I liked the original fire lance deck a lot, so, probs to twinsbuster for the idea, and, after the pendulums came out, I decided to build a better version using pendulums.
Don't play a dim shield, unless there is a high change to die the next turn, yes, even if you have less then 18 cards left. Before I did this, I got screwed up a lot, because I couldn't keep the shieldchain up, because (for example) 4 shield were in the last 11 cards, meaning I didn't get another shield when I needed it. Exception: When fighting gods with direct damage (Like Fire Queens fire bolt), you will want some buffer, so start the shield chain when you still have about 40 HP's left (instead of when you are about to die).
Don't play fahrenheit against gods with bonewalls or bonds, because it is useless. You will only need it in your final turn, so play it AFTER you have used your bolts. Exception: your hand is filled, and you would otherwise discard a card, better to play it, then discard it of course.
W | L | God | Tips | Cards won | W | L |
20 | 49 | Total | | 12 cards | 36 | 84 |
4 | 1 | Destiny | Stay alert, you might need to bolt a mutant with momentum, destroy or steal, or an air nymph. | Rewind, Electrum Hourglass, Fate Egg, Supernova | 4 | 1 |
2 | 1 | Miracle | Make sure you get around her mirror shield. | Blessing | 4 | 1 |
1 | 0 | Neptune | Keep an eye on his quanta, you don't want to be killed by 2 crawlers and an dragon that pop op at once. | Shockwave | 5 | 0 |
2 | 0 | Osiris | Very easy, just bolt the few creatures with momentum, and make your fahrenheit do the job. Might have become harder with 1.26, because of catapult, haven't tested yet. | Pharaoh | 4 | 1 |
2 | 0 | Paradox | Very easy, make sure you don't get surprised by his TU spamming. | Deja Vu | 4 | 1 |
3 | 1 | Elidnis | Hold your fahrenheit until you have used the bolts, unless your hand is filled. Watch out for TU's and make sure you don't get to much poison from her pufferfishes or this might become tricky:
| | 3 | 2 |
1 | 3 | Ferox | Hold your fahrenheit until you have used the bolts, unless your hand is filled. Can be really fast, but I got a lot of bad luck when testing, he isn't much harder then Elidnis. | | 3 | 2 |
2 | 1 | Fire Queen | Hold your fahrenhet until you have used the bolts, unless your hand is filled. Keep some bufferHP's, because of her Fire Lances. | | 3 | 2 |
1 | 1 | Incarnate | Very easy, but no need to play your fahrenheit, meaning you will have a long stall. | | 3 | 2 |
1 | 3 | Chaos Lord | Hard, because of momentums, steals and explosions, but, still beatable. Try to do as much damage with your fahrenheit as possible early in the game, because it will be useless when he draws a dissipation field. | Improved Mutation, Werewolf | 1 | 4 |
0 | 2 | Seism | Hard, but with an early fahrenheit to whittle him down, while slowly building quanta he can be beaten. Make sure to keep your pendulums save, because it isn't hard to die, because you don't have the quanta to play a shield. To do so, make sure you have as much pillars as pendulums, and make your pillars the most left stack, this way, Seism will most likely target them. (Despite what the W-L says, I have beaten him some times before I started collecting these stats). | | 2 | 3 |
0 | 3 | Dark Matter | Quit, it is already a struggle to keep having enough aether quanta to keep the shields up, let alone building enough fire quanta to kill him, but, if you want to try, to play your light pendulum (as the light quanta will make his black holes even more effective, and (ofcourse) bolt his nymph(s) as soon as they show up. | | 0 | 5 |
0 | 5 | Decay | Quit | | 0 | 5 |
0 | 5 | Divine Glory | Quit when she playes her first fire tower. I have beaten her two times because she didn't get any towers. | | 0 | 5 |
1 | 3 | Dream Catcher | Quit as soon as she get BE on the field. In the game I won, she didn't get them. | BE, Minor abomination | 0 | 5 |
0 | 3 | Eternal Phoenix | Quit, too fast deck, with lots of explosions. | | 0 | 5 |
0 | 1 | Graviton | Quit, explosions AND momentums in one deck is just too much. | | 0 | 5 |
0 | 0 | Hermes | Quit, too much explosions | | 0 | 5 |
0 | 1 | Morte | Quit, nothing to do about the poison. | | 0 | 5 |
0 | 4 | Obliterator | Quit, momentums and pulvy are to hard to handle. | | 0 | 5 |
0 | 4 | Octane | Quit, explosions to take out your shield AND gasses to pass around them | | 0 | 5 |
0 | 3 | Rainbow | Quit, too much steals, explosions and momentums. | | 0 | 5 |
0 | 3 | Scorpio | Quit, poison everywhere. | | 0 | 5 |