Here is my fifth Gods Unchained F2P Deck Guide, this time on Hidden Rush Deception. You can check out my collection of F2P deck guides. Leave a comment for the next decklist you want or any cards you want me to go over. Shoutout to @kephler for his card list creator.
Hidden Rush Deception is a fast paced deck using low cost creatures and removal to gain tempo, wear down your opponent, and finish off your opponent with hidden creatures. The budget version is good since there are new common and rare Divine Order cards that do well for the deck.
It has fallen out of the meta with Nature being the most popular god with Selena's Mark and Nature's random removal hitting your hidden creatures, not that Nature is an unwinnable matchup.
You can watch fakemews play Hidden Rush Deception here:
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Strategy
God Power
Always choose Orfeo's Distraction. It is one of the best god powers. It is flexible, you can finish off opponent's creatures, hide their frontline to attack face, or hide your own creatures to protect them. Keep in mind that when you use your god power on an opponent's creature you can't target them any more so think about when you are going to god power if you want to kill the creature.
Flip and Thievery are too slow to be used in this deck. You don't have the time to dig for cards with Flip or get random cards with Thievery.
Mulligan
Going first you want sticky creatures to establish board and gain tempo.
Going second look for more reactive cards so you can deal with enemy creatures and hidden creatures so you opponent can't value trade.
Look for early creatures and removal. You want your buffs after you establish a board, and your finishers at the end.
Playstyle
Get board control early using your cheap creatures, removal, and god power. Wear down your opponent. Finish them off with buffed creatures, hide your creatures to protect them and hide your opponent's frontline to go face. You want to end games quickly because you will run out of cards.
Generally, you want to use your mana to play cards and get ahead on board instead of taking the slow route and using the god power a lot early.
Be careful playing against Nature, random spells can hit your hidden creatures.
Be careful against decks that run AOE like Magic, Control War. It that will hit all your creatures so don't overcommit to the board.
Slayer War and Light typically have no ways to deal with your hidden creatures.
Keep an eye on the sanctum, frontline, rune of life, and valka's discovery can be obstacles in your way so take them to deny your opponent or don't take from the sanctum unless required so they don't show up.
Sample Decks
Welcome
If you're are just starting out, here is a Welcome deck, an upgrade over the default starter deck. Check out gudecks for the card descriptions and other decklists. https://gudecks.com/decks/9639
Welcome and Core
Here's a sample decklist with only common and rare Welcome and Core cards, easily accessible to anyone starting out. https://gudecks.com/decks/5995
Budget Divine Order
Once you've won some weekend ranked reward Divine Order Packs, you can start building up to something like this. https://gudecks.com/decks/9649
Card Choices
Welcome and Core
- Wild Hog, Skeleton Heavy: Good stats.
- Trial Spirit: Good body and buffs health.
- Vanguard Axewoman: Good early removal.
- Feral Shapeshifter: Pinger and a decent hidden body.
- Switch Duelist: Hidden 3/1 that switches stats at the end of each turn, so on your opponent's turn it's a 1/3 and can't get pinged off by their god power.
- Felid Assassin: 1 mana 3/1 hidden. Good for early damage or trading up.
- Jinxblade Duelist: Gains health at the end of turn if your opponent has a creature. Can get big if your opponent can't deal with it. It nets health if you hide it every turn since it gains 1 at the end of your turn and another 1 at the end of your opponent's turn.
- Bedeviled Shadow: 3/3 hidden body. Can keep it hidden until you need it.
- Inconspicuous Carriage: Decent frontline stats. Be wary of Light's Levy. Players can play around the bomb afterlife by spending their mana first before killing carriage.
- Makeshift Shiv: Flexible value card. Can deal 5 damage to face over time or help control the board and can gain up to 15 favor getting you a sanctum card.
- Dark Knives: Big strength buff, great for burst damage. You can buff, attack, then hide your creature and attack again next turn knowing your opponent can't target your creature.
- Assassin's Aim: Gives +3/-1 to your creature and gives them hidden at the end of turn. Similar to using Dark Knives and Orfeo's Distraction on your creature. Keep in mind you don't kill your own creature with it's -1 health.
- Umber Arrow: Can act as 2 for 1 removal, or steal a creature for lethal or value. Great when you can steal a creature with afterlife and proc it for yourself.
