Gods Unchained Cards
4.33M
NFTs
64.52K
Owners
< 0.01 ETH
Floor price
5%
Royalty
016
016
- Ability: Add a random creature with a roar to your hand.
725
- Ability: Destroy a creature with 3 or less health,
then remove 1 durability from this relic.
3
- Ability: Double the strength and health of a friendly creature.
4
- Ability: Give +1 strength to each creature and deal 1 damage to them. Remove 1 durability from this relic.
15
- Ability: Give +2/+2 to a friendly creature.
1
- Ability: Give +2/+2 to your strongest creature, and remove 1 durability from this relic.
12
- Ability: Give a creature "At the end of your turn, deal 2 damage to both gods.", then remove 1 durability from this relic.
8
- Ability: Give and order +3 and spell boost +2 to a friendly creature. Then, remove 1 durability from this relic.
3
- Ability: Give one of your creatures without an afterlife, “Afterlife: Summon a 3/2 Experimental Outcome.”
92
- Ability: Give order +1 to a creature, and remove 1 durability from this relic.
10
- Ability: Pull a friendly Nether with mana cost 5 or less from the board to your hand. If you do, pull the top card of your opponent's void to your hand. Remove 1 durability from this relic.
16
- Ability: Reduce by 1 the mana cost of a spell in your hand that costs 3 or less mana.
1
- Ability: Return a friendly Guild to hand and remove 1 durability from this relic.
1
- Ability: Summon a copy of a creature.
6
- Ability: Swap a creature's strength and health. Remove 1 durability from this relic.
4
- Ability: Target a character. If it is an enemy, attack it. If it is friendly, heal it for 4.
7
- Ability: Target creature goes to sleep. Give -1 durability to this relic.
107
- Add 3 randomised Warriors to your hand.
3
- Add 3 random Wild creatures to your hand.
5
- Add a base copy of each friendly creature to your hand. Refresh 1 mana for each card added this way.
6
- Add a copy of the top card of your opponent’s deck to your hand.
Dreadtouched: Delve a card in your opponent’s deck and add a copy to your hand instead.
7
- Add a random Death card, Nature card, and War card to your hand.
36
- Add a random spell, creature, and relic from your opponent's god to your hand.
736
- Add a random Structure to your hand.
Give it ward and +2 health.
17
- Add four random Nature cards to your hand.
Refresh six mana.
786
- Add four random War creatures to your hand, and give +2/+2 to them.
51
- Add Mana Bind to your opponent's hand.
5741
- Add one of each rune to your hand.
5789
- Add three 2/2 Acolytes to your hand.
3
- Add three random 1 mana War creatures to your hand.
12
- Add three random Amazons to your hand.
Your creatures are no longer confused.
746
- Add two 1 mana 1/1 base copies of a friendly Structure to your hand.
4
- Add two copies of a random spell from your opponents void to your hand.
5730
- Add two mana locks.
Heal your god for 10.
32
- Add two mana locks to both players mana gems.
2030
- Add two random Nature cards to your hand. If you are frenzied, add three instead.
28
- Add two random Nature spells to your hand and reduce their mana cost by 1.
5
- After a character is healed, this creature gains +1 health.
6
- After a creature dies, heal your god for 1.
721
- After a creature is healed, draw a card.
Roar: Give order +3 to an enemy creature, then heal each friendly character for 2.
5
- After a creature is healed & Roar: Summon a 1/1 Noxious Arachne with deadly.
6
- After a creature is returned to hand during your turn, gain +1/+1.
1
- After a creature is returned to hand on your turn, summon a 1/1 Rogue Skulker with deadly.
7
- After a creature is summoned, gain 2 favor.
Afterlife: If you have 40 favor or more, summon a Ghostly Chariot.
24
- After a creature leaves your opponent's void, summon a soulless base copy of it with blitz.
Roar: Obliterate a creature from your opponent's void.
5
- After a differently named friendly Amazon deals damage, deal 2 damage to the same target.
10
- After a friendly Amazon attacks, deal 1 damage to a random enemy creature.
1
- After a friendly character takes damage, heal it for 1.
Roar: Give +3 health to a friendly Olympian, then set its strength equal to its health.
23
- After a friendly creature attacks, gain 3 favor.
