[Gods Unchained] The Newbie Saga Part 3.

in Gods On Chain3 years ago

Hey guys!!!

As always I leave here my thanks to my friend @polessins who always encourages me to keep going.
Before we start, I leave here my thanks to another friend too, thanks @entrepidus for the before/after Decklists tip!!

I'm very happy with the third post to follow and I hope you are too, after all, I opened many packs and made new cards available, there were many changes and our Deck is much stronger. Let's see what's new in our creatures?!?!

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I'll leave it right here at the beginning for all of you, the before/after Decklists FROM THE PREVIOUS POST, The Newbie Saga PART 2.

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From now on, thanks to our friend @entrepidus , all posts will have their before/after decklists, so you can follow my progress better 😉.

Let's start, as usual, lowest cost creatures first, here are our first changes:

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I made this change for two main reasons, the first was the strength difference of the creatures, the Ghost Marauder has greater firepower than the Dockside Prowler, making the Ghost able to defeat enemies that its predecessor cannot, the second is its effect, despite the effect of the Dockside being good, the effect of the Ghost has a huge potential to destroy stronger creatures and that could be problematic if left on the field, so the Ghost Marauder is more effective in terms of damage and effect.

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Here we have two changes involving two identical cards, two Fury cards, here the point that I found most important for these changes, were the exchange of magic cards for creatures, creatures have effects and one of them is better than the Fury card, the Tartessian Improviser gives a random creature from your hand +2 strength, while Fury only gives +1, just for this fact she is already better, but in addition, she also helps you on the field for being a creature. As you can see, I put another Wild Hog here, I only had one and I found it extremely strong in our early game, in addition to having a good strength for a cost 1 creature, its defense is even better and very good for a creature of its cost, despite its confusion, I believe it to be a better choice than its predecessor card, with my experiences, I saw that in cases like our Deck (I found out they are called Aggro Decks), the more creatures on the field the better, causing- if a greater pressure on the enemy and a greater damage potential, for these reasons, I took the two magic cards and put two more creatures.

We have no changes to cost 2 creatures, so...

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Here we have another change involving two identical cards, they are the Call to Arms cards, again following the example of the above cards, we exchanged two magic cards for two creatures that have better effects, Bladecaster was one of the cards I liked the most to acquire, its potential is infinite and it is already summoned with a good status, if it spends 2 rounds on the field, it already has the same effect as Call to Arms on itself, besides obviously being a creature, serving our Aggro Deck better. The Singsong Satyr, despite its higher cost and an extremely OP creature for its effect, buffs ALL the creatures on the field, think that with Call to Arms, we would still have to summon creatures in our next rounds, making us waste time, already Singsong Satyr does its job right the moment it's played and even has its damage to help.

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Here we have another Bladecaster, I preferred to make this change, thinking about the mana cost of the creatures, besides it can be summoned before, with its effect it has a very large scaling power, if left on the field for a long time, it becomes a monster and a big problem for the enemy.

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We have here an extremely powerful modification in our Deck, the Poison Peddler has a VERY strong effect, however, the Traveling Bard serves our Aggro Deck better, the Peddler helps us to destroy creatures, but its damage to the enemy God is almost nil, the Bard has a much stronger strength than the Peddler, but, what makes it exceptional is its unbalanced effect, it gives a friendly creature +2/+1, imagine a creature that is already buffed by others or by itself, receiving plus this buff, really a very strong modification for an Aggro Deck right?

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Guys another huge change in our firepower, while Flamecaller does 1 damage per round with its effect and has very low strength and defense for its cost, Redfume Serum serves our purpose more effectively, I found its effect extremely OP, it gives +5/+5 to a creature, at this point in the game, we want its downfall to be close and we want to have several strong and buffed creatures on the field, with the help of this absurd buff, the chance to close the game with sure will be close.

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My friends, here we see a small change in relation with the others, but of great impact to end the game soon, guys in an Aggro Deck, we prefer lower cost creatures, with great strength potential or good effects, all this thinking to end the game as quickly as possible, having said that, Shadow Paladin can be summoned 2 rounds before Riled Ursine, in addition, Riled Ursine is confused because of its effect, which can result in an attack in an enemy creature and not its God, the Paladin has its Hidden effect, which protects it from attacks at the first instance, thus almost guaranteeing accurate damage to the enemy God, but it is worth mentioning that here one of the most important factors for this exchange and the fact of the creatures cost difference.

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Call me crazy if you want to make these changes, but as I said, we aim to end the game as quickly as possible, Over-proof Brew is a very powerful card, but we could only use it with 5 Mana, besides its side effect, which deals 1 damage to all creatures (including ours), at this point we probably wouldn't want any more damage to our creatures, especially one caused by us, Skeleton Heavy is a GREAT creature of the early game, with its huge defense, its potential to be buffed more than once is great and can cause serious problems for the rest of your opponent's game if not destroyed soon. Felid Janissary is also a very good creature in the early game, it has 2 strength, but the best is its effect that gives +1/+1 to an allied creature, accelerating the start of the game, which is exactly what we want.

We don't have any changes to 6-cost cards, so let's move on to the next and final changes...

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As for the higher cost creatures, we have impactful changes in our Aggro Deck, in this Deck, we don't want any cards with VERY high cost, as is the case with the 7 and 8 cost cards... We don't want the game to reach this one At this point, he must have run out before he got here, so we exchanged the most expensive cards for two 4-cost cards that can make a brutal difference for us, the Vanir Lion is a strong creature in status, having a 5 strength and a defense of 3, its effect perfectly serves our purpose, giving +2 strength to a friend until the end of our turn, potentiating a faster end for the opponent.

Finally, we have here our before/after Decklists.

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LUCK ON THE JOURNEY, LONG LIVE CARD GAMES, AND CREATURES!!!


SOURCES:

War God THUMBNAIL

Red Arrow

Gods Unchained TITLE THUMBNAIL

Gods Unchained LOGO THUMBNAIL

Cards and Decks

The fire on the sides THUMBNAIL

The thumbnail's photo was taken from me (me with the sword and my room).

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Much better deck! Keep grinding to get all the core cards, once you get 200+ it makes things a lot easier.

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Hey, thanks for including decklists this time! Makes it much easier to follow along and grasp the big-picture changes you're discussing :)

Great job!