Must get new and reworked core cards!

in Gods On Chain2 years ago

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Hello everyone,

We all know that recently, as well as usually in cards games, a lot of card buffs, nerfs and rework take place that can suddenly shift the meta 180 degree out of nowhere. Some gods might be very OP and suddenly becomes unusable, some other out of meta and suddenly become the most used god. This also applies to card as well, how often do we see cards very widely used and suddenly after 1 change their use rate drop immensely.

However, some cards always have good use rates and are always found in most of the decks even after several changes. These cards are usually almost like foundation of the god itself, because you can almost fit these cards in almost any deck and still get a good use out of it.

So these cards are always worth buying and keeping in your collection, and these are the cards that I am going to be aiming for in this post. However, seeing that there are a lot of old, famous core cards that are known by almost anyone, I will be only mentioning new or reworked core cards that were released recently as well as 2 DO cards that I have to mention, to keep the post as simple as possible. I will also be mentioning only budget friendly ones, and not expensive cards. So without further ado, let's jump into the it:

For Goddess of Nature

Nature has been in meta for quite a while and it will probably still be. Even though it might have became weaker in a week or two, you can almost always find a good nature deck that will get you wins. Among these decks, there has been some new cards that were being seen more of, and these are the cards worth getting and adding:

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Arrow of Rage

With this card now at 1 mana, and taking the strongest creature's damage, it is very useful in most cases. It can even be a good replacement for a Canopy Barrage but for 1 less mana. Definitely a must get and a great addition if not owned.

Valewarden Minotaur

This card was always at controversy with the Brazen Moose as to which one to put in the deck. But now, it is undoubtedly better to use the Valewarden. Being assured a 7 mana wild creature, plus a heal and 5/5 creature for 5 mana is so good!

Staff of Roots

This card now became a very good 3 mana relic that can help clear board early on very well, plus with the extra heal you get to make up for the damage taken, this card is now widely used in nature deck and definitely a must get!

Pyreshell Beetle

This one is just too good of an early game creature now. The regen can help it survive till another round sometimes, and the burn is so valuable because it can eventually finish off a lot of annoying creature that you might face early. It is now being used as a better alternative for the wild board and definitely a must own!

Goddess of Death

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Ray of Disintegration

Even before being reworked, this card was a very good card to have. But now it is even better! Not only you get to deal 2 damage to your opponent also, which might help you finish him off in some games, trust me it happened to me, but also this will assure you being frenzied for the turn which is so important for death in most cases!

Fickle Cambion

The newly reworked Fickle Cambion is a whole lot better than the previous one. With the Soul Burn god power you can assure a 3 mana 4/4 creature, let alone of he survives another round and be even more of a threat!

Faith breaker

This card is almost another version of the Fickle Cambion, however having even more scale speed. 1 Soul burn and it will automatically get +2/+2, as well as even more stats if you have a couple zombies of the board, all for 5 mana! Definitely a must get and try this card out and get the most out of it!

For Goddess of Deception

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Now deception was not very affected by the recent changes, however there are a few cards that have seen a bit of a good usage rate and can be a good addition is most decks:

Witherfingers

This card is very good for any deception deck that focuses on controlling the board and getting to late game rather than finishing it up early. A 8/6 creature with 2 burn and sleep for all enemy creatures, is so good even for a 7 mana spot! It can be very annoying most of the times let alone being hidden, so probably an assured 8 damage either to face or anywhere needed!

Selfless Guildmate

As much as this card might not make a huge effect, it can be a good addition in hidden rush decks. I have been using it for quite a while in my hidden rush deck and it is almost like a dark knives, with a 1/1 creature because I have many guild creatures. So a good addition for the 1 mana spot of hidden rush.

Ronellan Sparrow

This card can a guaranteed either face damage or an early on board clear, because hidden and ward combined for 1 mana is close to impossible to killing. So you are assure a 2 mana damage and might be even more with a buff. You might not get a game changing value out of it but this one is pretty nice I would say.

For God of Light

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A lot of light cards became very good after the recent changes, and that is why light was being seen more into play in this meta.

Shieldbearer and Felid Janissary

Both these creatures are now very good in light decks. Their new stats are way better than before so if they receive any buff early game, which light does have a lot of, they can become a big threat for the early game, while also having amazing roars.

Mace of calling

This new relic is excellent for early on board clear, which light needs of a lot. Having 3 durability will assure you 6 damage which is awesome for 2 mana only, only make sure to only use that on enemy creature not on face to get the most out of it.

Aging Veteran

Being now a mana 1 mana card, this card is so valuable now especially that it will probably be buffed early one which will force the enemy to use a lot of resources on it. So it can give you a lot of value now for only 1 mana!

Vexing Vicar

This new card is amazing simply. Having ward and protected almost insures that it will survive another round, which will surely make it receive a buff and then becoming an even bigger threat and a great early board dominant with the frontline.

