I often run out of Entropy Quanta even with the 9-Amethyst-Tower variant that I'm running right now...
Jep, me too. Fiddling with only 7-8 ATs mostly led to severe entropy-drought.
The QTs help add extra quanta, occasionally giving you that deperately needed 1 quant for a quint (poetic!) while you scream at the pc for a supernova...
The QTs also help keep up the flow of quants later on AND if placed first will draw the target fire, earthquakes & steals, sparing your essential entrop/obs towers.
[...]
Mirror shield & pulv are both 'possibly' inessential BUT they give you a chance against some of the FGs you cant beat without em.
So you can beat ferox, seism, and octane... with luck!
I keep one QT in the deck because it adds another card to possibly cast those quints besides the SNs. Also, that protective strategy by placing the QT first really helps a lot.
Mirror-shield and Pulvy is the perfect combo for the deck because barely making it and then going down vs a couple lances or even rainbows constant lightnings really sucks.
Pulvy does indeed bring Ferox, FQ and Elidnis in range and helps with a lot of other gods, e.g. to keep graveyards at a reasonable number or to steer the gods progression by limiting the hourglasses. In the end, Pulvy is also a primetarget to be exploded before the god proceeds to kill your towers.
i don't know if this is discussed before but one other thing is that the deck is slow. i think some blessing, rage potion and fallen druid may help improving the enemy creatures before debuffing them. i tried adding them to the deck and it helps. just needs some balancing. what do you think?
Sounds like it will crowd up the deck and bring about many bad draws.
I experimented a lot with this deck and most ideas that left the strict duo-domain of entropy-darkness led to a decrease in performance or in other words: As long as the build revolves around antimatter and shadow, there really isn't much left to change anymore.
Generally, you can' really push the deck beyond 32 cards, so for Ed.2 /
-mark that gives you more or less a "raw" deck of 25 cards (8ATs, 3OTs, 6SNs, 4tears + 4quints) with up to 7 cards of choice. (For Ed.1 /
-mark there is no extra room left to begin with.)
Among those cards of choice, an extra AT, QT and the weapons/shields mentioned are already pretty much the best choice.
So that will give you max. 3 cards of "absolute liberty" the deck can support.
I tested a third set of towers (green, air, fire), extra weapons and various alchemy cards here and was under the impression that rainingbloods orginial suggestion of simply adding antimatters to survive the initial phase works best. A single l.shadow also helped to give you the edge by starting off a bit earlier or taking out the first CL-druids for example.