Here is my fourth Gods Unchained F2P Deck Guide, this time on Tempo Magic. You can check out my collection of F2P deck guides here @meltysquid/gods-unchained-f2p-welcomecore-deck-guides. Leave a comment for the next decklist you want or any cards I should go over more. Shoutout to @kephler for his card list creator.
Tempo Magic has been around in the meta since @cautionfun popularized the deck with his 1-800-MAGIC deck. Recently, [TOXIC]TBHansson taken his own spin on the Magic Deck running Divine Order structures and Defend the Ramparts.
Magic has the best spells but as a tradeoff it has understatted creatures. It uses removal to set the opponent back while setting up their own strategy. Budget Magic is good but lacks the some of power cards that make the deck shine like the card draw from Demetrios or Pallas Wand and burst from Monolith of Storms and Scepter of Artistry.
Strategy
God Power
Always pick Magebolt, it's great for picking off 1hp creatures for going face to get lethal.
Clear Mind is not worth taking, foresee 1 is not impactful.
Pallas' Genius is too slow at 3 mana only to get a 1 mana spell.
Mulligan
Going first or second doesn't make that much of a difference in this deck since most of your cards are reactive.
The mulligan depends on what your opponent is. Against aggro decks lean more towards reactive cards since you're planning to run them out of cards. Against control decks you want creatures early so you can whittle down the opponent and finish them off with burst before they can get their big cards out.
Always look for early creatures, a removal spell, and some form of card draw like All-Seeing Spire to keep your hand full.
Playstyle
Play creatures out, keep the opponent's board empty with your removal and gain tempo, wear down your opponent, then finish them off with your big damage spells.
Hold Miraculous Familiar until you can play a spell on the same turn to guarantee generating a card.
Hold Street Conjuror for when you need the +1 spell boost to give your spells the extra damage especially on Vow of Learning or Defend the Ramparts.
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/9628
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/6614
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/9321
Card Choices
Welcome and Core
- Wild Hog, Skeleton Heavy, Hunt Warden: Sticky vanilla creatures
- Trial Spirit: Buffs creature to trade up and has good stats
- Vanguard Axewoman: Blitz lets you make good trades
- Athenian Archer, Veteran Archer: Pingers let you clear while also being a body on board
- Street Conjuror: Cheap spell boost to give your spells the extra damage
- Rune Writer: 5 mana for a 4/4 body is understatted but you can delve a rune for any situation you're in.
- Illuminate: Cheap removal spell to clear small or damaged creatures
- Starshard Bolt: Efficient removal, 2 mana for 4 damage removes most early threats
- Tracking Bolt: Flexible, 2 mana for 3 damage to 1 creature or 1 damage to all creatures. Good tall or wide boards.
- Wyrmbreath, Epiphany: Big spells that can be used for removal or burst damage to finish off the opponent.
- Crystal Rain: 5 mana to deal 2 damage to each enemy creature. Good AOE to clear wide boards.
Upgrades
Core Epics & Legendary
- Assistant Alchemist: Essentially a 0 mana 2/2, great for getting on board early and taking tempo.
- Oni Spellsword: Gets +1 strength and gives another creature ward when you play a card. Great for taking advantage of your low curve deck to snowball and helps protect against board wipes.
- Choralis, Rune Moth: 3 mana 1/1 that generates a 0 mana rune at the end of turn. Gets good cards every turn but dies easy to god powers.
Cheap
- Flying Carpet: 1 mana 3/1 that can foresee 1 or gain ward. Early high attack creature that doesn't get pinged off, 3 strength trades with early creatures like Wild Hog or Black Jaguar.
- Portal Wrangler: 4 mana 3/4 that adds a copy of the last creature played. Time it to pick up a big creature that your opponent played for extra gas.
- All-Seeing Spire: Draws cards and foresees. Order 10 makes it hard to kill for some decks. Keep in mind what kind of removal your opponent has since Spire can win games with all the card draw.
- Miraculous Familiar: Blessed is nice for getting sanctum cards when you need. Generates a spell after you play your first spell, good for getting card advantage if unchecked.
- Wall of Lightning: Big 4/5 frontline body, and spell boost on top. Stops early aggression easily.
- Vow of Learning: Flexible spell, can give protection, give ward, can deal 1 to anything, and deal 2 damage to a creature. Combos with spell boost, can pick off weak creatures, or protect your own creatures.
- Defend the Ramparts: Good 2 for 1 removal especially with a structure or spell boost.
Expensive
- Pallas' Wand: 2 mana 0/2 relic that gains 1 durability after you play a magic card and as an ability draws a card and loses 3 durability. Amazing card to refill your hand. Always look for it in the mulligan.
- Scepter of Artistry: 3 mana 0/3 relic that gives order +3 and spell boost +2 to one of your creatures. Protects your creature from being attacked and gives your spells extra oomph. Can get huge burst if you stack the spell boost.
- Ancient Texts: Flexible spell, can deal 2 damage to anything so can be used for removal or going face, or can give protected to a character to prevent face damage or protect a creature.
- Form of Power: Deals 2 damage to an enemy creature and 1 to their face. Good early removal and hurts your opponent especially with spell boost.
- Pallas, Champion of Magic: Sticky 1/4 with ward. Usually generates value by delving a spell. Also is one of the few cards that can obliterate cards in your opponent's void. Can do big face damage depending what is in their void.
- Vortimer the Volatile: 2 mana 2/3 that gains 1 strength after you play a spell and and the end of turn if it has 3 or more strength resets to 1 strength and draws a card. Nice early advantage turning spells into card draw. Can also run over 3hp creatures early after the strength buff.
- Demetrios, Playwright: Gives and upgrades final draft which deals damage and draws cards. Great spell that serves as removal and card draw. How to keep in mind when to play the draft since it keeps increasing in mana, damage, and draw.
- Monolith of Storms: Hard to kill with order 10 and 5hp, gains +2 strength after you play a spell, and deals damage equal to its strength then goes to 0 strength. Big finisher card, can serve as reusable removal or finish off the opponent with huge burst after a few spells.
- Shadow Scryer: One of the best 1 drops. Protected and ward means it's hard to get rid of and gets value through the foresees 1 which helps smooth out your draws.
Replacements
- Soothsayer: 4 mana 2/3 that for foresees 3 and draws 1, weak stats but can dig deep for cards.
- Staff of Shards: If you don't run other relics, staff of shards can be a decent pinger.
- Wetlands Ogre, Helios Battlesworn: Vanilla creatures