
Is there a basic tutorial on how to play Gods Unchained?
Of course, you will find a video-tutorial in the section "Your first steps in Gods Unchained" section of the Gods Unchained FAQ section of GU Masters.
Is it possible to export and import decks?
The short answer is yes, it is possible. And, in addition, Not only is it possible, but it's also simple . The only thing you need to keep in mind is that you'll need to create the deck (or select a deck created by a third party) in gudecks.com.
Steps to take to import a deck All you have to do is to:
- Copy the code from the deck you selected in dudecks.com.
- Go to tab Workshop in the game client .
- Click on the "Import Deck" and paste the code corresponding.
If you have all the cards in the deck you want to import, the code will import the entire deck. In case you are missing some, Only cards that are part of your collection will be imported (and it will be up to you to finish manually adding the cards you prefer).
The mulligan phase
The mulligan it's him Initial card selection process , just before the game starts. Being clear about how this phase works is essential to maximize your chances of winning.
The most basic thing you should know is that The player who is going to play first can exchange up to three cards, while the player who is second has four changes . To go deeper I recommend this GU Masters blog post: "Mulligan Basics in Gods Unchained" .
What keywords should I know? What do they mean?
In this question you will find information about the different keywords you can find in GU cards .
In this GU Masters blog post you will find an explanatory video-tutorial: "Mechanics and keywords tutorial video in Gods Unchained" . Below are the descriptions of each keyword.
Ability Creatures and relics with a ability They can use it once per turn and, as a rule, they cannot attack.
Afterlife .- The effects from beyond the grave of creatures and relics are activated upon destruction.
Armor When attacked, creatures with armor They receive one point less damage for each point of armor .
Backline .- The creatures of Bottom Line They cannot be attacked by combat actions unless they are the only ones on the table.
Blessed .- Creatures and relics Blessed They give you a choice of an effect related to the favor accumulated by the players (gaining or losing favor, modifying cards available in the Sanctum, summoning creatures that generate Sanctum, etc.).
Blitz Creatures and relics with Lightning effect They can perform a combat action as soon as they are played.
Burn .- The creatures aflame They receive one point of damage for each point of Burn at the end of each turn.
Confused .- The creatures Confusing They attack the target selected for a combat action 50% of the time.
Deadly .- Creatures and relics Lethal They destroy a creature when they deal damage to it.
Destroy.- Creatures, spells, and relics with the ability to destroy they are capable of destroying a creature. At that moment its effect is activated Afterlife and they go to the Void .
ECHO.- Playing a creature with this effect spawns another creature (default) in your hand Souless with 1 mana cost and 1/1 stats.
Empower.- When playing a card with this keyword, you can choose to either (1) play it with its base mana cost and base effect, or (2) play it with a higher mana cost and a more powerful effect.
Flank - Creatures with the capacity to flank They can attack through Frontline creatures and even Backline creatures, as long as another creature has performed a combat action before.
Foresee .- The ability predict It consists of visualizing one or more cards from the top of your deck and choosing whether to keep them in that position or send them to the bottom of the deck.
Frenzied .-The frenzy It is activated during the turn in which the opposing god has taken damage and is used to activate characteristics of some cards.
Frontline .- The creatures Top-of-the-line they should always be attacked first.
Godblitz Creatures and relics with Divine Lightning Effect They can attack the opposing god as soon as they are played.
Hidden .- The creatures Hidden They cannot be targeted by combat actions and other attacks, with the exception of those that are random or not aimed at a given creature.
Leech With each attack the creatures and relics with leech effect They provide their god with one hit point for each Leech point, capped at that character's remaining hit points.
Obliterate Creatures, spells, and relics with the ability to erase destroy a creature, but do not activate its effects Afterlife nor do they send it to the Void .
Order - Creatures with order They cannot actively perform any type of action, nor can they be the target of combat actions directed at a given creature.
Overkill .- When a creature with Overkill Attack another Excessive damage is randomly distributed among other enemy characters.
Protected .- A creature Protected it is immune to an attack.
Regen - Creatures with regeneration recover one hit point for each point of regeneration at the end of each turn.
Roar - Creatures with roar They trigger an effect the moment they are played.
Sleep .- The creatures Asleep They cannot actively take any action.
Spellboost - Creatures with the capacity to Empower spells increase spell damage by one point for each point of Spellboost .
Tempt Fate.- When playing a card with this keyword, you can choose between two options. Option one consists of the guaranteed application of an enhancing effect ( Buf f), while option two consists of the application of the aforementioned enhancing effect and an additional one (cumulative to the previous one); however, in the second case there will be two possibilities: that both effects are applied or neither of them. List of effects: +1 health, afterlife effect (summon Imp 1/1), Hidden during a turn, Overkill, Twin Strike and Ward.
Transform.- Creatures, spells, and relics with the ability to transform they turn one creature into another. Its effects are not activated Afterlife , but the transformed creature ends up in the Void .
Twin strike - Creatures with Double Attack They can attack twice per turn (but only once on the opposing god).
Ward The ward once protects any character from one of the following effects: damage not from combat, destruction, sleep, or transformation actions.
