested, while getting losses quickly, without spending time on them.
The nature of false gods make fast victories nearly impossible, so this strategy seems the best to me to get the most out of the time spent.
The deck isn't anything new or unusual, and you have probably seen tons of similar ones, unfortunately this is still the only good deck for farming gods.
Hover over cards for details, click for permalink
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u6 717 71b 74b 74b 74b 77f 77i 7am 7ba 7ba 7ba 7ba 7do 7do 7n3 7q5 7q5 7q5 7q5 7q5 7q5 7q8 7q9 7q9 7q9 7q9 7q9 7q9 7t9 80d 80d 80d 80d 80h 80h 8ps
A quick breakdown on strategy card-by card :
6x Electrum Hourglasses.These are the soul of the deck. The only reasonable way to counteract the card advantage a god gets is by drawing even more than them ourselves. The deck won't work too well if these are not upgraded, but it can most likely still be easier gods.
6x Sundial (upgraded)Each of these give you a free turn and a free card draw. Upgraded ones are the best because they don't cost any time quantum
4x Phase ShieldsThe second most important after hourglasses, these provide three free turns each. Hourglasses and weapons have a higher priority when the AI is selecting what to destroy, so you can feel safe when using them most of the time.
The core strategy involves stalling the opponent with these and sundials, while having a hourglass or two out and drawing extra cards. With a single hourglass, you can draw up to 42 cards during the turns gained by these and sundials, but you are guaranteed to draw a second one sooner or later, so basically, you can draw your entire deck before the god can start hitting you again once you start playing them.
4x Shard of GratitudeAnother key component. They have a low cost, so you can play them early, and they give you additional turns versus early creatures, so you'll need to play your shields and dials later, letting you win even if you don't draw your first hourglass fast enough. It's also the only thing you can do against non-creature damage : heal it back. Also improves you chance for masterities.
Feral BondI'm not entirely sure if this is still necessary, a fifth shard might actually be better, but it helps a LOT against gods that put 25+ poison counters on you. It can heal you 23 per turn in late game when you have the maximum number of creatures. Also a great comeback card if you have graveyard+firestorm.
Edit : It is necessary. I've just lost an otherwise won match because I removed it from the deck and got over 20 poison counters. Keep it.
3x Elite OtyughThis is what will stabilize the board for you and get rid of the opponent's creatures. Against gods who can't target it, play ASAP, without quintessence, otherwise wait until you have a quint, unless you have a spare copy.
Fallen DruidYour way of creating large enough creatures to cut through those dissipation or diamond shields. It also helps against problematic creatures the Otyugh can't handle, and if you are lucky enough, will give you creatures with awesome abilities like devour, steal or destroy. It's often overkill though, so one is enough.
GraveyardPart of the usual combo, gives you skeletons that can be mutated by druid or used to kill the opponent directly. Also makes Feral Bond better.
Bone WallThis is for late game, AFTER you used up your other shields and cleared the board. It can help you to get masterities or against large/immaterial creatures you can't kill. With 3 Otyugh on the table and graveyard+queen, you'll likely be able to generate 6 or even more new walls and never take a hit ever. The best time to play it is immediately before playing firestorm and stabilizing the board. Don't use it early game unless you are about to die.
PulverizerTo get rid of shields, graveyards, feral bonds, hourglasses, or if the god has a bad draw, his pillars. A key card against octane and the gods that play boneyards, and I think I'll include a second copy. The nerf of an additional gravity quantum hurts, unfortunately as you need those for your otyughs as well. Maybe a single gravity pillar or two might be a good idea?
EternityThis is against decking out. If the opponent has some nasty shield and you can't destroy it, you must use it on your creatures to prevent running out of cards. It is also useful as creature control, especially if you didn't draw hourglasses and have extra unused time quanta. Its less important in this version but I'd still keep it, losing by decking out is the greatest waste of time possible. If you have it in your hand, you can also draw more aggressively, until you get the needed card, even if it is the last one in the deck, you won't lose. If you don't have it before you go below 10 cards remaining, stop drawing because if it is the last card, you'll lose.
Protect ArtifactHas two uses, one is to play it on eternity. Gods with strong shields can often destroy eternity, so it is a must to have one of this. Against Seism, play it on your towers instead.
Elite QueenThis and Graveyard are the two cards that give you your main offense. You'd want your second quint on either this or druid depending on the opponent and situation.
Improved StealA backup in case you don't draw Pulverizer in time or don't have enough gravity quanta. If you already played eternity, of have a phase shield out, playing this on a shield or weapon might be bad for you, so a second Pulverizer or an Explosion might be better, I'm not sure. Taking cards like Trident, Lobotomizer or Eagle Eye early can help a lot.
Strategy for each god :Destiny (EASY)He starts relative slow. Using quint on your otyugh is recommended because it can mutate them or remove them with eternity.
Scorpio (MEDIUM)Using your shields/sundials early, around 50-60 life is the key here. Avoid hits from puffer fishes and kill Physalis if you can with firestorm. You'll need a quinted otyugh, as he can lobotomize and freeze using his creatures. Shards will help counteract damage from poison, just don't let it go above 15 in the early game.
Obliterator (MEDIUM)If he gets a pulverizer in the early game and you can't destroy it, you'll lose. Otherwise, you have your usual chances. Quint on the Otyugh and either the druid or the queen is necessary.
Elidnis (EASY)No permanent control, so no need to worry. My only loss came from not drawing a hourglass and getting overrun by creatures due to lack of draw power for more shields. Against untargetable creatures, bone wall is your friend, I was able to hold up over 100 damage worth of untargetable creatures using it.
