God of Light
The god of light here is the harbinger of justice himself, the salvation of the nine realms: Thaeriel
Each god has four “Basic Powers” to choose from at the start of a match— usable once per turn as a valuable counter to your opponent’s deck. Thaeriel’s are as follows:

Summon Acolyte: Congratulations… You have now unlocked an infinite supply of creatures. Summon Acolyte is a must-have for Light players. It’s an excellent tool for getting some mid-late game value. Many cards benefit two-attack creatures, and this power allows for some dangerous combos. Not to mention Thaeriel has taken the time to bestow immunity from spells and powers on each and every one of these servants (wow, how generous of him).

Lesser Heal: A useful tool for keeping your creatures (and yourself) alive. Cheap and flexible, this power devastates in the right match-up. Just don’t get too caught up in healing yourself. After all, you can still win the game on the cusp of death. Leave vanity to the likes of Ludia.

Heavens Light: If you want to go all in on keeping your creatures alive, Heaven’s Light is the power for you. It can be a risky pick as you’ll need many creatures on the board to maximize value. But get yourself into a dominant position, and you’ll reap the rewards.

Chosen Visions: Do you trust the heart of the cards? No? Well, Chosen Visions might still convert you. This one is entertaining, with an exciting mechanic reveal. If you haven’t guessed, trust is one of Thaeriel’s central tenets — trusting creatures to be there when you need them.
The first time you use Chosen Visions, a random creature in your deck becomes… “The Chosen One,” and every time you use this power after that, that creature gains +2/+2. So, who exactly is this performance-boosting minion? That’s the exciting part. You have no idea.
Chosen Visions puts a whole new spin on the phrase “secret weapon.” If you’re lucky, you’ll cast an acolyte whose mere presence eclipses the board-state. But beware, disciples: luck can sometimes favor the dark. If you draw “The Chosen One” too late, all your healing will be for naught. Whatever the outcome, one thing is certain: it’s time to start believing.
Now comes the exciting part. Instead of choosing a Basic Power (which can be used every turn), players can unleash an Ultimate Power. These abilities can be devastating, but with only one use per match, they necessitate careful planning. So, with that in mind, behold Thaeriel’s power:

Equinox: All will be equal in front of the light. One thing about Ultimate Powers is that they are sometimes best avoided. This is especially true for Equinox, a power that reduces all creatures’ Attack and Health to 2.
The threat of transforming all of your opponent’s massive creatures into tiny wimps is sometimes enough to put them off their game. And, when used correctly, Equinox will restore order to the battlefield, paving the way for the inevitable path to glory.
Goddess of Death.
Malissus, the Goddess of Death, assists players in using dark ceremonies to draw cards, demolish creatures, and even reanimate the dead. But keep in mind that everything has a cost.
As previously discussed, at the start of a match, each God has four “Basic Powers” to choose from, each of which can be used once per turn as a valuable counter to your opponent’s deck; or you can choose an “Ultimate” God Power, a more powerful ability that can only be used once per match. Malissus has the following abilities:
:

Blood Scry: Shadows trade in the currency of corpses. For 3 mana Blood Scry lets you draw 2 cards, a mechanic which can prove critical late game. As every duellist knows, more cards mean more options.
Of course, there is the small matter of the aforementioned corpse. Ah yes. In order to use Blood Scry you’ll have to sacrifice one of your creatures. Not to worry. Your subjects are always willing to die. And if not… well… who cares?

Soul Burn: The night! It burns!
Shadows scorch even the most skilled necromancers. For 2 mana Soul Burn deals 3 damage to each God — including yours. A great finisher, so long as you’re ahead.
The weak fear suffering. The strong wield it.
-Malissus, Goddess of Death

Reanimate: The void is not empty. It has never been empty. For 1 mana and 2 creatures, you can summon a minion from your void with equal or less combined mana cost. Of course, there’s a catch. Your reanimated creature will be obliterated upon death instead of re-entering the void.
So choose wisely, you can only Re-animate something once before it’s lost.

Undying Wish: A minion, inside a minion, inside a minion. At 3 mana Undying Wish is the best insurance policy on the market. Whether you need creatures to sacrifice or want to be more aggressive in combat, this power offers fantastic value.

