Decks for Gods Unchained

An overview of Gods Unchained decks. Best rated decks on top.

See the Light
0
0
6
1
8
2
4
3
4
4
2
5
3
6
2
7
1
8
0
9
0
10+
1
Sanctify
Give Ward to all creatures with 2 or less attack. Draw a card.
1
Sanctify
Give Ward to all creatures with 2 or less attack. Draw a card.
2
High Thaumaturge
Whenever a creature is healed, draw a card.
1
2
2
High Thaumaturge
Whenever a creature is healed, draw a card.
1
2
1
Sentry Post
Backline. Ability: Deal 1 damage.
0
6
1
Sentry Post
Backline. Ability: Deal 1 damage.
0
6
2
Unruly Shredder
Every time this creature takes damage, draw a card, and discard a random card.
1
4
2
Unruly Shredder
Every time this creature takes damage, draw a card, and discard a random card.
1
4
Atlantean
2
Papal Bull
All creatures with 2 or less Attack gain Protected and +2 Health.
2
Papal Bull
All creatures with 2 or less Attack gain Protected and +2 Health.
2
Ballista
Backline. Ability: Deal 2 damage.
0
5
2
Ballista
Backline. Ability: Deal 2 damage.
0
5
3
Jungle Shepherd
Backline. Whenever you summon a friendly creature with 2 or less attack, add a random Anim to your hand.
1
1
3
Jungle Shepherd
Backline. Whenever you summon a friendly creature with 2 or less attack, add a random Anim to your hand.
1
1
3
Petard "Elder"
Roar: Deal 3 damage to a random enemy creature.
1
2
3
Petard "Elder"
Roar: Deal 3 damage to a random enemy creature.
1
2
4
Reflection Elementalist
Roar: Summon 2 copies of this creature.
1
1
4
Reflection Elementalist
Roar: Summon 2 copies of this creature.
1
1
4
Angelic Veteran
Whenever you summon a creature with 2 Attack, give it Protected.
2
3
4
Angelic Veteran
Whenever you summon a creature with 2 Attack, give it Protected.
2
3
Aether
5
Seraph
Frontline. Protected. Afterlife: Set the Attack of all enemy creatures to 1.
1
1
5
Seraph
Frontline. Protected. Afterlife: Set the Attack of all enemy creatures to 1.
1
1
6
Arrest Warrant
Summon two 2/2 Acolytes. If your opponent has a creature with 4 or more Attack, summon two more.
6
Arrest Warrant
Summon two 2/2 Acolytes. If your opponent has a creature with 4 or more Attack, summon two more.
6
Light, Ascended
Give all friendly 2 Attack creatures +4 Health. Your God Power becomes Shine.
7
Griffith, The Chosen
Roar: Set the Attack of all other creatures with 4 or more Attack to 1.
7
5
7
Avatar of Light
Frontline. Roar: Fully Heal all other friendly creatures.
7
7
8
Alexis, Archon’s Sword
Roar: Summon five 2/2 creatures with Frontline and Ward.
3
7
1
Field Nurse
At the end of each turn, Heal 2 to a random friendly injured creature.
1
2
1
Field Nurse
At the end of each turn, Heal 2 to a random friendly injured creature.
1
2
Reanimator
Get big guys into play from The Void
0
0
4
1
4
2
6
3
7
4
2
5
1
6
3
7
1
8
2
9
0
10+
1
Corrupt Ceremony
Each player moves the top 2 cards in their deck to their Void, and Draws a card.
1
Corrupt Ceremony
Each player moves the top 2 cards in their deck to their Void, and Draws a card.
1
Contagious Ghoul
Roar: Move the top card of your deck into your Void.
2
2
1
Contagious Ghoul
Roar: Move the top card of your deck into your Void.
2
2
2
Sarcophagus
Cannot attack. Burn +2. Afterlife: Summon a random Anubian from your Void.
0
6
2
Sarcophagus
Cannot attack. Burn +2. Afterlife: Summon a random Anubian from your Void.
0
6
Anubian
3
Omnipresence
Roar: Copy the Attack and Health of a random creature from your Void.
2
2
3
Omnipresence
Roar: Copy the Attack and Health of a random creature from your Void.
2
2
Nether
3
Pallbearer
Afterlife: Summon a random creature with Afterlife from your Void.
