If you kept up with the last two articles you are probably winning matches with the starter decks, while building up flux and core cards. Hopefully you have gotten to know most of the main mechanics in Gods Unchained, and maybe you are starting to feel the draw towards building your own deck. This guide will focus on the basic components of deck building.
Until less than 2 weeks ago building your own deck was a difficult and expensive proposition. The starter decks are so strong that it didn’t make sense to try and build your own until you had so many cards that you could effectively rebuild a starter deck with your own cards. I had a number of genesis cards from buying booster packs and wasn’t able to start building good decks til around level 20. Now though, two things have changed.
Topics covered in this guide:
- The Forge – Fusing and selling cards to fund your first deck
- The Sanctum and deck building
- Basic deck building information
- Cards for the first three turns
- Finding good finishers
- Utility cards: boring, but critical
- Trying it out! Practice makes perfect
The Forge – Fusing and selling cards to fund your first deck
The first change is The fusion system itself. Previously deck builders had no way to collect core cards except by winning battles, leveling up, and hoping they get what they need in a booster pack. Now people can buy fused core cards on several marketplaces outlined earlier (Token Trove and Opensea for example, as well as within the app itself)
Now that you can buy core cards you can build duplicates of the starter decks to modify as you like. This is not cheap though, so most people plan their decks out then buy the cards they need for that specific deck. There are some lists of competitive decks HERE that people also use. We are more interested in building a deck from scratch in this article.
If you need ethereum to buy the cards for your first deck you can fuse and sell unneeded cards! As far as I know Gods Unchained is the first ever Play-To-Earn game that doesn’t require any ethereum to start earning ethereum! Fused cards are added to your walled without you having to pay any gas fees. TokenTrove lets you sell your cards also without paying any gas. This way you can go from zero cryptocurrency to a wallet full of ethereum without ever having to interact with an exchange.
We have gone over the fusion system in some detail in previous articles but we haven’t explicitly shown you the fusion process
The first step is to go to the forge tab
Identify cards you want to fuse. Only cards you already have duplicates of will show up in the forge.
When you click on the card it will show you how much flux the fusion will cost.
(optional) go to TokenTrove and look up the card you are thinking of fusing. Flux is limited so you may be better off buying a card for 0.004 eth than fusing a copy yourself. We tend to only fuse cards that are rare or better, but some commons still fetch a decent enough value to justify the flux.
The card will be automatically added to your wallet when fusion is complete.
To sell your card head to token trove. You can either pull up the card on the marketplace and click list, or you can find the card in the “my account’ section Click on “List” to pull up your listing screen for that card.
You will have to sign an authorization in Metamask or your trust wallet of choice. This will let token trove execute the contract to sell your card when a buyer is found. The buyer pays the gas fee for the transaction so you don’t have to pay anything to list your cards.
Note that your funds will be made available in wETH (Wrapped ether). You can trade it on exchange for ethereum or simply unwrap it by clicking on your eth balance in the top right on TokenTrove.
The Sanctum and deck building
The second big change is the new sanctum mode. With the sanctum your deck will be augmentable by cards you purchase through favor during the game itself. You earn favor by killing opponent’s creatures or doing damage to your opponent’s god. There are a huge number of cards in the sanctum but only 3 are presented at any one time. The goal of the sanctum is to add depth to gameplay, but it has also reduced the value of some of the top tier custom decks. These decks had everything they needed to be super competitive so they don’t benefit from sanctum mechanics as much as less “perfect” decks.
The sanctum itself can be browsed during your opponent’s turn, which makes for a nice distraction if they are a long-player. There are three cards available at any time to chose, usually at a low, medium, and high favor cost. Your opponent can see the same cards so if they get enough favor first they can snipe the card you are looking for.
This system means you can get away with building a deck that is weak in one way or another as long as you are quick to buy the right cards to supplement it. This new mechanic gives beginners a leg up so they can build competitive decks while waiting for their core cards to roll in through leveling.
I am still getting used to the sanctum, and there are a ton of cards available through it to learn and prepare for. After playing a couple handfuls of games I have a few takeaways.
First, many many more custom decks have become viable. The sanctum rewards are powerful and keep flowing. There aren’t usually cards you are sure your opponent also wants, and you both are usually going for different play styles and have different holes in your decks.
Aggro gets a buff
Second, the game is not very focused on early damage. You get favor for killing an opponent’s creature even if your attacker dies, but you don’t get any favor for losing a creature even if it kills the attacker at the same time. This is very much rewarding early aggressive play.
Turn 1 godblitz cards could become critical in the upper tiers of play as they could swing favor very early. Frontline cards with 0 strength are also more useful as they can “save” weak enemies for you to kill for favour next turn. Removal becomes much more powerful. I gained favor for using trapdoor, which returns a creature to the opponent’s hand, so even that counts for favor.
This also means that moves that heal up gods are a little less valuable. Sure you can get whittled down to 10hp and recover to full, but your opponent will have gained so much favor during that swing that you will be facing some powerful sanctum cards.
With this information under your belt let’s get started:
Basic deck building information
Deck building occurs in the Workshop, a tab in GU up near the arena and forge. You can also get to the workshop from the deck selection screen in the arena. By clicking “create new deck”.
A deck consists of 30 cards. You can have 2 copies of all cards in your deck except legendaries of which you can only have one. You get three cards in your fist hand and the opportunity to mulligan one card at a time up to 4 times. This means a card with only one copy in your deck has around a 10% chance of showing up in your starting hand, and much better odds of getting it through mulliganing. Two copies of a card in your deck will pretty much ensure you can start with one copy.
