On January 19th, Gods Unchained implemented a massive balance patch. Over 50 cards were buffed or nerfed, so there could be many new decks and archetypes making their way to the Gods Unchained Ranked Ladder.
One of the most relevant buffed cards is Bladefly. Bladefly used to be a 4 mana 2/1 that made two copies of itself upon entering the battle field. Now, Bladefly and its copies are 2/2s with Confused. Essentially, Bladefly went from a 4 mana 6/3 to a 4 mana 6/6 with Confused. Needless to say, adding three stats to a creature is a substantial buff. Bladefly no longer gets taken out by Blast Wave, and can trade into Injured Soldiers and other 1 attack creatures without dying. Bladefly is an excellent addition to the Confused Nature archetype. Confused Nature has been a fringe archetype since the introduction of Trial of the Gods. Now, with the new and improved Bladefly in Confused Nature’s arsenal, the archetype may be able to compete with the most powerful decks on the Gods Unchained Ranked Ladder.
Wild tribal synergy cards may also be a natural fit in the new Confused Nature archetype. Most of Nature’s Confused creatures are in the Wild tribe already, and Bladefly representing three Wild creatures for one card may open the door for cards like Trial of the Hydra and Beast Speaker to shine. This is a brand new patch, and the archetype may evolve over time, but for now, let's explore one potential example of a Wild Confused Nature decklist.
Wild Confused Nature
Recommended God Power: Animal Bond
This deck uses an aggressive “Zoo” style strategy. This deck is capable of creating extremely powerful boards incredibly early. This deck’s early game strategy is buffing Confused creatures with Gloam Druid as soon as possible. Expectant Chicken, Best Friends, Wild Hog, Black Jaguar, and Underbrush Boar are the best cards for the job. It’s not uncommon for Gloam Druid to buff four or more creatures as early as turn three. The best case scenario is along the lines of Black Jaguar on turn one, Wild Hog and Best Friends on turn two, and finally, another Wild Hog and Gloam Druid on turn 3. This equates to +10 attack from the Gloam Druid, and 22 damage on the board in total. Unfortunately, you probably won’t have that exact combination of cards every game, but this deck has a multitude of other powerful early game strategies to use.
Buffing Marsh Walker or Wild Hog with Shieldbearer or Chiron, the Teacher is a very powerful turn one play. A 2/5 with Regen 1 is impossible for any god to handle with only 2 mana, so Marsh Walker plus Shieldbearer on turn one while going first solidifies you as the aggressor from the very beginning. Wild Hog with Shieldbearer may not be as universally powerful as Marsh Walker, but is still quite effective in the early game due to the prevalence of Mid-Range Nature decks on the Ranked Ladder. A 3/4 Wild Hog is too big for Underbrush Boar, contests Black Jaguar favorably, and is only killed by Canopy Barrage, which comes down to a 50/50 because of Shieldbearer’s 1/1 body. Keep in mind, Marsh Walker and Wild Hog are not the only Creatures who benefit from a +1/+1 buff. Pyramid Warden, and Black Jaguar are also excellent Shieldbearer buff candidates. Chiron, the Teacher fills the same niche as Shieldbearer, but with the added benefit of destroying Skull Scepter.
As you enter the mid game, cards like Overgrown Rhino and Bladefly apply a great deal of pressure on your opponent with their colossal stats. Beast Speaker can be played alongside Overgrown Rhino and Bladefly as early as turn four, provided you have a mana pip to use, for even more mid-game power. Pack Stalk is another one of Wild Confused Nature’s tools for creating overwhelming mid-game tempo plays. Cards like Expectant Chicken, Best Friends, Bladefly, as well as your Animal Bond God Power keeps your board full to make use of Pack Stalk. Whether you are using Pack Stalk to play one of your powerful 4 mana creatures or using it to develop a board and buff it with Trial of the Hydra or Gloam Druid in one turn, you will end up with four to six extra mana to use, giving you an extreme advantage over your opponent.
Trial of the Hydra is the game ending card for this deck. Not only does this card buff the vast majority of the creatures in your deck, it also gives them Regen, making them very challenging to remove, and mitigating the damage your confused creatures take when they miss their targets. Ultimately, Confused Wild Nature is an extremely aggressive tempo orientated deck that should close out games around turn five to seven with its powerful creatures and buff cards. Just make sure to keep a stress ball handy, just in case your Confused creatures are too stupid to go face.
As stated above, this archetype is new and subject to change. You may want to experiment with cards like Revenant Lynx or Managarmr, Moon Hound, as well as second copies of Trial of the Hydra or Jaguar Staff. Currently, I feel like Revenant Lynx is too easy to destroy, since it only has 2 health. I only have one copy of Jaguar Staff in the deck because of the abundance of relic removal on the Ranked Ladder at the moment, but Jaguar Staff is an incredibly powerful card so having two could be advantageous. As for a second copy of Trial of the Hydra, I feel like it is less consistent than Gloam Druid, and I don’t want to put too many high mana cards in the deck to help guarantee aggressive openings.
Decklist: https://gudecks.com/decks/2467
Nature Cards
1x Chiron, the Teacher: Good early game buff card, and destroys Skull Scepters.
2x Marsh Walker: Great card in general, and becomes extremely strong when buffed by Chiron, the Teacher or Shieldbearer, and has the “Wild” tag.
1x Pack Stalk: This deck floods the board with creatures, so this card should generate enough bonus mana to play a massive amount of stats in 1 turn.
2x Best Friends: 2 Confused creatures to buff. 3/3 in stats for 1 mana is strong on it’s own.
2x Gloam Druid: The star of the show! Turn all the small creatures into big threats.
2x Underbrush Boar: Great card and the confused key word becomes a positive, and has the “Wild” tag.
2x Black Jaguar: Great card and the confused key word becomes a positive, and has the “Wild” tag.
2x Canopy Barrage: Destroys your opponent’s creatures so yours can go face.
2x Beast Speaker: Often a 1 mana 3/3 and is great with Pack Stalk.
2x Overgrown Rhino: Great card and the confused key word becomes a positive, and has the “Wild” tag.
2x Bladefly: 4 mana 6/6 is great on its own, also creates wide boards for Gloam Druid/ Trial of the Hydra to buff.
1x Jaguar Staff: Makes Confused/ Wild creatures, and lets you use your health as a resource to clear your opponent’s creatures.
1x Trial of the Hydra: Massive AoE buff card to finish off your opponent.
Neutral Cards
2x Expectant Chicken: Makes 2 Confused creatures and combos with Best Friends on turn 1.
2x Shieldbearer: Buffing Marsh Walker and Wild Hog is super strong.
2x Wild Hog: Good card and the confused key word becomes a positive, and has the “Wild” tag.
2x Pyramid Warden: Great Card.
Thanks for checking out this archetype analysis covering Wild Confused Nature!
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Written By: themudman
themudman is a competitive Gods Unchained player for TST. He enjoys building decks, streaming on Twitch, and topping the ranks. His playstyle lends itself to decks that are mostly aggressive and tempo based. His only goal: get his opponent to 0. Find him on Discord in the [tst]lounge at #8377.
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