1
1
3
Pallbearer
Afterlife: Summon a random creature with Afterlife from your Void.
1
1
Anubian
4
Tutankhamun
Backline. At the end of each turn, summon a 1/1 Skeleton with Soulless for every friendly creature put into your Void that turn.
1
4
Anubian
4
Enduring Lemure
Afterlife: At the end of the turn, summon an Enduring Lemure and put an Enduring Lemure on the bottom of your deck.
1
1
4
Enduring Lemure
Afterlife: At the end of the turn, summon an Enduring Lemure and put an Enduring Lemure on the bottom of your deck.
1
1
Nether
4
Reborn Pharaoh
When this card enters your hand, copy the card text of a random Anubian in your Void.
2
2
4
Reborn Pharaoh
When this card enters your hand, copy the card text of a random Anubian in your Void.
2
2
Anubian
4
Tomb Priest
Afterlife: Put a random Anubian of 3 Mana cost or less from your Void into your hand.
2
4
4
Tomb Priest
Afterlife: Put a random Anubian of 3 Mana cost or less from your Void into your hand.
2
4
Anubian
5
Canopic Hoarder
Roar: Select two Afterlife effects from your Void and trigger them.
1
1
5
Canopic Hoarder
Roar: Select two Afterlife effects from your Void and trigger them.
1
1
Anubian
7
Hotep the Embalmer
Roar: The next spell you cast this turn that costs no more than your total Mana Gems, costs Health instead of Mana.
8
8
Anubian
9
Tyet, Heir To The Sky
Frontline. Ward. Flank. Twin-Strike. Gain Ward whenever a spell is played. Roar: Gain +2/+3 for each card in your hand.
6
9
Anubian
6
Anubis, Guide of Souls
Backline. Whenever a friendly Anubian dies, draw a card.
4
7
Anubian
2
Soul Jar
Cannot attack. Burn +1. Afterlife: Summon two 2/2 Anubians.
0
3
2
Soul Jar
Cannot attack. Burn +1. Afterlife: Summon two 2/2 Anubians.
0
3
3
Tomb Robber
Hidden for 1 turn. Afterlife: Add a random Enchanted Weapon, Anim, or Rune to your hand. Control Anubian: Add another one.
1
2
3
Tomb Robber
Hidden for 1 turn. Afterlife: Add a random Enchanted Weapon, Anim, or Rune to your hand. Control Anubian: Add another one.
1
2
Anubian
7
Golem Centurion
Afterlife: Summon a random Legendary creature.
4
7
7
Golem Centurion
Afterlife: Summon a random Legendary creature.
4
7
Atlantean
9
Avatar of Death
Gain +1 Attack for each damage any God takes. Afterlife: Return this creature to the board.
0
12
8
Death, Unborn
Roar: Change your God Power to Blight. Afterlife: Set your Health to 20.
wAR!
0
0
4
1
6
2
6
3
5
4
6
5
3
6
0
7
0
8
0
9
0
10+
5
La Bolefuego
Roar: Spells cost 5 more for your opponent's next turn.
5
3
Amazon
3
Jason, Medea's Muse
Game Start: Delve 3 Legendary creatures and add them your deck.
3
3
Olympian
3
Glass Cannon
Blitz. Roar: Summon a random Anim for your opponent.
7
1
Atlantean
4
Boost Walker
Burn +1. Roar: Give an Atlantean Twin-Strike, and +2/+2.
4
2
4
Boost Walker
Burn +1. Roar: Give an Atlantean Twin-Strike, and +2/+2.
4
2
Atlantean
5
nilmaw
Whenever this creature takes damage, deal 2 damage to your God.
7
5
5
nilmaw
Whenever this creature takes damage, deal 2 damage to your God.
7
5
Nether
6
Crush Construct
Whenever your opponent plays a card, deal 1 damage to your God.
8
8
6
Crush Construct
Whenever your opponent plays a card, deal 1 damage to your God.
8
8
Atlantean
3
Field Martyr
Roar: Gain +1/+1 for each friendly creature.
1
1
3
Field Martyr
Roar: Gain +1/+1 for each friendly creature.
1
1
Amazon
2
Wind-Up Roller
Roar: You and your opponent draw a card.