87
- After a friendly creature dies, summon it from your void, and obliterate this creature.
2
- After a friendly creature dies, you draw a card.
2
- After a friendly creature is destroyed, shuffle a Dread into your opponent's deck and lose 1 durability.
6
- After a friendly creature survives damage, give it +1/+1.
5
- After a friendly creature takes damage, this creature gets +1 strength.
7
- After a god takes damage, summon a 1/1 Impling.
10
- After an Aether attacks, draw a card.
284
- After an Anubian dies, steal 1 health from your opponent's god.
3
- After an enemy creature attacks your god, give it burn +1. After a creature with burn dies, give regen +1 to each friendly creature.
7
- After an enemy creature attacks your god, give order +3 to that creature, then remove 1 durability from this relic.
8
- After an enemy creature dies, draw a card.
5
- After an enemy creature is summoned, attack it.
2
- After an enemy creature is summoned, deal 1 damage to it.
2072
- After another creature survives damage, transform it into a 1/1 Rat.
5
- After an other friendly creature is destroyed, give +1 armor to this creature.
18
- After a spell enters your hand from anywhere other than your deck, reduce its mana cost by 1.
1
- After Cyclops attacks a creature, deal 1 damage to each other creature.
1960
- Afterlife: Add a Mutation to your hand.
10
- Afterlife: Add a random Death Dragon to your hand.
2
- Afterlife: Add a random Nature card to your hand.
88
- Afterlife: Add a random rune to your hand.
5605
- Afterlife: Add two Injured Soldiers to your void.
28
- Afterlife: A random enemy creature gets +3/-1 and this afterlife effect.
305
- Afterlife: Both players draw two cards.
5719
- Afterlife: Both players unlock a mana lock.
2
- Afterlife: Deal 1 damage to each creature.
36
- Afterlife: Deal 1 damage to each enemy creature.
3
- Afterlife: Deal 1 damage to two random enemy creatures.
13
- Afterlife: Deal 2 damage to a random enemy character.
8
- Afterlife: Deal 2 damage to a random enemy creature.
2013
- Afterlife: Deal 2 damage to the weakest enemy creature.
3
- Afterlife: Deal 3 damage to each god.
4
- Afterlife: Deal 3 damage to the weakest enemy creature and your opponent's god.
4
- Afterlife: Deal 3 damage to your opponent's god.
2
- Afterlife: Destroy the strongest enemy creature with 1 health.
8
- Afterlife: Draw a card.
10
- Afterlife: Draw a Dragon.
8
- Afterlife: Give protected to the strongest friendly creature.
6
- Afterlife: Give this creature's strength and health to a random Olympian in your hand.
6
- Afterlife: Heal your god for 3.
1
- Afterlife: Heal your god for 3, add a random 7 mana cost Wild creature to your hand.
6
- Afterlife: Heal your god for 4.
1984
- Afterlife: Heal your opponent's god for 3.
2056
- Afterlife: If you are frenzied, pull this creature into your hand.
11
- Afterlife: If you are holding an Aether, gain 9 favor.
85
- Afterlife: If your god has 15 health or less, summon a 6/6 Netherspawn.
5
- Afterlife: Obliterate a random card in your hand. (Obliterated cards are removed from the game.)
2
- Afterlife: Shuffle this creature into your deck. It keeps all buffs.
307
- Afterlife: Shuffle two Dread into your opponent's deck.
5
- Afterlife: Steal 1 health from your opponent's god.
16
- Afterlife: Summon a 0/1 Lootable Corpse.
1
- war
136036
- neutral
329270
- nature
129362
- magic
137663
- light
144122
- deception
145206
- death
110898
117
- "It is hard to fathom the rage felt by the Wild beasts who have had their connection to Nature entirely severed. It is even harder to fathom Aeona abandoning them like this." - Divya
2
- It's a curious case indeed how something that could have been terminal has instead given him hope for the future. The outcome remains yet to be seen.
5
- Life withers and fades within the Shimmering Atlant.The Dread has ravaged the natural environment, eating away at the source of vitality given by the Nature Domain.
4
- Never much a fan of Valka and her heroic posturing, a band of Vikings disavowed their Champion and rode into the wastelands. Led by a new chief, they found refuge in the shadowy ruins of Ronel and ensured their survival by embracing the darker side of these lawless lands.
