Hello Everyone ❤
Today meet me again i am your Jerry Springer the most biggest lover of God's unchained game. And today i will also make my post related to God's unchained my favorite game. And i see a God's unchained game become a strong day by day and we also see in our GU Community the strength of God's unchained game lovers and learners is increased. So, i also decided about this i will share my all knowledge with our community members because he is also wants to learn about God's unchained game.
So, lets start today i am also discuss about the meta report of God's unchained game.
So, let's start bro.....
Light
Light finally got a ton of love, and I've always insisted it would be in a better place with a board clear and single target removal, but their new cards seem a bit too unreliable to me. Both of the new spells are conditional and can destroy your own creatures, which to me makes them a tier weaker than the new spells offered to other Gods.
With that said, Light is in a much better place than before. Its current identity is Control (decklist, based around stat reduction to keep boards non-threatening, until it power spikes late game with Zealous March. Light's stat reduction tools combos very well with the new Onyx Nightblade, making it a versatile single-target removal combo that can be replenished via Radiant Embalmers.
Light as a counter to the current meta might also be successful. Onslaught War generally has trouble clearing Zealous March and Light is the only God capable of casting Ward and Protected on all of its creatures, which are essential for countering spell-oriented Magic decks. Like all Control decks, however, it will likely be disadvantaged against Deception Control.
Even after the nerf to Serene Blade, I was keen on still making it work, especially as a Zoo variant with token creatures like Will O' Wisp and others. What I ran into, however, was Blastwave generating tremendous amounts of value against me, and this was even before Magic got its new board clears. The answer that other Zoo variants have found for this is to buff the health of your creatures with cards like Aging Veteran, but by doing so, you can actually buff your creatures out of Serene Blade range.
As a result, I'm personally unsure if Light as an Aggro variant will be successful any time soon, primarily due to the popularity of Magic and how safe of a pick Blastwave is for them in the current meta.
Magic
In previous reports, I've warned that Magic would need to adopt different play styles soon. Specifically, the main Control variant (decklist) that tries to "build tall" by dropping expensive, late-game frontline threats will eventually need to adapt, which would possibly split Magic into different archetypes.
We're beginning to see the start of that, especially the new archetypes, although I think the new spells for Magic gave the current Control archetype a bit more staying power for now (as Hoej demonstrated).
Where the build-tall strategy fails is its weakness to Onslaught War's multiple deadly threats, especially in Amplureal, Sentient Shard. As a result, a show-stopper card like Tyet, which many Magic decks run/ran, is essentially unplayable in an Onslaught War-heavy meta (Creatures with Protected like Echophon and Avatar of Magic get the 9-slot nod, if any, instead). Any Onslaught deck running Amplureal threatens to not only counter your expensive frontlines, but also never run out of cards, forcing the Magic user on a "clock" in very late-game scenarios before succumbing to fatigue. The new single-target removal spells also make expensive frontlines a bigger potential liability.
Magic offers many tools outside of stalling until big frontlines, and players have started exploring those options. Notably, Magic has a lot of mana-cost reduction cards like Morgana's Grimoire, Assistant Alchemist, creating opportunities for combo decks and win conditions via overt card value (decklist).
Overall, Magic still has some of the strongest tools and spells in the game, so it will be interesting to see what prevails in the coming weeks.
Nature
Nature is back to struggling for its top-tier competitive identity again, with refugees from the Flourish fallout choosing Animal Bond or Leech Life as their God Powers of choice. Leech Life in particular is a fairly strong and sees some play in Aggro/Midrange decks at the lower/mid-levels of play, but did see some play at higher ranks in a Control variant (decklist as well.
Control Nature as a counter to Onslaught War also has some potential, since it plays a slower game. You can generate value without board presence with cards like Photogenesis, nullifying some of the value of Onslaught, but if you're simply trying to counter Onslaught War, there are probably better options for you right now.
To reiterate from above, I think the combination of nerfing Flourish and introducing the new spells at the same time may have been a bit too much, I would certainly have liked to see an Aggro Nature deck play a small part in a Midrange/Control-heavy meta, but perhaps we'll see a readjustment for Nature soon.
War
An uptick in Onslaught War (and reduced Nature Aggro usage) might also mean an uptick in Aggro Deception as a counter, so I anticipate Onslaught War's time in the spotlight may be limited.
And I have to admit I got a couple things a bit wrong: It wouldn't be Aggro Deception to counter Onslaught War — Control Deception seems far more reliable (to be fair this was also before the patch ;)), and I thought Onslaught wouldn't last too long, but it became the most used deck this weekend.
The reason for that is Onslaught War was uniquely positioned to counter Control Magic, which people initially believed would dominate the weekend, not only because of its card choices, but the fact that people already had experience running the archetype from the weekend before when it was built as a Nature Flourish Aggro counter.
The fact of the matter is, being able to force good trades is and will always be a good thing. Onslaught, especially at a 1 mana cost (making it the only 1 mana cost God Power in the game at the moment since Heaven's Light isn't live) simply offers too much value for it not to be too weak in the meta.
Weeks ago, Onslaught War variants existed, but its decklists weren't completely refined and it sometimes lacked clear win conditions. The previous Midrange creature buffs also played a part, finally giving cards like Devouring Golem a home. The addition of more Twin-Strike creatures like Devouring Golem means it counters Aggro a lot more effectively.
Against Control, it can eventually win via card advantage because the amount of deadly creatures it packs outnumbers the amount of expensive threats control decks played. As a result it could either win via fatigue or win via overt card advantage in the longrun, especially if it ran Amplureal (see Magic section).
Some variants even run the newly-buffed Planetar Centurion, whose stats are difficult for Magic to efficiently deal with, using Amplureal as a tribal trigger, which allows it to generate more card value, especially when you can delve another Planetar Centurion.
So, unless Onslaught gets a nerf, I think Onslaught will continue to be a mainstay now that its decklists have been refined by virtue of 30% of the population playing it over multiple events. The question is whether or not it can adapt well against its existing counters (see Deception section) for it to still remain a popular choice in the meta.
Lastly, Enrage is starting to see some play in the mid-ranks as a way to reliably and cheaply develop powerful board threats early on, offering another potential Aggro archetype to the mix.
At the end of my post i hope you really like it and enjoying my today's post.
And now you will meet me again in my next post.
Hopefully Regards,
Jerry Springer