Chaos Lord (EASY)He has some permanent control. If your only hourglass gets stolen in the early game, quit, otherwise play. Unless he gets some very lucky mutations, he plays small, weak creatures, so even without a hourglass, the shards and shields can buy you enough time to win. He won't mutate your otyughs until they grow so you can play them without quint if necessary, but keep a second copy in your hand. Don't play the Queen without protection, unless you don't plan on using it, it will get mutated. If you can't destroy the dissipation shield, the game might be long, you a protect artifacted enternity is a must to keep available.
Gemini (Medium)Firestorms can handle Phase Recluses well if there are many. His larger creatures are slow to hit the playing field so no need to worry. By that time, you'll have phase shields or bone wall on. Be careful though, he can play 4-5 copies of your (or his own) larges creature, putting 50-60 damage on the table in a single turn. If his hand is full of cards, keep your shields up. He has no healing so will lose before your shields run out. Momentumed creatures can be a problem so keep those firestorms for those if you can.
Miracle (Easy)Large dragons might be a problem so use your eternity or druid on them. Otherwise, this god is easy. No creature or permanent control of any kind so quints and protect is unnecessary, don't waste precious aether quantum on it.
Seism (Medium)If you get a protect artifact early, it's not too difficult. He can't use the ability of pulverizer, so no permanent control. Play no more than one tower at a time, he'll waste earthquakes one them. If he runs out of those, then you can play the remaining pillars. Aether and time quantum is the key here, if you can generate enough for the shields and drawing you'll win, otherwise lose.
Incarnate (Easy)Get rid of the graveyards before killing his creatures, or have a spare firestorm on the skeletons after eating his normal creatures. He can't do that much damage, unless you are giving him skeletons by killing his creatures when he has 2-4 graveyards out.
Paradox (Easy)No permanent control...he can play a ton of creatures, but 2 firewalls, and 18 free turns without taking attacks are more than enough to deal with that. He can't heal himself or deal with large swarms of creatures, so you might even find yourself winning before you kill off his creatures or your shields run out.
Octane (Hard)Pulverizer is your best friend here. The key of the match is drawing hourglasses early. If you can always keep at least one out, he won't destroy important permanents like shards, shields, or pulverizer. Without early hourglasses, you might as well give up.
Morte (Easy-Medium)You'll definitely need a quint on your otyugh here, and an early arsenic with no answers might get you a bit too high on poison, but otherwise not much of a problem.
Fire Queen (Easy)The only way to lose here is by not drawing a hourglass for a long time, and running out of shields before you draw your first otyugh+quint combo.
Fire Storms are great here, especially after playing graveyard and bone wall.
Ferox (Easy)Weakest god, unless he plays a lot of strong creatures early and you have a bad draw or no hourglass, you'll win.
Hermes (Probably hard, only played him twice, won both)Hourglasses are the key here, if you have them, your other permanents are safe. Fire storms are great against his creatures if you can play them in time before their toughness is pumped too high. You might want to play your protect artifact on a hourglass if you draw it early.
Recommended Auto-Quit :Graviton (VERY HARD)His creatures have momentum, so shields won't buy you that much time. He also has creature control, meaning you need a quint on the otyugh, all of his creatures are 5+ toughness, so you need firestorm before you can eat them up, and he has permanent control, so your hourglass or shield might get destroyed early.
Winnable but the expected win ratio is way below 50%, probably near 25.
Dark Matter (NEAR IMPOSSIBLE)You'll need extreme good luck to win this one, so don't start it. It drains a lot of quantum, has creature control, and if you can't kill his gravity nymph early, you lose. Drawing otyugh, quint, lots of pillars, and having enough luck to get the needed quantums before he plays a black hole is unlikely.
Chance to win is like 2-3% at most.
Rainbow (VERY HARD-IMPOSSIBLE)If you draw a lot of hourglasses and a pulverizer to destory his ones, you might win, otherwise, no chance. Also takes a lot of time as he plays miracles even if you do win.
About 5-10% chance, probably, I almost never play these matches. I won the only one I played in the past week.
Divine Glory (HARDEST)Tons of permanent removal, unkillable creatures, and miracles, so you have no hope of beating him before he beats you. Stay away from him.
Chance for victory is very low, and to make it worse, it takes a long time before you lose. Not recommended.
My overall result so far :
46 wins, 37 of them Masterity.
10 Losses.
Games not played, and games against gods listed as Auto-Quit are NOT INCLUDED, not even the winning games. Most of the losses happened in the first one minute of the game.
Basically, you'll have the same 82% win, 66% masterity ratio ONLY IF
-You don't start playing against Graviton, Divine Glory, Rainbow and Dark Matter.
-You don't start playing extremely bad hands with only one or zero towers.
-You know how to play the deck properly.
As the cost of 30/abandoned game is minimal compared to the 120 electrum won per masterity, and the 1100+ electrum per winning spin resulting in an upgraded card, not playing those games is the BEST way to do it. Your time is far more precious than 30 electrum.
Playing this deck over a longer period of time is BORING AS HELL, so please improve the game so the same chance of victory is possible with other decks, or nerf the gods.
Also, nerfing the cards players used frequently was a HORRIBLE idea. It makes even FEWER decks worth playing now.
Cards I tried and don't recommend :
Permafrost shield...is great but you can't afford taking the damage if the god has too many creatures out. Not taking damage for 18 turns is simply better
Fire shield...same as above, you kill his creatures, but die in the process.
Electrocutor...You need your aether for phase shields in the early game, and this is only useful then. You also need the weapon slot for eternity and pulverizer.