5
- Old habits die hard. With Lysander’s eyes turned to his enclave, Olympian Generals are doing what they know best - keeping the peace. Parthenon is now a wild and dangerous place, and the grace and guidance of Light lies elsewhere. Judgment now rests in the Generals’ hands.
3
- Perishing in a land that no longer promises blessed rest is a fate best avoided, but these wayfaring fools seem ready to take that risk if it may reap bountiful rewards.
1
- Project R.I.S.E was lost to the Dread, and the surviving Sartonians that called the island home were scattered across the seas. Large carrier Vespids were designed by Dro and Francesca to aid in the recovery efforts.
4
- Sian was a high priestess of the Dread herald, Ilarac. Consumed by the corrupting influence of the Lustric cult, she abandoned friend and kin to ascend. After the Dread’s defeat, Sian was forsaken by her Lord and the darkness was lifted from her eyes. She played a role in Faenar’s destruction, and now she must make amends.
1
- Thanks to Dro's ingenuity, Survivors can easily traverse the vast expases of the fallen lands.
1
- "The Citadel is silent. The Gods speak in whispers, if at all. The Dread has stripped Faenar bare, and where there is no mana, there is no faith. Where there is no faith, a God has no dominion. Their weakness in their reliance on Mortal worship has become bleakly apparent, and in their vulnerable state they seek to consolidate their remaining faithful and stand strong, lest another God dare make an advantageous move. One wrong step in this stalemate could see another God fall." - Giramonte's Journal
1
- The fallen lands can be a little lonely. Even the dullest company can't be taken for granite.
7
- The last pools of mana within the Thanakris will indeed deliver death.
2
- There are, unfortunately, no witness accounts.
2
- The ruins of Ronella contain an unexpected assortment of materials that provide a bounty of inspiritation for the budding inventor.
5
- "These shifting sands no longer carry us to the Void's embrace. Where are you Mother? Why have you abandoned us?" - Anonymous
2
- The surviving socialites sit pretty in Ronella’s grand mansion. Orfeo entertains Ludia’s most esteemed guests with a host of banquets and balls, but the heady mix of drink and games could become a little too overpowering. This is a soiree invitation to kill for.
3
- "They believed they knew all truths and the world ended anyway. We must now discover the real truth!" - Wererat
5
- Those who once turned to Levicus's protection have found their own flocks to shepherd.
2
- Those within the enclave will ensure their safety at all costs. None may enter, and none may risk venturing beyond its walls. Exposure to the Dread corruption beyond could place the whole flock at risk.
2
- A thirst for mana can lead the weak down dark paths. That's where the Dread still lingers, filling the cracks with corruption.
5
- "We could be more like the pests. Catastrophe did not stop them, it helped them evolve" - New Age Academic
5
- "We shall weigh your devotion for Death's favor." - Deathwatch Herald
7
- "What good is wisdom if it does not benefit the wise? Elyrian bids us to purge our Academy halls of the rat cult's false teachings." - Pallas
4
- Within 12 weeks, he was ready to bring order to the chaos.
3
- Witnessing the many that have been spurned from the protection of the enclave, there is ample evidence of an inextricable entaglement with darkness among Light's faithful.
2
- Your best bet is to use an unstoppable force when facing an immovable object.
4
- At Hierakon’s peak, the Great Mausoleum is barred shut. At Neferu’s behest, only those who showed unwavering devotion during the Dread blight are permitted refuge within Malissus’s most sacred hall.
4
- As the Dread swept through the forests of Arkmonia, Cressida was caught in the corruption. Her fae form distorted and merged with the other winged beasts fleeing the chaos. The darkness within her eventually subsided, leaving behind a hollowness that would only fill with the fear and pain of the creatures around her. Despite her fragile and unstable state, other survivors within the forest look to her for strength.
3
- A small omen of great danger.
3
- Argus shepherds the last of Lysander’s loyalists to a protected enclave. Here the faithful find refuge, establishing a new community free from the ongoing woes of the world outside.
1
- A practicioner of wasteland wisdom whose methods are unendorsed by Mystic academia.
