Introduction
Something that doesn't happen often in Gods Unchained is epic board battles. There are way too many removal spells and board wipes for any board state to persist for long.
However, I do enjoy the concept of building a board army before going to battle and relying on carefully applied card synergies to get the upper hand from your opponent. Something like what we have now with Atlanteans, but stickier.
One of the implementations around this concept could be a game mode where attacks would be disabled for the first few turns while both players build a board unhindered by the opponent, and only once a winner emerges from this initial board state the Gods could be attacked.
Recently someone mentioned in Discord another concept that intrigued me: indestructible creatures. I started thinking about this and came up with an idea for card mechanics and new deck archetypes that mix the two concepts.
All art was AI-generated with ChatGPT.
Card composition was done via https://gucustom.cards/.
1. Indestructible Totems for board mayhem
Each God would have a Legendary Totem that would always appear in the mulligan phase (like Irina). The Totem would be indestructible and have a huge impact on the board rules. It wouldn't be able to attack (I couldn't fit this in the card text).
These Totems would require changes to the game UI to display stackable effects for Gods.
Note: to try and keep the game balanced, I think the totem needs to affect both sides of the board.
Deception: Always in Mulligan. Indestructible. Roar: Give both Gods Stealth. Whenever a creature is summoned, give it Frontline and Stealth. When your side of the board is full, remove Stealth from every character.
War: Always in Mulligan. Indestructible. Roar: Give both Gods 6 Armor. Whenever a creature is summoned, give it Frontline and 6 Armor. When your side of the board is full, remove Armor from every character.
Death: Always in Mulligan. Indestructible. Whenever a creature is summoned, transform it into a Mire Bloodworm with the same stats. When your side of the board is full, transform every creature back to its base copy.
Light: Always in Mulligan. Indestructible. Whenever a creature is summoned, give it Frontline and 12 Order. When your side of the board is full, remove Order from every creature.
Nature: Always in Mulligan. Indestructible. Roar: Give both Gods 12 Regen. Whenever a creature is summoned, give it Frontline and 6 Regen. When your side of the board is full, remove Regen from every character.
Magic: Always in Mulligan. Indestructible. Whenever a creature is summoned, give it Frontline and Cannot attack. When your side of the board is full, remove Cannot attack from every creature.
2. Indestructible Totems tutoring Champions
In this version the player would have to include a valid Champion card in their deck. The Totem would work as a tutor similar to the Dowsing Blade as well as a mana-reducing mechanism.
[God] Totem: Always in Mulligan. Indestructible. Ability: Pick one - move the Champion one card closer to the top of your deck.
Or Reduce its mana cost by 1. If your Champion goes to the Void, shuffle it into your deck instead.
3. Indestructible Totems summoning Champions
The idea here is to use each God's Champions in a different way, without having them in the deck. To create an archetype where the Champions would be recurring and extremely relevant. The purpose of the totem here is to summon the Champion when a certain condition is met. Maybe it would be necessary to give soulless to the summoned Champions.
The -1 Health effect for Light works as the summoning condition. The player needs to somehow buff another creature's HP so that Argus can stick to the board at the end of the turn.
Deception: Always in Mulligan. Cannot attack. Indestructible. Ability: if you control 2 or more creatures with Stealth, summon Orfeo, Champion of Deception.
War: Always in Mulligan. Cannot attack. Indestructible. Ability: if your creatures' combined stats are at least 9 Health and 9 Attack, destroy them and summon Valka, Champion of War.
Death: Always in Mulligan. Cannot attack. Indestructible. Ability: if your God suffered 4 or more damage this turn, summon Frost Queen Neferu.
Nature: Always in Mulligan. Cannot attack. Indestructible. Ability: if you control 3 or more confused creatures, summon Selena, Champion of Nature.
Light: Always in Mulligan. Cannot attack. Indestructible. Ability: Summon Argus, The White Wall. At the end of your turn give it -1 Health.
Magic: Always in Mulligan. Cannot attack. Indestructible. Ability: if you have 2 or more Spell Boost, summon Pallas, Champion of Magic.
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Pretty cool ideas 👀