Prior to the release of our next set, god powers are getting a shakeup. One god power from each domain will be retired, and in their place you’ll find brand new champion-themed powers.
This is the start of something new. A way to evolve the world of Gods Unchained and its gameplay that goes beyond the cards. We intend to change things up each year, challenging players with new ways to play. This will keep the meta fresh and exciting, and possibly give old cards some new tricks. There are some story implications to these changes, but we’ll save those for another time.
Below you’ll find both current and new god powers (featuring their latest champion additions). Keep in mind that we’re still tweaking things, so they’re not set in stone just yet!
We’d love to hear your thoughts, and you know where to find us. If not, I’ll give you a hint: it’s over in the #feedback channel of our official Discord server.
Nature: Selena shoots through
- Forage is being changed to remove its interaction with the void, and to also tone down its power level.
- Flourish is being dropped, with Selena’s Drive replacing it. You may notice a new term: “weakest”. Yep, it’s part of the next set, but we’re not telling you everything just yet.
- Selena’s Drive: Give your two weakest creatures +1/+1 until the start of your next turn. (Cost: 2 mana.)
- Forage: Add a random nature card to your hand that costs 3 or less. (Cost: 2 mana.)
- Leech Life: Deal 2 damage to a random enemy creature. Heal your god for 1. (Cost: 3 mana.)
- Animal Bond: Randomly summon a 1/2 Badger or a 2/1 Eagle. (Cost: 2 mana.)
Death: Neferu gives her all
- Reanimate is ironically out of lives, being replaced with Neferu’s Sacrifice. However, the preview you see here will be changing in the near future.
- Blood Ritual is being updated in the next balance patch. Instead of leech, it will say “Give a friendly creature +1/-1. Heal your god for 2.”
- Soul Burn is being simplified to only deal damage to gods.
- Neferu’s Sacrifice: It’s a mystery! (Cost: It’s another mystery!)
- Soul Burn: Deal 2 damage to your opponent’s god and your god. (Cost: 2 mana.)
- Undying Wish: Give a creature without soulless “Soulless. Afterlife: Summon a 2/1 ghoul with soulless.” (Cost: 2 mana.)
- Blood Ritual: Give a friendly creature +1/-1. Heal your god for 2. (Cost: 2 mana.)
Deception: Orfeo is (truly) hypnotic
- The only change for now is Memory Charm being replaced with Orfeo’s Deception.
- Orfeo’s Deception: Put the weakest enemy creature to sleep until the start of your next turn. (Cost: 2 mana.)
- Cheat: Deal 1 damage to a creature and give it hidden until the start of its controller’s turn. (Cost: 2 mana.)
- Thievery: Your god power becomes a copy of your opponent’s. Foresee the top card of your opponent’s deck. (Cost: 0 mana.)
- Flip: Add a random card from your opponent’s god to your hand. (Cost: 2 mana.)
Light: Lysander stands strong
- Heal is going from “1 mana, heal for 2” to “2 mana, heal for 3.”
- Chosen Visions will lose the “look at top of the deck” and replace it with gaining 6 favor.
- Summon Acolyte gets a buff. It now gives a 2/2 with frontline.
- Heaven’s Light, the most-complicated god power in the game, will be replaced with Lysander’s Honor, and there’s lots of potential with this one.
- Lysander’s Honor: Set an enemy creature’s strength to 2. At the start of your next turn, set it to its base value. (Cost: 2 mana.)
- Heal: Heal a friendly character for 3. (Cost: 2 mana.)
- Chosen Visions: Gain 6 favor. Give the Chosen One +2/+2, and move it three cards closer to the top of your deck. (Cost: 2 mana.)
- Summon Acolyte: Summon a 2/2 Acolyte with frontline. (Cost: 3 mana.)
Magic: Pallas has the answer
- Blastwave is being realigned. Instead of dealing a spread of damage to the biggest creatures, it will always hit the smallest. (Ties broken randomly.)
- We are retargeting Clear Mind to make control a bit harder to do. The repeated protection was a bit much. Instead, you get spell boost!
- Magebolt is also changing. The repeated protection is moving over here, in exchange for no longer being able to deal 2 damage to enemy creatures on demand.
- And, finally, Discovery was going to be a long-term problem for card design. It has been replaced with Pallas’ Genius. This will let you cycle through your deck at the cost of 2 mana… and obliterating a card.
- Pallas’ Genius: Draw a card, then obliterate a card in your hand. (Cost: 2 mana.)
- Blastwave: Deal 1 damage to the lowest health enemy creature. (Cost: 2 mana.)
- Magebolt: Deal 1 damage to the enemy god and give your god protected. (Cost: 2 mana.)
- Clear Mind: Foresee 2. Your creatures get spell boost +1 until the end of the turn. (Cost: 2 mana.)
War: Valka slays
- Intensive Training gets a bit of a nerf, but it’s still great at +1/+1 because you get to target the creature to get the buff, and you don’t need to wait until the turn ends to receive it.
- Slayer is adding a relic to your hand. It’s like drawing a card for 2 mana, but in a very narrow band of what you can draw.
- Enrage is making way for Valka’s Resolve. A way to deal the right damage in the right domain.
- Valka’s Resolve: Deal 2 damage to a damaged creature. (Cost: 2 mana.)
- Slayer: Add a random relic to your hand. (Cost: 2 mana.)
- Intense Training: Give a creature in your hand +1/+1. (Cost: 2 mana.)
- Onslaught: Give a friendly creature blitz and +1 strength until the end of the turn. (Cost: 2 mana.)
So, what’s next?
Having the champions more involved in day to day matches feels like a natural step for the game, and we’re eager to see how said champions will go on to aid (and thwart!) mortals when the next set arrives.
There’s still a fair bit of tinkering to be done, as you can see through Neferu’s mysterious sacrifice, so this update is still a while away from seeing the light of day. Once we’re happy with how these new powers play, we’ll be moving them to the PTR ahead of their official debut.
For now, let us know what you think!
~ Thandrie “Seeker” Davis, Lead Game Designer