Prayer of the Desperate

Since light is all about board control, when reaching 5 mana you should already have minimum 2 or 3 creatures on board, if not you are probably close to losing the game. So this card will give +2/+2 to every creature now which is pretty amazing and will help seal the deal and win the game!

Judge Envoy

Even though most light deck are very aggressive that they do not need 6 mana creatures in them, it is sometimes good to have an insurance policy that can help you get rid of an annoying strong creature that your opponent might play. And this could be one of them because it will render the beefiest enemy creature useless.

For God of War

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Travelling Bard

This card is now used more widely in more decks, especially aggro ones. The +2/+1 buff is really good to get more face damage in as well as having a 3/3 creature as addition to the board. A good one to try and use at the moment!

Defiant Farmer

This card might seem a bit useless at first, but trust me the 3 face damage can help a lot in aggro decks, and not only that, sometimes your opponent might even ignore it for being a 1/1 creature only with a bad afterlife for him which might give you more of a chance to buff it up and make it a threat! It can catch your opponent off guard if he was not experienced enough. And even if he was, 3 face damage with aggro war are so precious.

Inspirator

Being 2 health card might not give it much of a chance to survive till next round, but if it does this card can prove so useful to finishing off your opponent as fast as possible, or even help dominate board if needed. Definitely a card worth taking risks for.

Viking Warmaiden, Bloodguard and Battlebard

All these 3 cards have seen more use rate ever since they were reworked and added to the war category. All of them are so valuable wiith the strength they provide, as well extra 1/1 creatures that might prove to be a threat with the amount of strength buffs present for war. So definitely a must own and add in almost every aggro deck at the moment.

For God of Magic

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Time-Bomb

After its latest rework, this creature is so valuable for clearing early on and trying to get to late game which is very good for ramp decks. The 2 damage after it dies and being to the weakest creature can almost assure a kill as well as being 3/2 so nice strength for a 2 mana card!

Metamorphosis

On top of being useful now, this card is actually very fun to play. It can ruin your opponent's plans out of nowhere since it will allow you to delve a creature which means choose between 3 options, or even give you a stronger creature if used on one of your own! So definitely a good one to buy and use!

Lightning Talisman

This card is the first DO card that I have to mention in this post because of how good it became. If you are playing a late game deck, this card will help you immensely get through the early game with the insane damage it does and the awesome board clear it provides. Without any doubt must be added to any late game deck now!

Stromstress

This card is now really good to popping wards or getting rid of annoying hidden creatures, such as the ** Shadow of Lethenon** as well as being a good frontline creature which is overall just so valuable and a great addition!

Neutral Cards

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After the latest reworks, these 2 creature have seen a bit more usage, because they provide more value with their new stats in many different decks.

Porphyrion, Dread Cyclops

Being at the 5 mana spot now, with a ward and good ability, this creature have seen more use overall which makes sense because it is tough to kill with spells, and can be a menace to your opponent who relies on his god power a lot. However, of course just like any card it might not be good in all decks but definitely a better card now overall to have.

City Planner

I have been rocking this card lately and it is the second DO card that I have to mention because of how I am loving it. Playing any control deck, this card can help you at 7 mana decided what to do for the next step because of the 2 ramparts it spawns which will probably protect you from taking face damage for a turn. On top of that you get a free 7 strength hit as well as 1 turn to decided what to do and how to control the game. It is also tough to remove with spells because it have 7 HP itself.

Final Thoughts

The latest additions and changes in the game have shifted the meta a lot. New decks came out and popped off while others were thrown in the dirt. However, this is part of every card game and the best thing you can do is try to follow the meta as much as possible if your goal is getting wins.

These card in the list might not be on top of the current metas, but it was more focused on having the most fundamental new or reworked cards that can almost exist in any deck now and for a while to come. So hope it was helpful in any way and hope I was able to highlight a new card for any new or old player out there.

Be sure to let me know which new or reworked cards should have made this list and which are the most underrated ones. As for now that is all for this post, hope you like it and I will see you on the next ones.
Mad Love, Peace out <3

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The new core cards look cool but I'm going to wait until to come down more in price to buy them or get lucky pulling them.

Yeah it would be wise to do so since the core card are more reachable than DO ones. Hope you get the good ones!

Nice post, i was wondering what to expect from my core packs.
already got some of them

Hope you get all the good ones bud!

I swapped out the moose to the minotaur, not yet sold on the beetle. Great read brother.

Thanks buddy! Hope you're enjoying the changes!

Lightning Talisman, what make it annoying is when you have no creature on board, it won’t lose durability even you damage the god,

and magic can ping themselves to active it in their turn.

I bought 4 copy of it after learning that, lol.

True this makes it soo good, also was a direct addition to my ramp deck as soon as I saw what it does