What's good Gods Unchained fam! Part 2 is officially HEREEEE! If you didn't get a chance to see Part 1 yet, I talk about the top God Powers for Magic, Deception, and War decks. But now the time has come for the rest! Let’s dive right in!
Here’s the full list (we’ll continue now with the final three):
- Magic: Magebolt (2 mana)
- Deception: Orfeo’s Distraction (2 mana)
- War: Slayer (2 mana)
- Nature: Selena’s Mark (2 mana)
- Light: Heal (2 mana)
- Death: Blood Ritual (2 mana)
(The God Powers available for Nature deck gameplay)
Nature: Selena’s Mark
- Selena’s Mark is a great asset for those using Nature decks because of the damage it deals and its healing properties. Also, its damage, although affecting a random character, can be used very effectively if you plan ahead. As long as you take out all opposing characters except for the character that you want to inflict the 1 damage point to, then you will always hit your target. That’s why this God Power can be so effective in the early goings of games, where you may have your God getting hit by 1 mana creature attacks, but are able to take them out when they only have 1 health point remaining, as well as heal your God for 1 point to account for some of the damage they caused. Additionally, this God Power can always be used for its Heal 1 to your God, even if the opponent doesn’t have a creature in play. So if you’re short on cards available for use but have two extra mana gems, you’re always able to heal for one, unlike the similar Death decks Blood Ritual God Power, where you must attack a creature before you can be healed. Thus, Selena’s Mark offers incredible flexibility, as well as tactful gameplay potential for both its damage and healing properties. When used the right way, it can be absolutely devastating to your opponent, especially as a means of taking out creatures with only 1 health point left, or keeping your God alive to fight another turn thanks to it’s healing. Selena’s Mark is now hands down my favorite Nature God Power, especially after the nerf was applied to Flourish, which used to lead the way with Attack +1 and Regen +1 for the turn.
(The God Powers available for Light deck gameplay)
Light: Heal
- This was actually a tough decision, because I believe that both Heal and Lysander’s Honor are very close for use-case and effectiveness. However, I found more success with Heal, simply because Lysander’s Honor takes multiple turns to work down your opponent’s creatures’ attack points, all the while that they continue to attack you with those same creatures. Meanwhile, though, Heal is incredibly effective for keeping your characters on the board and alive, especially after attacking or being attacked. I found the true strength of Heal to shine through with characters such as Watchful Hound, which you are trying to keep in play for as long as possible to maintain its Order 10 that it has applied to an opposing character. Often, I refrain from attacking any frontline opposing characters with a creature that is imposing order on my opponent, because I don’t want them to lose too many health points and become vulnerable to get killed and lose their Order effect. However, with the Heal God Power, as long as I attack a creature with only 2 attack points, I can literally inflict the damage to my opponent and then immediately heal my character with my God Power, so it’s like nothing even happened to my friendly creature! That gives new life to gameplay strategy with my order characters, which are a crucial part of light decks…and truly great allies of the Heal God Power. Additionally, while I definitely find the best use case in the previously described scenario, Heal for 2 is also simply universally helpful because of its ability to keep characters on the board after being attacked and having their health points whittled down. Finally, a major final point is that Heal can also be used on your God! Unlike some other God Powers which can only directly be applied to creatures, Heal is able to used on both characters and your God, which means that it can keep you alive and kicking for longer to prolong your chances in a close battle, as well as provide the direct counter to the War decks Slayer God Power, which attacks the opposing God for 2 points. Thus, not only is Heal super effective as an antidote (to keep your characters and God in good health) but also as a counter to Slayer, to keep your Light God cheerful and primed for victory!
(The God Powers available for Death deck gameplay)
Death: Blood Ritual
- Well, it’s time for our final featured God Power, and this one might be one of my absolute favorites! And that's also why I need to do a full post on this God Power alone! Keep an eye out for that post coming soon...
And that’s all she wrote folks! Hope y’all enjoyed this second installment (Part 2) of my Top God Powers Full Breakdown! A huge thank you again for reading and for all the love on the recent posts, it truly means the world. And if you found any new favorites out of these God Powers, go forth and use these strategies to win some battles this week! I’d love to see how y’all do in your matches using these God Powers. Best of luck out there!
-Jumpmaster