
The closure of Divine Order is approaching . This expansion, which was the second part of Season One, was released in September 2021. And, if there is no news in this regard, on May 19, 2022, its envelopes will no longer be marketed and on the 31st of the same month it will no longer be subject to change forever.
It is striking that it has been on sale beyond the release of Mortal Judgement , the third part of Season One, and that its "balancing period" has been extended so far. VideoJames, Design Team Lead, asked in the Balance channel of the official Gods Unchained server on Discord feedback on the status of the expansion, to find out if the community considered any last-minute changes necessary. The community I don't know, but I do, since I think there are still some cards in the expansion that may cause headaches in the future .
I'm JFA, from GU Masters, and I'm reproducing the feed below Back which I passed on to the Gods Unchained team. It is always good to be recorded, to check in the future if he was -or not- right. Curious? Then read on and Find out which cards are "super-vitaminized and hypermineralized" beyond reason in this expansion.
Since you've asked for opinions on the DO cards, just my two cents before the collection closes. I want to point out that although the collection was broken beyond imagination when it was released, the efforts of the balance team have paid off. It's taken a long time, but the end result is pretty good (congratulations!).
Some letters that I think would need a final revision before it's too late.
Polyhymnia, Aetheric Hydra - The most played 9 mana creature is a neutral creature that makes Echofon look like a puppy. How about we reduce one Armor point (to make it less difficult to break Protected) and give him two extra health points in return, for example?
Takhat, The Forgotten As more Anubians become available, this creature becomes a greater threat. Summoning the strongest Nubian every turn with Blitz and Leech is incredibly strong.
City Planner .- This card has been recently improved (City Walls are now structures). This means that when this card is played, a value of 23 stats enters the board. I think we can all agree that Cyclops Defender is a powerful creature (with a mana cost ratio of 2.5), as is Helian Elite (mana cost ratio of 2.88). City Planner has a mana cost ratio of more than 3 (3.29 to be exact, if we give 0.5 points per keyword and not including tribal affiliation). I think each City Wall should have 1/3 stats (and still the mana cost ratio would be 3).
Overseer of Vitality If you play this creature with only one creature on the board, you're fine (mana-wise). If you play it with four creatures, it's crazy. The stat manipulation is stronger than the damage because this effect can't be stopped by Ward... +2 Strength for friendly creatures -1 Health for enemy creatures would be more reasonable, in my opinion.
Eva, Baroness of the Death This creature can neutralize most aggro decks (and even some midrange decks) on its own. In addition, its afterlife effect can be activated repeatedly. Making it Souless would avoid this scenario.
Lightning Talisman Like Eve, this relic can take care of aggro decks on its own and often also midrange decks. It should be noted that this card is not played without context, but is combined with many elimination spells and other anti-aggro creatures (such as Time Bomb), giving enough time to unlock mana in an accelerated way and play large creatures such as Labyrinth Guard. Deals 9 damage for 3 mana, which is a mana cost ratio that's hard to beat (mana efficiency ratio of 3).
The Hollow I'll say it one more time: it's a creature that provides infinite value and is really hard for some gods to eliminate. Both the Backline and the Ward (plus Order) are perhaps too much.
Celestial Stag, Ludia's Dedicant and Miraculous Familiar generate a lot of value. Why? Because these creatures can draw a card in the same turn they are played (we can compare them to creatures like Battle Artisan or Ornery Goat). They only have to generate one card from the next turn.
Cursed Obelisk + Necroscepter These cards are not OP on their own, but combined they generate a really fast snowball effect, providing infinite value. From my point of view, this is not future-proof" at all. Unless the Necroscepter stops detracting from favor when a Zombie can't be summoned (due to there being no space available on the board).
Patient Pickpocket .- A lot of value for one mana. This creature not only gives card advantage, but also information about your opponent's hand. Many gods don't have an easy answer (there are a couple of exceptions like Boar or Blight Bomb) and in any case most removals are more expensive, so Patient Pickpocket always produces a favorable exchange in terms of mana. I'm not sure how to fix it, I'd see a lot less play with a 2 mana cost.
Empyrean Pacifist .- Another "snowball" effect that is difficult to stop. Provides too much value for a one-cost creature, this could be adjusted by giving it Fronline with 5 health (was 10).
Pillar of Lightning Like Empyrean Pacifist, Order 10 may be too much considering how its mechanics are activated. How about Order 8?
Raging Giant This creature doesn't need to be confused (Amazons are supposed to be elite warriors, why would they be confused?)
Sern, The Moderator .- Please draw cards only when an allied creature is healed.
Finally, some cards that I find worrying considering future scenarios:
- Corpse Explosion Are you sure this is future-proof? Future Nethers can make this really dangerous.
- Chieftain of Impulse .- A creature that has not had too many opportunities to shine, but when it survives on the board the game ends soon. Let's imagine some creatures with godblitz... Avatar of War, Hyrtacus, Hector, White Fur Guard, etc. I'm not sure I want to see this when War starts shining again.
There are other very strong cards such as Armour Lurker or Stormfield, but... We're not going to diminish the power of everything, are we?
As you have seen, this is a considerable list of cards that can give a lot of war in the future... For the sake of all, I trust that I have been wrong in my predictions. And you, what do you think about it? Are there any Divine Order cards that you think should be modified before it's too late? It is true that there are many cards that could be changed for the better, to make them more playable, but the truth is that boosting cards in the last breath is very dangerous. That's why my list only includes cards that I consider too powerful.
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