2
- "Ahh...Preciousssssssssss." - Enthralled Draka
1
- "A glade of regenesis? The thought of such an unnatural effort to preserve creation makes me ill. I shall have no part in it. Selena and the Amazons may condemn me all they like. They are mere puppets of the Gods." - Rogue Thornblade
3
- After barely surviving the clash at the Shimmering Spire, Francesca and Giramonte did not spend their time idly. The pair's efforts to salvage what they could were unable to quell the anger and disillusionment towards the Gods felt by the survivors, and thus a new project was born. Francesca and Giramonte's theories led to shocking revelations regarding machinations within the Citadel. In response they developed a plan to restore the natural flow of the Domains to Faenar and its people.
7
- Affectionately coined "Scrappy", this construct was assembled by Giramonte and a team of Sartonian engineers. It was the first large scale project that the Sartonians had undertaken using metallic materials, and the execution perhaps did not quite meet their usual standards. However, Scrappy without doubt strikes an intimidating first impression.
4
- Aeona has called upon her most devoted to protect a secret glade that contains the remains of Arkmonia’s flora and fauna. Preservation of these fragile and perfect specimens must be achieved at all costs.
6
- Adusa's body was afflicted by a draconic Dread curse when attempting to free his beloved Aya from the Scalecult's sacrificial ritual. He emerged from the cult's lair with strange skeletal powers, a heart full of loss and rage, and the image of his wife's grotesque 'ascended' form forever burned into his mind.
1
- A bad day to be a Valknir.
1
- Traces of Dread still linger in Arkmonia and are very much capable of corruption.
5
- A whole new kind of carpet ride.
3
- Death mana flows abundantly within the Mausoleum, but wanes without. It once sustained the inhabitants of the Thanakris Desert, but after the Dread eroded much of it away, wandering husks are all that remain.
7
- Desperate Survivors find themselves afflicted with many a malady. Shady salesman are quick to fill the gap in the market, ready to provide potential customers with the cure to all their ills.
5
- Do not be deceived by this one. While the Dancer is infinitely more graceful than the rest of Auros' brutish battalion she is also just as deadly.
4
- "Draka work with gem and bone, wood and stone. These manfolk craft treasures unlike our own. As death creeps through these fallen lands, our hoard of treasures grows and grows." - Draka Raider
1
- Dread-afflicted amalgamations and mutants have been left to roam the ruins of Parthenon. It could be seen as somewhat hypocritical, that while these poor creatures are embodying the imperfection at the core of Lysander’s teachings, their Dreadborn nature makes them feared among Light’s faithful.
4
- Flightless it may be, harmless it is not.
5
- Francesca and Giramonte lead their fellow survivors, breaking down the barriers created by the Gods, and opening the eyes of the faithful to their Mortal cause. The Sanctum walls will fall. Faenar will be free.
6
- Fuelled by anger after the death of his daughter during the Clash of the Shimmering Spire, Dro has brought his mechanical engineering talents from the ruins of his island home to the mainland. He is ready to join the fight against the Gods’ greed alongside his fellow surviving Sartonians.
3
- Gerhardt was always an outcast among the Valknir. When the Cracked Mountains fell to the Dread, he knew it was time to cut loose and find a new path forward. Never ones to bask in the brutish glorification of battle, Gerhardt and his bovine companion abandoned their clan and now roam the fallen lands, relying on roguish guile and charm to survive.
2
- Glinn and the surviving Draka migrate across the desolate mainland. As they journey through the ruins of destroyed civilzations, they uncover weapons, armor and relics. In typical Draka style, they gather and fashion these into bardings for their dragons, giving them an edge to survive and take on any new enemies they may encounter amidst the fallen lands.
2
- "Gottem!" - Plate Pilferer
7
- He does all his own stunts.
2
- He used to splish. He used to splash. Now, he cannot even splosh.
3
- How many raccoons does it take to retrieve a low-hanging fruit?
4
- It hatched in darkness and inherited an isle of ashes.
3
187080
- Diamond
2354
- Gold
11863
- Meteorite
1080523
- Shadow
56672
- rare
252859
- mythic
2
- legendary
18510
- epic
45873
- common
838396
- verdict
86
- wander
243
- welcome
1017
- wolf
319
- core
819
- dread
400
- etherbots
45
- fallen
191
- genesis
1140838
- mortal
2116
- mythic
2
- order
3350
- promo
732
- tides
394
- tower
265
- trial
8542
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