I find therefore that it is worth planning your deck around a handful of low mana cost cards, both from core and genesis sets. The sanctum contains a number of late game options, and by that point in the game you should both have favor and an idea of which card would make the biggest impact. Because of this it makes more sense to build around your lower cost commons and rares than around epics or legendaries. This is a different style of deck building compared to games like hearthstone or magic the gathering.
Cards for the first three turns
When starting your build, think hard about how the first 3 turns go. These can be smoothed out to be very consistent no matter what opponent you are facing. You want to be able to gain some favour in the first three turns, under the assumption that your opponent has placed a generic 2/2 creature on turn 1 and has some removal. Games are complex and even the first few turns can play out differently than expected, but if you make these assumptions you are unlikely to be caught unprepared.
Thinking this way cards with moves like hidden (makes the card untargetable for one turn) and flank (attack around frontline creatures as long as another of your creatures attacks first) and blitz (attack 2x per turn but can only attack your opponents god once) make sense to build in. Some small amount of removal is also great to have, so you don’t have to trade creatures and can instead swing at their god.
A good frontliner with high defence can also really hold back your opponent. Previously this just bought you time to deal with their threats, but now it also prevents them from gaining favour, making it more likely you will be able to nab the card you want from the sanctum.
I’d suggest you plan around 10-15 of the cards in your deck to be useful in early game, even if that means they aren’t going to be very good later. If you get behind on the first 5ish turns it becomes hard to turn things around.
If you are going to get any genesis cards for this segment of the deck I suggest Hall of Mirrors if you are playing deception. It can block a lot of early hits from your opponent, denying them favor.
Death players might look at Fusing Fleshspawn so they can sacrifice one of their creatures before the opponent can kill it to gain favor.
War players can put in Red Fume Dash to buff a cheap starter creature and do more damage for some early favor.
Clone can be good for magic players looking to use 3-4 copies of their favorite lower cost creature even though they can only add 2 to their deck. It is more expensive than the other epics on this list though so you have to think about if it is really needed in your deck.
Golden Harpe is a pretty great light epic but it is also pricey enough to make one pause.
Gloam Druid works well in nature decks with a lot of confused creatures. Otherwise you are better looking at rare cards than epics.
Finding good finishers
After this I suggest you pick your “bombs” or “game changers” or whatever you chose to call them. These are higher cost cards (usually 6 mana+) that, in the right context, could ensure you win the game decisively instead of just treading water.
Any card that can clear your opponents board of creatures (or even both boards if you make sure you don’t have anything out) can take the wind right out of the sails of a zoo deck (Usually Light or Nature, occasionally War). Big beefy creatures with frontline also fall into this category. High damage spells, spells that buff all your creatures are great.
Here is where I suggest you consider buying a couple genesis cards. Genesis cards of Meteorite quality and Epic rarity for less than 0.02 ETH seem to be a reasonable deal. I try to play two copies of any epics I include in my decks as I’m not looking for them in my starter hand but want to draw them regularly.
Most of the biggest bombs are legendary cards, but remember you can only have one copy of a legendary in your deck so don’t buy two! Core series legendaries are very good and you might have gotten a few of them in your pack openings so check there before going to the shops. I have several viable decks that contain no legendaries at all so don’t be too enamoured by the glitter right off the bat.
There are lots of options for big finishers so I’m not going to draw your attention to any of them. I will just advise that you keep them to a minimum, and try to imagine what your game would have to look like for them to be really useful. It is always tempting to build a “good stuffs” deck but especially with the sanctum you are better focusing on continuous favor gain.
Utility cards: boring, but critical
Once you have your early game planned out and your bombs chosen you should have about 10 cards left. This will be the utility part of the deck that ties the rest of your choices together. It is on these 10 cards that I suggest you spend ethereum on as your choices will be pretty constrained by what is in the rest of your deck. These should be 4-6 cost cards mostly, things that you might have weaker versions of in your early deck. Things that level out your deck, and cards that help save your late game bombs are particularly useful.
There are a number of back line cards that can be incredibly powerful as long as you can buy a turn to set them up. If your early game deck features removal you could probably put in a few of these (sentry post comes to mind) knowing you can clear room for them. Abilities that let you take temporary or permanent control of an opponent’s creature are also great utilities.
With the sanctum there is a new type of utility card to think about. These are favour-gainers. A lot of these are cards that might have not been considered before, such as cheap low damage weapons, spells that hit your opponents god even for one or two damage, and weaker removal spells (like the aforementioned trap door)
There are three colorless epics I want to draw your attention to. Wrath Zealot and Hooded Doppleganger are two of my favorites pre sanctum and they have held their utility well.
I think Wizened Warlock will be popular as you get favor for each damage it pings but I haven’t tried it myself yet.
Trying it out! Practice makes perfect
When you think you have a deck built make sure to save it then exit the workshop and head to the arena. I think you should jump right into ranked matches, and play at least 3 games before changing anything in your deck. Utilize mulligan until you have the early game cards you want. See if you pick up too many high cost cards before turn 5. Note if you usually use all of your mana in a turn. This last one is important because most good decks take advantage of every mana point they can.
Once you have played five or so games it is time to edit your deck. Start by pulling out any cards you found stayed in your hand for too long or never seemed to be useful. Try not to swap out more than 3 or 4 cards at a time then go back for another 5 rounds of gameplay. Beware the temptation to remove one copy of a card as this can easily lead to a very diverse deck and no idea what starting hands you are going to get.
Hopefully after a few iterations of this you have a deck that is working as well as the starters or even better! And I know you are having more fun with a deck you built for yourself. This is the final article in our intro to Gods Unchained series. We will bring you new articles with each major gameplay or balance update so sign up to our mailing list to keep up!