3
2
2
Wind-Up Roller
Roar: You and your opponent draw a card.
3
2
Atlantean
1
Broken Harvester
At the start of your turn, this creature attacks a random valid target.
4
2
1
Broken Harvester
At the start of your turn, this creature attacks a random valid target.
4
2
Atlantean
4
Aquatic Torturer
Can only attack if you control 2 other Atlanteans. Your other Atlanteans gain Flank.
6
5
4
Aquatic Torturer
Can only attack if you control 2 other Atlanteans. Your other Atlanteans gain Flank.
6
5
Atlantean
2
Felid Tracker
Flank.
5
1
2
Felid Tracker
Flank.
5
1
2
Reinforcements
Draw 2 creatures from your deck that have a Mana cost of 2 or less.
2
Reinforcements
Draw 2 creatures from your deck that have a Mana cost of 2 or less.
5
Atlant Phalanx
Frontline.
5
4
Atlantean
6
Thaumnetic Golem
Give all other friendly Atlanteans +1 Attack at the end of your turn.
4
7
Atlantean
1
Sentinel Princess
Control Atlantean: Gain +1 Attack.
2
2
1
Sentinel Princess
Control Atlantean: Gain +1 Attack.
2
2
5
Devouring Golem
Twin-Strike. Start of your turn: destroy a random friendly Atlantean and gain +3/+3.
3
5
5
Devouring Golem
Twin-Strike. Start of your turn: destroy a random friendly Atlantean and gain +3/+3.
3
5
Atlantean
3
Malfunctioning Servitor
Roar: Transform another random creature into a 1/5 or 5/1 Malfunctioning Artifice.
3
3
3
Malfunctioning Servitor
Roar: Transform another random creature into a 1/5 or 5/1 Malfunctioning Artifice.
3
3
Atlantean
4
Millenium Matryoshka
Afterlife: Summon a random Anim.
2
2
Atlantean
Faustian Sacrifice
Draw cards, sacrifice creatures.
0
0
10
1
12
2
2
3
1
4
0
5
1
6
1
7
0
8
1
9
2
10+
1
Faustian Pact
Draw 13 cards. At the end of your turn, discard your hand.
1
Faustian Pact
Draw 13 cards. At the end of your turn, discard your hand.
1
Fusing Fleshspawn
Roar: Destroy a friendly creature, and gain its Attack as Health.
4
1
1
Fusing Fleshspawn
Roar: Destroy a friendly creature, and gain its Attack as Health.
4
1
1
Untold Greed
Destroy a friendly creature and draw 2 cards.
1
Untold Greed
Destroy a friendly creature and draw 2 cards.
2
Soul Jar
Cannot attack. Burn +1. Afterlife: Summon two 2/2 Anubians.
0
3
2
Soul Jar
Cannot attack. Burn +1. Afterlife: Summon two 2/2 Anubians.
0
3
2
Rockdrake Egg
Burn +2. Cannot attack. Afterlife: If you have 6 or more cards in hand summon a 6/5 Rockdrake.
0
6
2
Rockdrake Egg
Burn +2. Cannot attack. Afterlife: If you have 6 or more cards in hand summon a 6/5 Rockdrake.
0
6
2
Burrowing Scarab
Afterlife: Both players draw 2 cards.
1
1
2
Burrowing Scarab
Afterlife: Both players draw 2 cards.
1
1
Anubian
2
Ambitious Adventurer
Roar: Draw a card.
1
1
2
Ambitious Adventurer
Roar: Draw a card.
1
1
2
Scarab Swarm
Whenever a creature dies, Heal your God for 2 Health.
1
2
2
Scarab Swarm
Whenever a creature dies, Heal your God for 2 Health.
1
2
3
Daemonic Offering
Destroy a friendly creature, summon two random Anims. They gain the tribe Nether.
3
Daemonic Offering
Destroy a friendly creature, summon two random Anims. They gain the tribe Nether.
4
Tutankhamun
Backline. At the end of each turn, summon a 1/1 Skeleton with Soulless for every friendly creature put into your Void that turn.
1
4
Anubian
18
Leyline Djinn
Costs 1 less for each Mana you've spent on spells this game.
4
4
18
Leyline Djinn
Costs 1 less for each Mana you've spent on spells this game.
