Flux Wheel Guide part one of 6 Light edition!

in Gods On Chain3 years ago

FakeMews Flux Wheel Pilots Guide in depth summary part one:

We are going to delve into each of FakeMews 6 lists used over the past 2 weekends into detail and discuss proper ways to pilot each deck and the reasoning behind certain decisions. Please note that minor revisions were made from the 22-win weekend 2 weeks ago and the 23-win weekend this week for the purposes of this article the deck lists being discussed will be for the most recent weekend. This will be a 6 part series as I realized how time consuming it is.

Mulligan tier system: In an effort to save time I am designing a pretty basic mulligan tier system that I will assign to each card on a 1-5 scale 1 being the most desirable cards to keep while 5 being the least desirable.

Tier one mulligan: These are the premium cards you want to keep in your opening hand during the mulligan phase. Your dream is to end up with 3 cards of this tier by the end of the Mulligan.

Tier two mulligan: Solid card you don’t feel bad ending up with this in your opening hand It’s a keep over any tier 3, 4 or 5 card in the mulligan phase I also suggest keeping these if you are on your last charge in the mulligan (at this point you’re more likely to get a worse opening hand card than improving. However if this is your worst mulligan card in your hand with 2+ charges left you ditch these.

Tier three mulligan: These are not the worst cards to end up with at the end of the mulligan however I always recommend mulligan aggressively on these even with one charge left. This is your mid-tier type of card while not a disaster to end up with in your opening mulligan to have a good starting hand you will not want multiple cards of this tier/worse in your opening hand.

Tier four mulligan: You will feel bad if you end up with any of these cards in your opening hand. Maybe there is a rare niche case you can consider keeping one of these however in reality you will always feel bad if one of these ends up in your opening hand.

Tier five mulligan: These are the worst possible cards you can get in your starting hand for your deck list. Typically characterized by your most expensive cards ideally these are cards you might be wanting to top deck when you have 9 mana crystals however you do not want to have early.

Flux deck Profile 1: Zoo Light: Combined 3 week record: 10-3
Deck code: GU_1_3_CDFCDFBCYBCYIAtIAtCBNCBNHAFHAFBEXBEXCBhCBhCEdCEdICkICkIApIApBDlBDlBEvBEvICbBGPBGPIAwIAwCBM

God power: Always summon Acolyte regardless of matchup

Deck description:
Your ideal start with this list is to obtain early game board control. Light decks are great at snowballing when playing from ahead however once they fall behind the news gets a little less positive as this is the weakest god when it comes to recovering from a deficit. The big benefit of this deck is when you do acquire the board it typically snowballs. Asterius, Canonize are classic cards to extend and advantage or acquire one and Radiant Dawn wreck sleep decks with those toxic Demogorgons.

Card by card analysis:

Cudgel of Atonement/Ritual Rod: Mulligan Priority is 1 for exactly one copy (you don’t want multiples). I’m grouping these two together because their functionality is so similar.
Hypothetically if you have a ritual rod and a cudgel in your opening hand you should keep the cudgel as the ritual rod can be a 3 durability relic later if you can stick a mystic. You always want a copy of one of these relics in your opening hand and this is a great turn 1 option going second and sometimes even solid going first. The design of these relics is to fight for board presence. Even if you don’t have attacks you should very rarely ever go face for these relics with exception to extremely special circumstances.

Athenian Archer: Mulligan priority against control is 3, priority vs aggro going first is 2 priority vs aggro going 2nd is 1.
Great reactionary minion to help fight for board control. Keep in mind with the summon acolyte godpower you will have a lot of 2/2’s that your opponents are going to value trade. Its very common for Archer to turn the tables against these value trades.

Vanguard Axewoman: Mulligan Priority vs control 2, vs aggro 1
Reactionary minion however this list doesn’t have a grand deal of early game minions despite the curve of the deck. (10 1-drops 4 are relics 2 are spells 2 are Athenian archers) This is basically the only 1 drop minion you can reasonably drop on turn 1 (though I would much rather play cudgel/ritual rod turn 1). Cheap minion that helps fight for board.

