Hey, I can't get the RoL/hope deck to work consistently at all against the majority of gods. I win less than half the time against gods with bonds. I have to get 4-5 RoL out to block damage, and by the time I have enough quanta to spam light dragons, the enemy is healing 200 health a turn, and I can't deal 200 damage with 4 or 5 of my creature slots taken by non-dragons >.<
This version seems like it could beat those problem bond-healing gods by playing dragons ~twice as early and killing them with a mid-game rush instead of an end-game fuck-up.
I feel like I'm doing something terribly wrong, since I lose so often with the deck when people are reporting ~30%-50% win rates.
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I know the rules behind playing the deck. If enemy has CC, I keep a RoL in my hand until I can fractal. Don't play more than 2 RoL at a time against gods that have mass creature control (wait for dragons and 1+ creature controls, then more dragons, then luciferin). Play pillars one at a time against gods with quicksand, play 'em all at once against gods with explosions.
Anywhoozle, the way the traditional deck works, to my understanding, is like this:
1. Play as many RoL's as you safely can ASAP. Fractal a RoL if needed (lose them all/getting lobotomized, etc.),
2. Play hope. The problem is that this requires generating 7 hope, DRAWING hope (somteimes doesn't happen early enough), and drawing fractal. By the time I get this combo up, I'm very often dead or disabled.
3. fractal-spam dragons
4. play SoG when taking 5+ damage a turn).
However, the only defense against creatures with annoying abilities (otyugh, retrovirsues, flying owl's eyes, etc.) is the electrocuter, of which I carry 2, making the odds of drawing one early enough for it to be effective quite slim. I've tried 3, but then they clog up the hand.
I'm considering trying this alternative, since it will net EM much more often, heal better (momentumed creatures+destroyed/stolen electrocuter is a BIIIG problem for this deck), and looks like a more solid synergy.