How can Gods Unchained Improve First Turn Advantage?

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Recently in a blog post, it was mentioned that the developers are aware that the player who goes first often wins the game or has a significant advantage in the overall match. They are looking at ways to lessen this advantage and I wanted to hypothesize a few changes they could make to help this. For those that do not know, the first turn is coin flip and you could have three games in a row going first or none just based on luck. Let us take a look below at three ways in which this advantage can be lessened.

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1. Eliminate the mana pip for the first turn player

As an aggro war and deception player, I love going first and playing two monsters or getting my enduring shield out to protect my blitz monsters in my war deck. Certain combos such as selfless guildmate and switch duelist as well as valkyrie and valknir zealot, can make the game over before it even starts in favorable match ups. Eliminating the mana pip for the first turn player would prevent complete board control at the beginning of the game or buffing a big monster who cannot be removed for a few turns and deals heavy face damage.

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2. Create 1 mana board wipe cards for all gods

Ragnarok is one card that can do this with one mana but is really the only one out there I am aware of. Siren of the grave puts your enemy creatures to sleep which is quite helpful but is only tied to death. Having a card in each god that can be played to eliminate or put to sleep your enemys creatures would make the first turn player think twice about filling the board with high strength and low health monsters or buffing one monster right off the bat.

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3. Giving the second turn player 10 favor to start the game

Certain cards in the sanctum can really change a match such as the rune of strength. Ten favor seems like a good number to me as it would still take some face damage or eliminating an opponent's monster and surviving to gain enough favor to get a card from the sanctum. There would be some RNG with this strategy as the sanctum does not always have great cards to begin the game with.

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I hope you all enjoyed reading my thoughts on how to improve the first turn advantage Gods Unchained currently has in its gameplay. Please upvote or comment on any other ways you have that could improve this part of the game.

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I'm on board with the first idea. The second idea terrifies me. The game already has too many board clears. I like the third idea, although I don't profess to know how much favor is the right amount.

Definitely think the first and third are more easily done and probably easiest to see if it works or not so I am on board with those being the first things to try. Thanks for the comment!

I wonder what the results from the pip ptr are going to be.