- Rapture Dance: 6 mana board wipe can be too slow for Hidden Rush depending on the meta. Good if you fall behind and you opponent overcommits to the board.
Upgrades
Core Epics & Legendary
- Hunting Trap: Amazing removal, most creatures strength go up with their cost so you can kill big creatures for cheap.
- Slip Blade: Good value card, letting you kill 2 big creatures for 1 card. Has fallen out of the meta with armor stopping it.
Cheap
- Patient Pickpocket: After losing order, you get a random card from your opponent's hand, so you get a card and info about what is in your opponent's hand.
- Armor Lurker: One of deception's best 2 drops. 3/1 with 2 armor is effectively a 3/3, it's permanently hidden so you can keep it hidden until you need to attack, it loses the armor after the attack so you can attack into a 2 attack creature and not take damage. After losing hidden, it will still have 1 armor so it won't get pinged off.
- Shadow Matriarch: Summons a Shadow of Lethenon at the start of your turn. Can get out hand but 1 health means it usually dies after the hidden wears off. 3 mana for a 2/1 that usually summons only 1 1/1 is on the weak side.
- Ludia's Dedicant: Blessed is good. Good for getting cards when you god power. The random card is from your opponent's deck so it is usually better than what you would get from other randomly generated cards.
- Guild Enforcer: Big frontline body. Good for getting buffed or protecting your creatures.
- Stoneskin Poison: Good early removal that goes through ward. Order also lets you bypass frontline.
- Piercing Bolt: Removes armor then deals 2 damage. Great for those armored frontlines like Bronze Gate or Guild Enforcer in your way.
- Surprise Delivery: Gums up your opponent's board, can stop them from playing creatures if they went wide. Good damage to finish off you opponent too. Can combo with Rapture dance to kill bigger creatures.
Expensive
- Pyramid Warden: Big early stats. Really strong buff target because of its high health. Frontline also protects your smaller creatures. The afterlife doesn't hurt that much since you're likely to end the game before the creature they get back matters a lot.
- Shadow of Lethenon: One of the most annoying creatures in the game. 1/1 that gains hidden at the end of your turn so your opponent can never target it, making them rely on AOE or random spells to kill it. Dark Knives on this ends games quick.
- Shade Walker: Permanently hidden and grows in strength. Typically your finisher, you can keep it back and let it grow or attack and hide it with your god power.
- Orfeo, Champion of Deception: Comes down for free after you play a card. 1/1 Hidden for 1 turn, backline, and deadly means that it usually acts as free removal.
- Avatar of Deception: Nice hidden 4/4 body, on roar confuses and sleeps a random enemy creature. Good stats and disrupts your opponent.
- The Mastermind: Adds a Mind Probe to your opponent's hand on Roar and when it damages your opponent. Mind Probe deals 1 damage to your god for every 2 cards in your hand at the end of your turn. Messes up your opponent's turn, they have to spend 2 mana to get rid of probe or eat some damage.
- Sleep Dart: Sleep and burn through ward. Kills most early creatures. Can stall larger creatures.
- Mugging: Situationally good removal. It summons 3 1/1s that attack a target creature. Gives your opponent up to 9 favor. Good for attacking creatures with protected or ward or 1 health creatures and leaving you 2 1/1s.
Replacements
- Hunt Warden, Wetlands Ogre, Helios Battlesworn: Vanilla creatures. Can be hard for you opponent to deal with if you buff and hide them.
- Underbridge Assailant: Regen 1 means you can hide it forever without it dying.
- Wiccan Warrior, Dockside Prowler: 1mana 2/2 hidden. Good if you want a really low-curve aggressive deck.
- Trapdoor, Ransom: Bounces your opponent's creature. Can be good if played on a high-cost creature to set your opponent back or get rid of a frontline. Ransom is better played on high-cost creatures since it will take extra long to get to higher mana.
- Spiked Tea: Budget hunting trap. Confused isn't worth the extra mana.
- Poisoned Dagger: Good for killing big creatures at the cost of some face damage. Gets around most armor creatures.
- Vault Vagabond: Copies the top card of your opponents deck, good for card advantage and knowing what your opponent is going to draw. Personally I find it too slow to run in my builds.