The deck’s goal, also called the win condition
This is probably the most important part of making any kind of deck, whether it’s aggressive, controlled, midrange, combo, or something else. And that is to figure out how the deck will help you win. Or, if you prefer, what is the deck for?
From what I can tell, there are two ways to go about making a deck. And it’s important to say again that either way is fine. And the most important thing is to find what works best for you. And what works best for the deck you want to make in particular.
These two ways are to start at the end, when you know what combination of cards you want to be able to play to win. Or, your goal is to make this creature stronger so it can’t be stopped. Or you just want to use spells to wear out your opponent. When making a deck like this, you should start with the end goal in mind. Now, all you have to do is choose cards that will get you to your end goal as quickly and reliably as possible.
The game’s goal is clear, so all you have to do is find the best way to reach it.
The other way is to start from scratch and put together strong cards or cards that work well together. Or any other cards you want. Then look to see what’s missing and how your opponent will be able to kill you. Try again and again to fill the holes you find. And hopefully the deck will work in the end.
Here are two
Let’s look at two decks to get a better idea of how the process works. Well, let’s hope it does. Or maybe I should say that’s the purpose. The first is a combination deck. This means that it uses the effects of several cards to kill your opponent. The goal is to get the right combination of cards into your hand and then play them.
If you want to look at the deck, here is the deck code: GU_1_4_BDWBDWCCYCCYKDKKDKBGyBGyBErBErBBxBBxBASBASBDMBDMBELBELKAfKAfCEoCEoBDrBDrBDsBDsKAvKAvBGCGAS
This deck uses the card Spellslinging Schoolteacher and combines it with one of the cards that lets you summon two creatures with 1 health for 1 mana. You’ll do 2 damage to your opponent’s god for every one of these creatures you summon. But a quick calculation shows that even if you have two Spellslinging Schoolteachers in play. and call forth four creatures. That only gets you to, 2 for the second Teacher + 4*4 for the 4 creatures summoned, 18 damage.
While 18 damage is very nice, it is far from killing your opponent. This means that we are 12 damage short. At the moment, it costs us 6 mana to do our 18-damage combo, which is 2+2+1+1. That doesn’t leave much room to find the other 12 damage.
Let’s look at the options we have and see if we can’t make this a little better. There are a few cards that let you reduce the mana cost of a card or spell. Some of them are spells and others are creatures. The goal of our deck is to play low-health creatures. Playing other creatures seems rather counterproductive. As a result, we need to get rid of them so we can do as much damage as we can.
But the card Dimension Door lets you draw a card and lower its cost by 1 mana if it costs less than the number of unlocked mana gems. This costs 1 mana. This means that if we can know what card we are going to draw then we can play this card at the opportune moment and draw the right card and reduce its mana cost. This works well with Clear Mind, a God power that lets you see two cards ahead of time.
Ok, so now we might have made our combo cheaper in terms of mana. But how can more damage be found? Clone is a card that costs 2 mana and lets you copy the creature in your hand with the lowest cost. If we could copy a teacher, we could do a lot more harm. And if we could make two more copies, it might solve all of our problems. Let us do some quick math. If we had 4 Schoolteachers, that would give us 28 damage. We could put that together with a spell that did 2 damage to the enemy god and win. Doing 30 damage in one go.
But it cost 2 mana to use Schoolteacher. And Dimension Dore only cut the price by one. That would mean that when we cast Clone, we should have in our hand the card that costs 2 mana and brings two creatures with 1 health into play. We could copy that card instead, though. And that wouldn’t be a nice thing to do. Warp Engineer is the name of a card, though. It costs two mana, is a 1/3 creature, and lets you choose a card that costs no more than the number of mana gems you’ve unlocked. And cut the mana cost of that card by 2. That would mean we could get the cost of teachers down to $0. Then, if we could copy that card, we’d have a really cheap combination.
I think you are starting to understand. In the end, you have a deck with a combo that depends on being able to play 4 cheap Schoolteachers and one creature that summons two creatures, does 28 damage, and then does 2 more damage with a spell. Foresee is a tool you use a lot to find the cards you want. And when you have all the cards you need, you can play Lost in the Depths to get rid of all the 1 mana cards you no longer need. Draw any other cards that are left for the combo. Then you’ll set it up and run it. We hope that won’t happen while you’re waiting. As this deck is based on being able to kill your opponent faster than they can kill you, it is important that you can do this.
The other example is one of the decks I made recently. No, it’s not a meta-breaking super deck, so don’t expect miracles.
If you want to check it out, here is the deck code: GU 1 5 CDGCDGCBeCAuCEyCEyCATCATCCOCCOCGCCGCCCUCCUKBOKBOKBLKBLKDUKDUKBTKBTCBxCBxIATIATCCPCCPCByCBy
I first wanted to do something with the Loam Strider, which had just been fixed up. A 0/4 creature that heals and gets +1 attack every time it heals. I just thought it would be a lot of fun to hit my opponent with a big Loam Strider. But I wasn’t so blind that I thought playing a Loam Strider and giving it buffs was the only thing that mattered. So I looked at other creatures to see if there were any ways they could help each other. It was clear that Dagan, the Dawn Wolf was a card. But unfortunately, I don’t have it. And it costs more than my small amount of $GODS lets me spend. So I had to find something else to do.
Guerilla Training is a card I have somehow missed in the past. So I fixed it by putting two of them back into the deck. At the end of my turn, it gives the creature +1/+1. This means that for 2 mana, it has a lot of potential. So if you play it on something, your opponent has to deal with it or almost certainly loses the game.
It’s always nice to have more ways to heal creatures, and Forrestheart Dryad will help with that. IT would let me attack with my Loam Strider while also healing it, which could give me an extra buff. I also put in two Moonlight Charms because they can do a lot to help your creatures. Basically, making anything into a monster.
I also put in Bark Skin Warrior because I thought it was an interesting combination to be able to buff them, get rid of enemy creatures, and deal damage to the face all at the same time. Then I just added some cheap creatures, some cards that get rid of creatures, and some cards that help creatures. Even though the deck is far from perfect or even done. It is working right now. I do have some ideas about what cards I’d like to add to the deck to make it work better.
I learned these two ways to put together a deck when I was making board games, which is another hobby of mine. There, you can either start with a theme, which is what I did with my deck, or you can go in a different direction. The other way is to begin with a mechanism. This is a lot like starting with a combination or a way to win already in mind.
Iterations is the best tool for deck builders.
If you want to get better at making decks, this is another important skill to work on. And that will show you that a deck is never really “done.” Most likely, there is always room for tweaks or changes. If the meta changes and all of a sudden every deck has relics, you’ll probably need to figure out how to get rid of the relics without letting the rest of the deck fall apart.
My way of making decks is based on either the Engineering Design Process or the Scientific Method, which are both very similar in their basic ideas. Source: http://carlyandadam.com/
To do this, you play, make changes, play again, and so on. This is called a “iteration.” This also lets you have a different version of the same deck that works well in different metas. Or against certain decks or Gods.
This will also help you in the long run when you are making other decks. Because you will be able to solve problems better now. And if we boil it all down, that’s really what these iterations are for: to solve problems. You will also be able to tell if a deck is for a different god but has similar problems. If you’ve already fixed a problem. You will then know what to look for. That’s always a good place to start.
I hope this post about the two main ways I make decks in Gods Unchained was helpful to you. I hope that you will be able to at least take something with you, even if it is just an idea, into the game and your own deck creating. I would also love to hear if you have any special way you approach crafting a deck, if you have please share it with me and everyone else in the comment section.
Written by: Polaneconsult.com