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Welcome the the third edition of the Unofficial Gods Unchained Weekly Recap! Lot of changes this week so let's get to it!
The weekend tournament will start tomorrow. Prizes will continue to be awarded based on your ranking and number of games played in the Ranked Constructed mode during the weekend. Unfortunately, there is no official in-game counter letting you know how many games you have won, so you have to rely on counting via third-party sites which do not always know if a game counted as an official win or not.
Last weekend, Deep finished in the top spot, earning himself a nice Shiny Legendary pack. The number of prizes handed out increased dramatically, with almost 700 players receiving free cards for participating!
Just last night there was a new patch with a pretty major UI revision,mostly focused on card displays, though also bringing us a new Mana gauge. Included in the patch are a few bug fixes, some shuffling of various cards in and out of live state. You probably want to catch up on the changes if you plan on competing this weekend. You can read more about it here.
There has been a bit of change in how raffle tickets are awarded. Now you are penalized if you quit the game too early, and rewarded if the game ends up lasting for a while. The idea is to balance out the raffle ticket rewards for fast decks and slower decks. There has been some complaints about it. Mainly around being penalized if the game crashes or locks up. But the idea makes sense.
Here is a summary of how it works from Cerne, one of the very helpful moderators on the Discord channel.
There's probably going to be questions about the new token rewards and penalties so going to leave this here. This is a simplified explanation of the new token rewards.
Assume that you've been playing for a while, so your account isn't new. Also assume you have an account from before the open beta (so you keep 100% of minted tokens).
If you manage to reduce your opponent to 0 health in just a few turns, you get minimum 100 tokens.
If the match lasts 10 minutes, or 10 rounds (whichever is less), you get 125 tokens.
If the match lasts 20+ minutes or 20+ rounds (whichever is less), you get 195 tokens!
Now, if your opponent concedes within the first minute, their token balance decreases by 100 tokens!
If they concede after the second minute, it decreases by 75. If they concede after the third minute, they lose 50. And if they concede after the fourth minute, they lose 25.
Conceding on after the 5th minute has no penalty. But you only get 25 tokens if your opponent concedes after the first 5 minutes. If someone concedes in under 5 minutes, no tokens are awarded to the winner and the person that conceded loses tokens from their account. But if you get your opponent's health down to 0 in under 5 minutes you get the minimum 100 tokens for doing so.
TLDR: Don't conceded in under 5 minutes and you won't lose tokens. If you're losing within the first 5 minutes, you just gotta play out the match until you die. After the 5 minute mark, you can concede at no penalty.
There has been a lot of heavy discussion around the Peculiar Spellwyrm on Discord, a very powerful card that can win a game from Turn 1 if it gets early buffs. There will be some sort of change coming, though I don't think it will happen until after the weekend.
A rather large balance patch landed earlier this week, mostly around trying to make the Avatar cards more interesting and useful to play, though there were a number of other changes as well. You can read the full details on the blog post.
Petrify (Game Designer) made a comment on Discord today that the next balance patch will be the largest ever. That should be interesting!
I'll start off with the obligatory link to Saints'summary of the meta from last weekend's tournament.
I think that we'll have major shakeup in the decks we see this week. Deception has been hurt badly by the temporary removal of Umber Arrow and the fact the Mugging is not working correctly. Those were two key spells for Deception decks that allowed them to fight effectively for board control. Deception still has plenty of tricks up its sleeve, but I'm not sure that will be enough.
We should see a strong Death resurgence, particularly around Reanimate. The Eternal Trojan Soldier is a popular trick (use token creature created by Trojan Solder's death to reanimate the Soldier and have unlimited Frontline unless you opponent can kill both on one turn). I also expect to see lots of The Harvester (one of the cards that was changed in the latest balance patch) played.
Magic is still strong. And now the Discovery God Power has been added back into the game, giving Mages even more control ability. Expect to see many Tracking Bolts and Wyrmbreaths in your future.
Things will continue to be tough for War. Either you get a quick win or you lose. Unfortunately, the other Gods all have spells to help with board control, so it can be a touch slog. Aggression is key.
Nature will continue to be a popular choice, though I wonder if we'll see some more signs of it in the upper ranks. It seems like it should be a strong contender, since it is sort of a jack-of-all-trades God -- able to do almost anything.
Light is in its own personal purgatory. It has some control, and lots of defense, but with the change to Serene Blade, very little offense outside of neutral cards. I don't expect to see a lot of matches against the Light God this weekend.
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