Last but not least, it is only fair to recognize the work of JuangaCRC, the first member of GU's Hispanic community to share a complete list of keywords.
Sanctum? Favor? What are they for?
If you're wondering What is El Sanctum and if it can benefit you in any way, read on.
What is Sanctum and how does it work?
The Sanctum, which was implemented in April 2020, is one of the most peculiar mechanics of Gods Unchained and its purpose is to add a Additional strategic layer to the game. If you want to win games, never overlook the Sanctum... It is essential to pay attention to it and anticipate what may happen (considering both your interests and those of your opponent).
The Sanctum adds five additional themed decks to which accessed from the right side of the dashboard and that are available to both players: defense, responses, elimination, valor, and threats. You can see the current composition of those five decks here: "Gods Unchained presents... Sanctum refresh! (Oct 2023)" .
At the beginning of each game, the Sanctum randomly chooses a card from three of the five decks mentioned, which you see on the right of your board. In other words, only three decks are active and each time one of the players acquires a card from the Sanctum, it is replaced with another from one of the other two decks that were not initially selected.

To "buy" cards in the Sanctum you will need Favor , which you will achieve by performing certain actions throughout the game.
The Favor: How to Get It and What to Do With It
Both players start the game with their Favor balance at zero .
Each player is rewarded with the following amounts of Favor each time you perform a "Favor Action":
- During the First Shift you will earn one Favor point for each action.
- During the Second shift you will earn two Favor points for each action.
- From the Third Shift you will earn three Favor points for each action.
Alright, by now you're probably wondering what are the "Actions of Favor" truth? Let's take a look at them:
- Damage the rival god.
- Destroying an enemy creature outside of a combat action (e.g., using a spell).
- Destroy an enemy creature in a combat action, as long as your creature survives.
Can view the Favor balance of each j under his name.

You should know that Favor is not only important for the Sanctum: there are cards that feature special interactions with this element of the game. Some examples are Ghostly Chariot, Pious Giant or Student of Blades.
What is the order of the automated mechanics at the end of each shift?
Automated mechanics ( End of turn – order of operations ) are implemented in consecutive phases. In each of them, and this is important, The order of the cards on the tableau is activated from left to right , starting with the active player.
Initial phases
- First, Sleep ( Sleep ): Sleep is an effect by which a sleeping creature or god cannot attack until the effect wears off. This means that if a creature receives Sleep during the end of a turn, it won't be taken away from it until the end of its next turn.
- Then, the Invocation Disease ( Summoning sickness ): Summoning Sickness is a visually similar effect to Sleep, but it's the specific name of the effect applied when creatures are first played on the board and can't attack during their first turn.
- After that, the Catching Fire effect ( Burn ): Characters who are affected by this effect will take X damage at the end of their controller's turn during this step (where X is the number inside the flame icon on the affected card).
- Regeneration effects (Regen) are then activated: creatures with the regeneration effect are healed by X at the end of their controller's turn. As this is the fourth step in the process, it will be applied after Catching Fire.
The cleaning step
Now, the Cleansing Step begins! The Cleanup Step can also occur at other times in the game, but it is an important part of the End of Turn sequence.
- Creatures and relics are destroyed at 0 health.
- Spell cards are removed from the board to the Void. Remember that the Void is the graveyard of destroyed cards, and some effects can return cards from the Void to the board, deck, or your hand. Both players have a Void and you can click on either of them to see what's there.
- After this, the soulless cards ( Souless ) are deleted ( Obliterated ) and, where applicable, cards will also have their maximum health and strength will return to normal, but this is not considered healing and is not part of step 8.
- Afterlife effects are activated ( Afterlife ). This effect only activates when the creature is destroyed, before being moved to the Void during this step.
- Events are triggered by each creature destroyed.
- The afterlife effects of relics are triggered.
- Events are triggered on the relics that have just been destroyed.
- All creatures or relics that have been removed to the Void revert to their default stats and keywords.
- Ward is removed from cards that are marked to remove from this effect.
- Win/lose/draw check. If both players' gods have 0 health or less at the moment, the player whose turn is in progress wins.
If new events are added to the queue during the cleanup step (such as an afterlife effect), the cleanup will be canceled, the newly added effects will be resolved, and another cleanup step will be triggered.
Final phases
- Activates and resolves all "End of Turn" effects on cards.
- After all effects have been activated and resolved, another Cleanup Step is added to the queue and resolved.
- The turn changes, and your opponent activates their "Turn Start" effects.
Immutable has stated that they plan to simplify all this to make it simpler and more consistent.
What happens if my deck runs out?
When one of the players' deck runs out and they can no longer draw any more cards, the "Fatigue damage" ( fatigue damage ). This means that every turn you can't draw cards you take as much damage as you have mana left unconsumed.
By example , if your deck runs out and you have a nine-mana card in your hand, you won't take any damage the turn you play it. If you only have one 5 mana card left on the next turn, you'll take four damage (the result of subtracting the cost of the card you played from the total mana unlocked).
As is evident, If your deck runs out and you run out of cards in your hand, it won't take long for you to lose .