Which is the best god to grow in Gods Unchained? [ ENG | ESP ]

in Gods On Chainlast year

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English

Probably all of us have come across this doubt at some point: Which god should I play with? At least, when I started Gods Unchained that was my first doubt, and of course then I thought about playing with one that would allow me to progress. Based on that I created this video that I share with you today. I hope you like it.

Español

Probablemente todos nos topamos en algún punto con esta duda: ¿Con cuál dios debería jugar? Al menos, al empezar en Gods Unchained esa fue mi primera duda, y por supuesto luego me planteé jugar con uno que me permitiera progresar. Basado en eso creé este video que comparto hoy con ustedes. Espero que sea de su agrado.


Video script in English:

If you are a new player of Gods Unchained, you have probably asked yourself this question a couple of times: Which God should I play with to win matches? And well, the truth is that there is no concrete answer. As in any other TCG there is no magic key for victories (nor a creature with roar that gives neurons), so much of the merit of your victory will depend on the skill and luck factor.

However, it is possible that certain mechanics of some gods may be easier for one player than another, especially if you are a newcomer. So in the following video I will talk a little about this point and give my opinion on what I think is the best option for these players with little experience and many to advance in Gods Unchained.

And well, as we all surely know by this point, there are six domains in Gods Unchained:

Each of these gods has its advantages and disadvantages based on their play styles, which are generally well remarked. The first of these domains, that of Ludia, deception, bases its play on using the opponent's cards and hiding. Thus "hide" is the key effect of many of the creatures in Deception, as this prevents them from being attacked by other creatures and relics or targeted by direct damage spells. Other of the most remarkable cards of this domain, at least in the core set, which are those cards that we gain by playing every day, are those cards that allow you to take over cards from the opponent's domain, either by copying them, cloning them or directly stealing them from our opponent's hand or field. Personally I think this is an ideal domain to play when we suspect that, card by card, our deck is at a disadvantage. However, this is usually very situational and depends too much on luck.

We continue with the goddess of death, Malissus, rules this domain that is mainly based on playing with the graveyard and doing direct damage to himself at the expense of damaging also the opposing player. In the core set alone, it has several cards that directly destroy the opponent's creatures. It also has others that bring back from the graveyard its own creatures and others that buff themselves after the controller or the opponent takes damage. Although this may be one of the most powerful domains in the entire game, I would not particularly recommend it for an inexperienced player, as several of its mechanics are based on taking benefit at the cost of hurting oneself, so it can be a double-edged sword.

Okay, and now it's the turn of the light. Lysander's domain, before Thaeriel, which is generally related to creatures with low attack that become very powerful with the help of spells, relics and other creatures. However, I would say that this domain has a little bit of everything; at least, if you are a new player, you will realize that in the core set there are many cards with very varied effects; because it also has cards to nerf the opponent's creatures, take cards from the graveyard, transform the opponent's monsters and make some special invocations. Light has a unique mechanic of this domain, which is the Chosen One, a creature that, through others, gradually accumulates buffs and can become very powerful. You will probably find it very entertaining to explore this domain.

Now it's time to talk about magic, Eliryan's domain and my personal favorite. As you probably already know, this domain bases its strength on spells and it has some very powerful spells to damage the opponent's creatures or directly damage the opponent's god. This domain also has an almost exclusive keyword, which is the spellboost. A peculiarity that allows spells to do one more point of damage depending on the amount of spellboost that exists on the controller's side of the field. While I love magic and think it is the most powerful domain in the game, I would not recommend it for a relatively new player, as it requires supplementing with cards from expansions to have something truly powerful.

We continue with War, the domain of Auros, and one of the most popular among new players. I would bet that most Gods Unchained players started with a deck from this domain. For my part, while I played my first few matches with War decks, I quickly discarded it as an option for growing in the game because of its tendency to play almost exclusively aggro. The strength of War decks, at least for low ranks, lies in their powerful relics and numerous creatures with blitz, an ability that allows them to attack as soon as they enter the field. Their greatest weakness also comes from this, as they have few effective options to defend themselves and taking control of a game becomes very difficult after the seventh or eighth turn.

Of course, I have left the best for last: the Aeona Nature domain. This has the largest tree of possibilities and the best growth margin for a new player. Nature features mainly wild creatures with above-average health and/or strength and low mana cost relative to their stats. Several of these creatures also possess regeneration, or "regen", which depending on the amount will restore health to the creature if it is wounded. While savages are the most common forte of Nature, amazons have also begun to occupy a very relevant position in the archetypes of this domain. Many of the most dangerous amazons can be obtained in the core set.

Creatures are not the only strength of Nature. It also has spells that allow you to deal large amounts of damage and buff your own creatures. In addition to relics with blitz that usually serve to clear the opponent's side of the field. Generally speaking, I think that Nature archetypes are the best to start growing as a player because they have a little bit of everything and work for different types of situations. You can build complicated nature decks completely free or at very low cost and currently I do not think there is a domain that is specifically its counter, unless we are talking about playing in the highest scenarios.

 

Juan Pavón Antúnez

 
 

Translated with the help of DeepL || Traducido con la ayuda de DeepL

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Youtube channel: PavónJ Cripto

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Music: www.bensound.com
Video: Mortal Judgement: Light's Verdict Story So Far official trailer

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Thank you very much for translating your video into English! I'm sure that took a lot of time. Nice overview.

It wasn't much, really. Next time I'll try to put subtitles on the video. 😁

Much easier to be able to read along, thank you for doing the translation =)