Waging War Against The False Gods
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As many of you will know from my recent War and Grandmaster Battle efforts, I've become rather fond of Voodoo Dolls in my competitive decks. The fact that they are often overlooked and treated as more of a "fun" card than something competitively viable only makes them all the more appealing to me, and after winning the title of Grandmaster with a Darkness/Death duo,
King Bloodwall, I just knew I had to try my hand and building a False God killer with the same elements.
Card Rundown
Death Nymph: heavy hitters with hefty health pools, Death Nymphs are able to lay down some serious damage while tanking large amounts of creature control from False Gods. Aflatoxin is used offensively rather than defensively against the FGs, through the use of...
Voodoo Doll: these precious little punching bags provide a fantastic alternate source of damage. Poison damage from Death Nymphs is effectively "doubled" against the enemy when used on Voodoo Dolls, since the damage they take every turn also stacks with the poison counters applied directly to the enemy.
Shard of Sacrifice: gives the player the means to survive against the False Gods while the Nymphs and Dolls do their work, initially sacrificing a chunk of their health to turn all received damage into healing. Chaining SoSac can force False Gods to discard expensive cards like Improved Miracle.
Eclipse: buffs upgraded Death Nymphs to an incredible 10|10, taking out 5% of a False God's maximum health with every single hit. Not so good against False Gods with lots of permanent control, but that extra damage can make the difference in other matchups. Also allows Voodoo Dolls to help out, and giving them an extra health point for a little more poison potential.
Victory Screenshots
HermesA brutally fast False God - my first two Nymphs died to high-powered Lances, but I got lucky enough for the third to survive for a while, even with Fire Buckler up. I was eventually able to apply enough poison with my Doll and chain SoSacs to victory.
RainbowEnough early damage from Rainbow allowed me to chain SoSacs early, forcing Rainbow to discard her high-cost Miracles. One of my Nymphs died to a double Lightning, two to Gravity Forces, and one was Congealed after a few turns on the field, meaning I was only able to get a small amount of poison onto a Doll - but the damage was already done, once a Doll was infected with Aflatoxin, my army of Malignant Cells proved too powerful for her. Rainbow was forced to play a Gravity Force on one of her own enormous Forest Spectres to buy a few more turns of life, but with the Miracles already discarded, it just wasn't enough.
AkebonoAnother very fast False God falls to the Dead Dolls - a very early Titan and Overdriven Armagio is often a death sentence, but SoSac benefits greatly from this early damage. Although my Malignant Cells couldn't get past Akebono's Tower Shield, the Eclipsed Nymphs and poison damage from Dolls brought him before the SoSac chain ended, meaning he didn't get the chance to play any more creatures.
Divine GloryPowering through 3 Improved Miracles is a good feeling! This battle demonstrates the stallbreaking power of Voodoo Dolls and Grey Nymphs - Divine Glory's health pool was shredded by a massive 38 poison counter by the end of the game, with support from a field full of Malignant Cells and the surviving Nymphs.