4
4
1
Ragnarok
Deal 3 damage to all Gods, and give +3 Burn to all creatures.
1
Ragnarok
Deal 3 damage to all Gods, and give +3 Burn to all creatures.
2
Sarcophagus
Cannot attack. Burn +2. Afterlife: Summon a random Anubian from your Void.
0
6
2
Sarcophagus
Cannot attack. Burn +2. Afterlife: Summon a random Anubian from your Void.
0
6
Anubian
1
Catacomb Curator
Roar: Discard a card of your choosing. Afterlife: Draw a card.
1
2
1
Catacomb Curator
Roar: Discard a card of your choosing. Afterlife: Draw a card.
1
2
Anubian
6
Anubis, Guide of Souls
Backline. Whenever a friendly Anubian dies, draw a card.
4
7
Anubian
9
Tyet, Heir To The Sky
Frontline. Ward. Flank. Twin-Strike. Gain Ward whenever a spell is played. Roar: Gain +2/+3 for each card in your hand.
6
9
Anubian
7
Hotep the Embalmer
Roar: The next spell you cast this turn that costs no more than your total Mana Gems, costs Health instead of Mana.
8
8
Anubian
War Super Aggro
0
0
12
1
10
2
4
3
4
4
0
5
0
6
0
7
0
8
0
9
0
10+
1
Raving Fan
When you use your God power, give +2 Attack to this creature.
0
3
1
Raving Fan
When you use your God power, give +2 Attack to this creature.
0
3
1
Broken Harvester
At the start of your turn, this creature attacks a random valid target.
4
2
1
Broken Harvester
At the start of your turn, this creature attacks a random valid target.
4
2
Atlantean
2
Reinforcements
Draw 2 creatures from your deck that have a Mana cost of 2 or less.
2
Reinforcements
Draw 2 creatures from your deck that have a Mana cost of 2 or less.
1
Battlebard
Roar: Give a friendly Viking +2/+1.
2
1
1
Battlebard
Roar: Give a friendly Viking +2/+1.
2
1
Viking
2
Master Tactician
Protected. Roar: All other friendly creatures have Flank this turn.
1
1
2
Master Tactician
Protected. Roar: All other friendly creatures have Flank this turn.
1
1
Viking
2
Respected Jarl
Roar: Give a friendly damaged creature Twin-Strike and +1 Attack.
2
1
2
Respected Jarl
Roar: Give a friendly damaged creature Twin-Strike and +1 Attack.
2
1
Viking
2
Foolhardy Berserker
Whenever this creature deals damage, give a random other friendly Viking +2 Attack.
3
2
2
Foolhardy Berserker
Whenever this creature deals damage, give a random other friendly Viking +2 Attack.
3
2
Viking
2
Red Fume Dash
Give a creature +2 Attack and Blitz.
2
Red Fume Dash
Give a creature +2 Attack and Blitz.
1
Leviathan Hunter
Roar: Equip a 2/1 Barbed Hook.
2
1
1
Leviathan Hunter
Roar: Equip a 2/1 Barbed Hook.
2
1
Viking
1
Whetstone
Give your Relic +5 Attack for its next attack.
1
Whetstone
Give your Relic +5 Attack for its next attack.
1
Hurl Weapon
Destroy your Relic and deal its damage +3 to a creature.
1
Hurl Weapon
Destroy your Relic and deal its damage +3 to a creature.
3
Blacksmith Armourer
Roar: Give +1/+1 to all creatures in your hand.
1
1
3
Blacksmith Armourer
Roar: Give +1/+1 to all creatures in your hand.
1
1
3
Deathsworn Raider
Roar: Give +2/+1 to a friendly Viking.
3
2
3
Deathsworn Raider
Roar: Give +2/+1 to a friendly Viking.
3
2
Viking
4
Scythes of the Harvest
GodBlitz. Roar: Give +1 Attack to a random friendly creature.
3
2
4
Scythes of the Harvest
GodBlitz. Roar: Give +1 Attack to a random friendly creature.
3
2
4
Dead Man's Flail
GodBlitz. Deal 1 damage to your God at the end of each turn. Afterlife: Deal 1 damage to all creatures.
3
2
4
Dead Man's Flail
GodBlitz. Deal 1 damage to your God at the end of each turn. Afterlife: Deal 1 damage to all creatures.
3
2