Deck Profile - Ethereal Diamond Regen Nature C2P(Cheap to Play)

This is the most current reiteration of the regen nature deck I have been using for weekend ranked and the blessing of the gods event.

The main goal of this deck is to consistently end the week in ethereal diamond to maximize play to earn rewards with the current blessing of the gods. Making positive mana trades and gaining card advantage is the main play style. Always try to focus on using less mana than they spent to remove your opponents cards and making them use more mana than you spent to remove your cards.

GU deck.PNG

The deck only utilizes 1 legendary and 2 epics with the rest being rares and commons, making the deck on the cheaper end of the spectrum. It has worked well for my goals of getting 4 points in the blessing of the gods while posting between 13-20 weekend ranked wins since I began running iterations of it. It usually averages around 16-18 wins in the weekend ranked.

Rather than trying to run an ultra high consistent deck with mostly two copies of each card I have opted to include more situational one of cards. During my previous iterations of the deck I found that the higher consistency decks left you open to game ending higher mana cards, more bricks if you can't get the strategy off the ground immediately, and an empty hand. The one-ofs provide a wider arsenal of weapons to counter your opponent and make the deck less linear.

God Power - Animal Bond - Summon a 1/2 confused badger

With the nerf of flourish this is the new god power of choice for this deck. It provides a way to sink excess mana while getting a creature on the board that synergizes with the rest of the deck.

Best Friends - Provides an easy way to swarm the board and overwhelm your opponent. It helps provide advantage once one of your difficult to remove creatures has survived a turn.

Best Friends.PNG

Marsh Walker (x2) - A difficult to remove creature that your opponent will spend more mana to remove or will stick around a turn allowing you to develop an advantage

Marsh Walker.PNG

Tribal Orc (x2) - Probably the most easily cuttable one cost card but its wild typing and roar ability provide synergy with the deck and its goal to go wide. The core set refresh should provide new alternatives to this card

Tribal Orc.PNG

Wild Hog (x2) - A generally strong one cost card that most lower tier decks run. An added bonus is that its wild typing works well with the rest of the deck and its end goal.

WildHog.PNG

Black Jaguar (x2) - This card may look unassuming but a 3/3 with regen on it can almost always remove one of your opponents creatures and stick around for another turn or force them to use another card to remove it on the next turn.

Black Jaguar.PNG

Canopy Barrage (x2) - Probably the best removal card that regen nature has access to at the moment. It can easily turn the tide in your favor during the early game. Ideally attack other monsters to leave the one you want to remove with this card on the field before using it.

Canopy Barrage.PNG

Finnian Fruitbearer - Becomes target #1 as soon as he gets dropped on the field. Unless you have no other options hold him until you are frenzied to guarantee at least one vibrant fruit one the field.

Finn.PNG

Lightning Strike - One of your two 8 damage removal spells. Provides high damage and a burn effect to remove high health cards for much less mana than your opponent has invested in your target.

Lightning Strike.PNG

Rabid Bear (x2) - A generally strong card that synergizes with the rest of your strategy. Even when not frenzied a 3/4 without confused can have its advantages.

RabidBear.PNG

Revenant Lynx (x2) - This card is essentially a 4/2 for 1 mana. It should be used to generate advantage for your side of the field in the early game. It works very well with all of the two cost cards in the early game.

lynx.PNG

Spring's Harvest - I only added this card on a whim of wanting to try it out and it stuck around because a draw 2 for 3 mana will net some decent card advantage on the opponent but 3 cards when frenzied opens up many more options for you next turn and lets you get far ahead of your opponent in cards. The randomness has not been horrible and it gives legendaries far more than I initially expected.

Spring'sHarvest.PNG

Bladefly - A solid card that allows you to go wide and synergizes with the rest of the deck. Unless you are already far behind your opponent will struggle to remove all 3 summoned 2/2's leaving you with creatures on the board

BladeFly.PNG

Starving Sabretooth - A higher stat card that requires your opponents attention immediately. It works decently well with the rest of the deck and allows you to build up some regen on it while keeping your opponents creatures under control

Starving Sabertooth.PNG

Wildfire (x2) - One of the most useful cards in the deck. It has endless utility and will almost always push you into the winners circle when you have 3 or more creatures already on field. The 1 damage across your opponents board helps to deal with pesky protect effects and turn the tide in your favor.

Wildfire.PNG

Svart Basilisk - This is a utility card with some decent stats that helps you deal with opponents relics or sleep decks. This could easily be upped to two copies in the deck if problems with relics and sleep are faced. The additional sleep mechanic on this card seems to make it better than the nature exclusive option for relic removal(nefarious briar)

SvartBasilisk.PNG

Jaguar Staff (x2) - One of the main ways to gain card advantage in this deck. Saving a mana gem to get this out on turn 4 almost always results in your creatures taking over the field. It allows you to use your total health as a resource to take out some of your opponents creatures while simultaneously putting more on your field.

Jaguar Staff.PNG

Trial of the Hydra - Initially had two copies of this in the deck but it ended up becoming a brick if you don't have creatures already set up on the board. Wildfire seemed to be the better option with the damage it deals. This card synergizes better with creatures that already have regen and provides the same net gain in stats as wildfire with creatures that don't already have regen on them.

Trial of the Hydra.PNG

Guild Enforcer - A generally over powered card at the current moment. It almost always results in your opponent sacrificing more mana than this card costs to remove it. When left on the field it provides you with a wall to hide behind while you build advantage

Guild Enforcer.PNG

Green Giant - Forces your opponent to deal with it immediately as it can wipe their board if it is left on the field and allows to attack. Giant Pangolin is another option I have been considering for this slot since it is a faster card.

GreenGiant.PNG

The Hunt - A good removal spell that can remove a high cost creature your opponent drops and allow you to keep the advantage you had before they dropped it or it can wipe the board of low cost creatures forcing your opponent to start fresh.

The Hunt.PNG

Since I began playing GU in the past couple months this deck has done pretty well and can occasionally squeak out some wins against meta decks. It can consistently hit diamond and even push up into mythic from time to time. When I first started playing I was looking for a way to get ahead of the free to play curve without breaking the bank and the core of this deck catapulted me up the rankings. Hopefully it goes just as well for the rest who decide to try it out!

Thanks for checking out my deck profile! Hopefully I can increase my card pool in the near future so I can make some cheap to play decks for other gods!

GU Deck Code - GU_1_5_HAzCAuCAuCBfCBfHAEHAECATCATCCOCCOIASCBxIALIALBFLBFLIAQCDLIDSCBqCByCByICHICHGAnGAnGCTCApCDf

gudecks link - https://gudecks.com/decks/GU_1_5_BFLBFLCATCATCApCAuCAuCBfCBfCBqCBxCByCByCCOCCOCDLCDfGAnGAnGCTHAEHAEHAzIALIALIAQIASICHICHIDS?godPowers=100121&creator=TelepathicKoala&userId=1076673&archetype=Regen%20Nature

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