Divine Judgement: Mulligan Priority: Usually 5, might be seldom conditional situations where it’s a 3 with other order stuff however don’t be deceived by its mana cost its not an early game card. If you’re deck sniping your opponent and they are playing order deception this is a 1 in the mulligan phase.
This is a very niche inclusion in this deck. A lot of light lists don’t run it however the swing potential with this card is a game changer. It’s a conditional 1 mana clear that ignore afterlife, ward, basically all rules of GU and its gone completely from the game no crazy death reanimation tricks to worry about. One of the few answers the game has to infinite Hippocria’s Monsters. This deck runes 3 cards that give order instantly and Helios Justicar which gives order slower. You don’t want it in the opening hand normally however I’ve had this swing some games and always be a dead card quite a high variance card.

Pyramid Warden: Mulligan Priority 1.
Best card you can get in your opening hand. Classic minion that dominates the early game this card is in all of my lists with exception to magic. Such a key card no explanation needed.

Skeleton Heavy: Mulligan Priority 1.
Asides from Pyramid Warden this is one of your few early game minions not a bad turn 1 option good stat line for the deck can snowball with Asterius, Radiant Dawn or Canonize.

Light’s Levy: Mulligan priority: 3 vs Nature/Control/hidden rush deception 1 vs light/aggro decks you can target minions (good keep vs most slayer lists). This is a tricky card to mulligan it comes down to very specific specifics of your opponents’ decks. It can be a great card to have in your opening hand or a dead card. There is an argument having one handy vs BWD which sounds counter-intuitive but Eva wrecks this deck and having an answer to that is key.
Good light removal spell better players will know about this and plan for it. Weaker players often get wrecked by this. This card is conditional by nature though.

Radiant Dawn: Mulligan Priority: 4
This card replaces the slot I used to have reserve for Blind Martyr this card serves 2 purposes the primary purpose it for fighting for the board if you can play this on a 3 wide board you’re getting +3/+6 stats for 3 mana this is very strong also changing the match on the board state can lead to huge value trades your opponent didn’t plan for. The secondary purpose is for greedy control lists the anti-sleep can be a game changer. When they toss their demo they are generally banking on you not attacking the additional stats + sleep removal can lead to huge burst.

Watchful Hound (AKA Good Doggo): Mulligan Priority 3
Niche card better in some matchups than others (If they remove it easily its an under-stated 3/3 for 3) Works well with Divine Judgement as a huge value/swing play can also give order to frontlines to sneak lethal not the best card in your opening hand but can come out early and bark at the board.

Highborn Knight: Mulligan Priority 3
This is probably the strongest minion in the entire list. Its hard to justify keeping a 4-cost minion in your opening hand however with a mana bag this can come out on turn 3 and usually immediately impact the board state.

Master of Indulgences: Mulligan Priority 4
MOI is a very situational card it can sometimes be the exact thing you need and it synergizes perfectly with lights relics (Rod/Cudgel). It’s a questionable card to include in this list I’m honestly on the fence however when MOI is good it can be an absolute game changer.

Sern, The Moderator: Mulligan priority 3
Sern is probably the strongest card for light from the new expansion for light. This card wears so many hats, heals/card draws also applies order to synergize with divine judgement and the 2/5 stat line is good for snowballing with cards like Radiant Dawn and Asterius.

Canonize: Mulligan Priority 5
I don’t like this in the opening hand but I love topdecking this on curve when I have the board. This can be the ultimate swing/value card to win games. With that being said your mulligan should focus on the early game and this is a middle-game card I cant justify keeping anything 5+ mana in this list however out of all of the 5+ drops this is the best to keep.

Helios Justicar: Mulligan Priority 5
Another extremely niche questionable inclusion which allows me to run other questionable inclusions (Divine Judgement) This has the potential to lock opponents down, you can full clear all except one and get value with justicar. Not a card you want early but can be a gamechanger late vs big threats.

Asterius, Glittering one: Mulligan priority 5
The classic zoo light finisher amazingly to get positive stats for cost value you only need to buff one minion. Play this on a wide board and the game is yours. Not a card you want early but often the finisher you dream of late

Links of interest: The video associated with this post:

For gameplay here is a link to the Flux Wheel 23/25 performance (unedited fastforward to the gods you want to see).

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Mind blown by how detailed you went with this. It just got me even more pumped to know you are going to make five more editions to this. Keep up the amazing content creation here on Hive. I am hoping you will compile the mast guide once all version are out. I plan to use this to really optimize my mulligans. As I feel like that is a real weakness in my game currently.

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