Top God Powers Full Breakdown! (PART 1: Deception, War, Magic)

in Gods On Chain3 years ago

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Hey fellow mortals! God Powers can play an absolutely massive role in determining who walks away with the victory in God’s Unchained matches, so I figured it’d be worth sharing the what and why behind my favorite God Powers to use for each God!

I’ll do this in two parts since there are 6 Gods, and that’s a ton for y’all to read (I realized my last two posts were super long), but I hope what you find here helps add some extra ‘oomph’ to your gameplay!

Here’s my list (we’ll start with the first three):

  • Deception: Orfeo’s Distraction (2 mana)
  • War: Slayer (2 mana)
  • Magic: Magebolt (2 mana)
  • Nature: Selena’s Mark (2 mana)
  • Death: Blood Ritual (2 mana)
  • Light: Heal (2 mana)

 "Screen Shot 2021-12-21 at 2.25.35.png" (The God Powers available for Deception deck gameplay)

Deception: Orfeo’s Distraction

  • The first thing that stands out about Orfeo’s Distraction is the ability to bypass an opposing frontline character. I mean, that is absolutely massive. I can’t even begin to tell you how many times I’ve felt really good about having a Bronze Gate in play to guard my other characters, only to watch my opponent use this God Power to hide my Bronze Gate and take out my weaker attacking characters that I was trying to protect. Additionally, this God Power also deals 1 damage, which can help weaken and also destroy opposing characters, in addition to making them hidden until the end of the next turn. So at face value, Orfeo’s Distraction is already deadly. But that is just part one. Because part two is all strategy. And that is the power that this God Power holds in regards to giving hidden to your own characters as well. Yes, you can use Orfeo’s Distraction on your own characters as well, which can be massively helpful if you’re trying to protect one of your high damage creatures with low defense points. If your character has only 2-3 defense points left and you don’t want to risk leaving it vulnerable to attack (so that you can have them available for your next attacking turn), just use Orfeo’s Distraction on your own character! Yes, it will lose one defense point, but it will be given hidden, and thus will be unable to be attacked by opposing characters! The savvier players with Deception decks will absolutely use Orfeo’s Distraction on their own cards to protect their characters with higher firepower, and it’s one of the reason’s why Orfeo’s Distraction can pack such a huge punch in Gods Unchained gameplay!

 "Screen Shot 2021-12-21 at 1.26.32.png" (The God Powers available for War deck gameplay)

War: Slayer

  • Well, as y’all already know from my last post, I do enjoy a good war deck! And I like to pair my deck up with the Slayer God Power. I will note that sometimes I also use the Enrage God Power, which sacrifices health for attack, but is an incredible God Power for a mana cost of only 1 gem. That being said, like the other God Powers that I’ve chosen for each type of deck, Slayer really can be a game changer. Of course, dealing 2 damage outright to your opponent’s god is extremely powerful and helps in aggressive gameplay, but it also is a quick way to get your God frenzied. What’s more, even if you don’t have an attacking character in play, and even if your opponent has a frontline character, you’re still able to quickly get frenzied, which can be a huge advantage. One of my favorite things to do with this is use the blitz for the Nokkvi Warrior after getting frenzied with Slayer, and not only hit the opponents god for 2 health, but also then take out one of their 3 health point creatures with my Nokkvi Warrior….all for a cost of only 3 total mana gems. That combo is absolutely deadly. Additionally, if you have a card such as Another Round in play, but do not get a chance to attack your opponent’s god, Slayer gives you a chance to directly get frenzied and provide the bonus effect of that card for +1/+1 to a random character in your hand at the end of your turn. That way, you aren’t wasting any use of the benefits of the cards you have in play. Finally, I touched on this earlier, but being able to bypass your opponent’s frontline characters and go straight “to the face” and damage your opponent’s God directly, is an advantage that cannot be understated. I cannot even begin to count how many times I had a strong start, as is common with aggressive war deck gameplay, only to have my opponent come in with 4-5 characters (and multiple frontline) on the board at the same time and create a wall of characters protecting their God that I can’t get past. And multiple times when this has happened, I’ll get their God down to 4-6 health and be struggling to finish the deal, since I can’t get any headway on keeping my own characters on the board without them being destroyed before my next turn. But that’s where Slayer has saved me again and again. Because whenever this has happened, as long as I’m able to hold out for 2-3 turns, I just use Slayer to slowly deplete their God’s health and eke out the win. Because no matter how many frontline nor attacking characters they have, and no matter how many of my characters they kill, Slayer bypasses everything to directly reduce their God’s health by 2…every single turn. So if they’re left with 6 health, I just hold out for 3 turns, and then (as long as they don’t have leech or a healing spell) I can get my win with Slayer. Now that’s a God Power that literally can win you games regardless of your draw and your characters in play, which is truly powerful. Finally, even godblitz relics are subject to attacking frontline characters first, but again...Slayer is not, which is why it’s such a game changer.

 "Screen Shot 2021-12-21 at 2.35.27.png" (The God Powers available for Magic deck gameplay)

Magic: Magebolt

  • While compared to the other God’s powers that deal one damage, at first glance, Magebolt might not seem that powerful. After all, with Deception you can make a character hidden, with Nature you also heal your God for 1 point, and with Death you heal your God for one point as well…whereas Magebolt simply deals one damage point. However, there is real “magic” behind this God Power (pardon the pun); let’s take a deeper look! Magebolt can pack a huge punch for multiple reasons. First, it can actually be used on the opposing God, so it has godblitz. Second, when you have any spell boost active, Magebolt gets added strength, and even with just +1 spell boost, will end up dealing 2 damage, which makes it extremely lethal and versatile. The only other God Power that can even deal 2 damage is Slayer for war decks, but it can only attack the opposing God, not characters. Suddenly, Magebolt begins to look very attractive. And don’t even get me started about the 3 or 4 damage it can do if you have multiple creatures with Spell Boost +1 in play or a relic armed with Spell Boost +2. It just gets crazier and crazier. Finally, #3, Magebolt is so effective because it pairs extremely well with other spells in Magic decks. When you have already have spells that can deal 2, 3, 4, 5, and 6 damage (form of power, versatile conjuration, starshard bolt, wyrmbreath, and epiphany, respectively), pairing up any of those spells with the additional 1 damage of Magebolt allows you to take out nearly any opposing character. Magebolt thus can literally turn the entire game around with it’s versatility, which is why it is hands down my favorite Magic decks God Power.

Hope y’all enjoyed Part 1 of my Top God Powers Full Breakdown! Part 2 (Nature, Death, and Light) will be coming at y’all shortly! It takes me a long time to put these posts together with all the details that I want to share and include (plus designing the cover photo haha), so y’all’s support truly means the world. Thank you so much for reading and for all the love on the recent posts! Our HIVE and Gods Unchained communities are truly incredible!

See y’all soon for Part 2!

-Jumpmaster