[Gods Unchained] The Newbie Saga Part 2.

in Gods On Chain3 years ago (edited)

Hey folks. A special thanks to my friend @polessins, for the incentive to begin here in the hive and keep going!
We have a new Thumbnail and coming back with the second part of our Saga!!!
What's next, what were the upgrades in our War Deck, how does it work? Let's go.

thumbnail_oficial_war.jpg

Well, we can start here by saying that we had significant improvements in our first changes, remembering that our new cards are F2P cards that I opened in normal packs, which are acquired by playing matches. The mechanics of the deck itself work in the same way, downloading low-cost creatures quickly and supporting them with our magic cards. Here below I will show the cards that were taken from the Starter Deck and the reason why I chose the new ones. The cards on the left are the old cards that were removed and the cards on the right were the ones inserted into our new Deck. Let's go to the low-cost ones and then to the high-cost ones:

                                              **COST 1**

1_pronto.png

The first change here is very simple, as I said, this Deck is a Deck aimed at ending the game soon, Springbloom Hunter has 1 HP less than Wild Hog, even with its Regen ability, it would be enough to receive 2 damage to be destroyed, while the Wild Hog would need to receive 3 damage to be destroyed, that is, as its survival potential is greater than the previous creature, it has more chances to attack the enemy God more times, thus dealing more damage. and fulfilling the purpose of our Deck better than Springbloom Hunter, as we always want to finish the game faster.
For now, this is our only change to 1-cost creatures, let's move on to the next ones:

                                               **COST 2**

2_pronto.png

This is certainly one of the most impactful changes, I could see in the first days of the game that in decks that aim to end the game quickly, strong and low-cost creatures are more valued than frontlines, since the frontlines do not attack. In my view, invoking the Barricade and not the Skeleton Heavy would be just a lost turn, since we would not be able to attack the enemy God, thus being further from our objective, I must also point out that the Skeleton Heavy has a greater attack. than the Barricade, thus being able to be a bigger problem, also, for the enemy creatures when necessary, that is, superior in all its aspects.

3_pronto.png

We left for another huge change in our Deck because Felid Janissary is much better than Panacean Messenger? I answer you! Half of Felid Janissary's ability already does what the Panacean's effect does, but in a more effective way, the Panacean can only heal one creature, whereas the Felid, causes its maximum HP to be increased, exceeding the creature's HP if she is not injured, which the healing effect cannot do, thus exploiting the greater buff potential. In addition to all that, Felid Janissary has one more ability, it not only heals the creature but also gives it 1 more attack, which serves the purpose of our Deck very well, despite having a lower HP, Felid Janissary was planned more like a support card, our main focus will be on other creatures of the same or lower cost, such as the Boil-Blood Outlaw or even the Wild Hog.

4_pronto.png

In these two creatures, there are two very simple differences, but VERY impacting in the game, both Jailbeast and Viking Warmaiden summon a 1/1 creature with no effects, but the Viking's effect works like Roar, which summons the creature right after her, the Jailbeast effect, is only activated when he leaves the field, that is, if the objective is to finish the game quickly, the Viking serves our purpose better, considering that you will be able to do actions with the creature she summons, before the Jailbeast's creatures. The second and most important difference between the two is that, despite the Viking having less HP, it costs 1 less mana, it may seem little, but it is a significant change since what we want is to summon more creatures in less time. and spend less for it, making Viking Warmaiden a better option here.
For now, these are the changes to the 2 cost creatures, let's move on to the next ones:

                                              **COST 3**

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Another significant change for us, which makes Shadow Paladin better than Hunt Warden, are two points, and they are the fact that Paladin has an effect that consists of protecting itself from direct attacks on the first turn it is summoned, that is, if it is not destroyed by spells or creature effects, we have 4 damage guaranteed on the enemy God, while the Hunt Warden can be easily targeted by creatures, not having its damage taken advantage of. The second fact is the greater firepower of the Paladin, thus, performing the function of this Deck better, yes, it has less HP than Hunt Maiden, but it makes up for it with its special ability.

6_pronto.png

My friends, we can think that in this exchange, we are practically exchanging a mouse for a cat, as I said before, Frontlines in Decks with our purpose are practically disposable since our mana will be spent to defend and not attack, in addition to being a higher cost Frontline and does not have any additional effects, it has an almost null attack, not helping us at all to finish things fast, since our Tartessian Skirmisher has almost the same HP and triple its attack, which already It's an absurd difference, but what really makes our Skirmisher an out of the box enhancement is its effect, which grants an allied creature the ability to attack twice per round, imagine the potential of this card, when used with a creature buffed up to the teeth.
These are our changes to 3 cost creatures, moving on to the next ones:

                                               **COST 4**

7_pronto.png

We don't have such a big change here, unlike the other changes, here a creature with a lower attack than the other and no effects were prioritized, BUT, in this case, we have almost double defense, which often makes our Wetlands Ogre last more than one round, despite its Regen effect, Underbridge Assailant, for having its HP much lower, on several occasions is defeated in its first turn, that is, Wetlands Ogre has the greatest damage potential since its durability on the field is much bigger.
These are our changes to 4 cost creatures, moving on to the next and final ones:

                                                 **COST 5**

8_pronto.png

And finally and VERY important, one of our biggest changes in this first upgrade, we call attention here to the huge difference in cost that these two cards have, the Twinhorn Rider has an exorbitant cost to be summoned, whereas the Orcish Elite costs much less, being able to be summoned before and arrive in time to assist our other creatures, which may not happen with the Twinhorn, another very strong point, and its minimal attack difference in relation to its cost since the Orcish Elite costs less and has ONLY 1 less attack than its predecessor, being a very good upgrade for our start.

Thank you all very much for your attention, I hope you enjoyed this second post about our Saga.
In the next post on this journey, I will bring more updates to our Deck and will comment on them in detail again.
See you soon, have a great weekend everyone.

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


Source: War God - THUMBNAIL

Red Arrow

Gods Unchained title THUMBNAIL

Gods Unchained Logo THUMBNAIL

Cards

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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Great job explaining your reasoning for each change! I think you're pulling together a more cohesive strategy, but I'd love to see the before/after decklists when you get the chance.

Makes it easier to track your progress when taking notes ;)

Thank's a lot for the tip!!!

I'll make sure to bring the before/after decklists in the next post with the new card changes.

Peace.

Sounds good! Lookin' forward to it :)

definitely good upgrades ! i havent recieved any token yet, if payout occurs i got some ideas for a death deck =D

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