First of all, a thank you to Scaredgirl for coming up with the best way to farm gods and giving me about 20 cards from the gods up till now.
After playing (and losing) quite a number of matches vs false gods, I decided to modify the decklist a little to counter the problems I was facing. My decklist is as follow
Mark: Time
19x Quantum Pillars/Towers
6x Nova
2x Vulture
1x Boneyard
1x Bonewall
4x Rain of Fire
2x Ice Bolt
2x Miracle
2x Firefly Queen
1x Eternity
6x Sundial
3x Steal
3x Dimensional Shield
2x Otyugh
2x Empathatic Bonds
4x Golden Hourglass
Now for the explanation:
The Modification1) The first problem I ran into when playing this deck is the Pillar Count. I've ran into a couple of problematic hands when running 17x Pillars that never showed up until it was too late. I up the count to
19x Pillars, which seems to have a smoother flow of quantums to me.
2) I know that most of you (maybe all of you, I think) run 2x Bonewalls. To me, it seems to be a dead draw early on as you have no way to keep it alive, so I dropped it and only run
1x Bonewall.
3)
4x Rain of Fire might seems like an overkill, but it served me well regardless of what gods I faced, as they are always useful when they are in your hand. Against gods with big momentum's monsters, I drop two Rain down and clear the field once, and pray to god that I draw into an Otyugh or another couple of Rain of Fire to keep them back. Against weenie rushing gods, I wait until I get atleast 1 Vulture (2 if my defence holds) before I pop them, instantly making my Vulture atleast a 15/15 beast (Go look at the General section where I posted 2 vultures, one at 78/78 and the other at 50/50).
4) On that note, the
2x Vultures are in sync with Otyugh, Bonewall and Boneyard, as all three of them are powered up when Otyugh goes out for lunch.
5)
2x Ice Bolts are dead useful as I can use them to Freeze annoying creatures (or kill them, if they are weak enough) or cast them right at the gods for a quick kill. It also helps bring down tough creatures to the level where Otyugh can eat them whole.
6)
2x Miracles solves all my poison problem as I run unupgraded Firefly Queen just for her Light quantums. You can switch one queen out for an Elite Firefly Queen if you like.
7)
1x Eternity, my weapon of choice, is good for slowing down those creatures with abilities, and to reset those big monsters that ploped down early game and got pumped to ridiculous levels (31/6 Graviton Firemaster anyone? Or a Light Dragon thats gotten 4 Improved Blessings in a row?). It also helps me from decking out at late game when fighting gods with Miracles.
Weaknesses1) Multiple high cost cards in starting hand will be a very difficult hand to get out of (Rain, Rain, Miracle, Queen, Shield, Pillar, Pillar will set you up for a near death experience). Pray that you have or draw into Novas, and an Electrum Hourglass or two ready to go, and perhaps a couple of Sundials to stall for time.
2) Loose Defence. Since I dropped one Dimensional Shield and one Bonewall, pray that you have multiple Sundials or Hourglass to draw into your next defence. I counter this by holding to Sundials for as long as I can get away with, or until I draw another Sundial. Remember when pulling this off you'll have to keep an eye on opponent's weapon as you will still be damaged by it.
3) Seism. Damn thing keeps blowing up my pillar. The only saving grace is that my upgrade is incomplete, having two separate piles of Pillars and Towers to prevent a total shutdown. Its scary enough to make me have second thoughts about upgrading all my remaining Pillar.
4) Scaredgirl will probably bite my head off for not utilising all my quantums. I know I'm lacking Earth and Entropy cards, but I'm not finding any worthwhile cards to use from those two piles. Maybe I should consider Dissipation Shield for Entropy, but I'm open to suggestions as to what I should take from Earth, within reasons.
I'll update this thing as more problems come up.