Deck Helper comment: This deck was posted before the 1.32 game update and as a result may work very differently now. Use at your own risk.
Hover over cards for details, click for permalink
5rp 5rp 5rp 5rp 5rp 5rp 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 71c 74a 74a 74a 7ba 7ba 7ba 7ba 7gp 7gp 7qd 7qd 7qd 7t9 7t9 7th 7th 8pj
So this deck is a lot of fun, because it exploits the AI's mistakes for massive pwnage. The basic strategy is to stall with sundials and use them to get extra draws untill you have what you need. As soon as you can put out a dune scorpion with unstoppable. Use permafrost shield to protect yourself, and SoGs and antimatter to heal. Once you have everything, STOP drawing and let the neurotoxin work its magic. The deck gets really fun when you aflatoxin one of your opponents creatures, then use nightmare on the malignant cells. Watch as the AI plays all of them, clogging up its board and further poisoning itself. Sit back and wait until you win.
This deck is effective agianst halfbloods and FGs.
Suggestions are welcome.
False God BreakdownIncarnate: Easy win. Use your steals on the daggers or graveyards if you want. Try to aflatoxin the skeletons if there’s boneyards to prevent a skeleton horde. Use antimatters on the vampires for a nice effect.
Neptune: Easy win. Wait for the arctic dragons to use antimatter. As a bonus, if you don’t draw a permafrost shield you can steal Neptune’s.
Morte: Easy win. Wait for the ivory dragons to use antimatter (or use it on the condors if they get too powerful). SoGs should protect you against the poison.
Destiny: Playable. Unless the eggs hatch into something too powerful or too weird you should be able to win most of the time.
Seism: Playable. Play your towers one by one to draw out the quicksand. Wait until the dragons come out to use antimatter (preferably the Silurian dragons). You normally win unless you get rushed too fast.
Osiris: Playable. Antimatter anything that has momentum. Steal his turtle shield if you didn’t draw a permafrost.
Paradox: Playable. You should win most of the time, but strangely (paradoxically?) this god is a bit harder for this deck than it is for a lot of other anti-FG decks, due to the blessings and miracles.
Octane: Playable. Your SoGs can overcome the unstable gasses. Sometimes you get rushed, but Octane is definitely beatable.
Obliterator: Playable. Antimatter dragons and creatures with momentum. Unless he starts pulverizing all of your permanents you can win.
Miracle: Playable. Your poison can overcome Miracle’s miracles. As long as you can get set up quick enough you’re set.
Gemini: Playable. The momentum can make it a bit tough, but other than that beating Gemini is pretty straightforward with this deck.
Graviton: Playble. Beware of chargers and explosions. However, graviton is beatable.
Chaos Lord: Playable. Sometimes it makes some pretty weird mutations, but it’s still beatable.
Elidnis: Playable. Feral bonds, poison, and growing creatures makes it tough, but beatable.
Ferox: Playable, but very difficult. You can win if you can get heavy poison out before Ferox starts using feral bonds.
Decay: Playable. Steals plus pretty bad quanta denial, but Decay is slow enough that if you get your poison out before being locked down and it doesn’t draw an eclipse, you can still win.
Dark Matter: Don’t bother. Severe quanta denial. You will lose.
Divine Glory: Don’t bother. Explosions and all creatures are immortal.
Dream Catcher: Don’t bother. Too much PC.
Eternal Phoenix: Don’t bother. Explosions, plus quick, severe damage.
Fire queen: Don’t bother. Too many feral bonds.
Hermes: Don’t bother. Explosions and big damage.
Rainbow: Don’t bother. Severe PC.