Demise: The end is nigh. Behold, the ultimate prophecy of Death: Demise. Usable once per match if selected, for 5 mana, pick one of the following:
1) Destroy the target creature and deal 3 damage to your opponent’s God.
2) Destroy 2 target creatures.
3) Destroy all creatures and deal 3 damage to your God.
Whatever you choose, things die. I know, God of Death, shocking. But each branch of Demise has its own situational advantages, and the flexibility provided ensures that you can take advantage of any board state.
While all of Malissus’se power require additional sacrifice (or your creatures, or your own life), never underestimate the power of synergy. A timely Afterlife effect can easily tip the game in your favor.
God of War.
Here we’ll be covering a darker god, Auros the God of War. As stated above, all gods have four basic powers they operate with and without further ado, let’s examine the basic powers of Auros.

Intense Training: Mediocrity has no place on your side of the battlefield, and it certainly has no place in your hand. You can send your favorite random minion through its annual new year’s resolution for just two mana.
Why embarrass yourself in front of your opponent when you can summon a mobile barracks to assist them in leveling up? We’re all for playing fast and loose with expendable creatures in Auros’ camp but come on, everyone has standards.

Onslaught: Waiting for your creature to attack takes a long time. Onslaught feels your pain and, for one mana, bestows Blitz on a creature, allowing it to attack the same turn it is played!
This puts your opponent on the defensive while giving you more board control. Of course, if you’re up against some truly massive creatures, you should think twice. Sometimes the size of the dog in the fight is all that matters..

Enrage: Enrage is extremely cheap at 1 mana. And, while +2 Burn may appear to be a detriment, it can actually be a boon. Some of Auros’ army’s creatures actually grow stronger as they are damaged.
Consider “Tyr, The Just,” who has +6 Attacks when not fully healed. When you use Enrage on Tyr, your opponent will be facing a 12 Attack creature. Who said Tyr was only a pretty face? You could also use the burn function to deal with some of your opponent’s larger creatures. But be careful if you go down that path; you may have to take a few big hits first.

Clarion: It is never too late or too early to request reinforcements. Clarion costs 4 mana in a typical War deck, but it allows you to summon a legion of warriors from across the realms. Clarion summons a randomized warrior with two buffs from the following: Flanking, Leech, Twin-Strike, +1/0, +0/+1, and Protected with -0/-1 if you are willing to pay the price. It’s impossible to predict what you’ll get.
Do you need a little more oomph? Instead of using a Basic Power (which is available every turn), players can use an Ultimate Power. These abilities can be devastating, but with only one use per match, they necessitate some serious planning. So, with that in mind, witness the power of Auros:

Slayer: Sometimes you just have to do everything yourself. For only 2 mana, Slayer can either help your deck push the tempo or end the game. This extra push may be exactly what your deck needs to overcome some tough matchups. So, if you’ve grown bored of torturing the enemy, then choose Slayer and put them out of their misery, fast.
Goddess of Nature.
If you’ve ever dealt with wild animals, you know how difficult it can be to predict their next move. Matching up against Aeona can be very similar.
Her abilities necessitate quick thinking and flexibility on both sides. However, if players are skilled enough to redirect Nature’s turbulent river, they will be rewarded with a constant torrent of mana and some of the game’s most powerful beasts!
Aeona’s four elemental powers are as follows:

Animal Bond:
Your summons reverberates throughout the realms, and no one knows who will answer. Finally, a wild disciple emerges, disoriented from his journey but eager nonetheless. Animal Bond is similar to Thaeriel’s Summon Acolyte in that it allows you to summon an infinite number of creatures. Unlike the latter, this creature’s stats are randomized from a set: 2/1, 1/2, 3/2, 2/3, 4/3, and 3/4. If you’re lucky, your board state will be eternally grateful.
If the odds do not favor you, you will receive our generous consolation prize: Mana has been partially refunded. It’s a little like getting store credit for something that doesn’t quite fit, except it involves ferocious beasts and the ability to cast additional spells to crush your opponent — ok, nothing like that. I attempted.

Forage: A wealth of exciting and unpredictable natural resources can be found in Eucos. Forage allows Aeona to tap these resources to send a random nature card to your hand ready to be cast. Those well-versed in strategy know how pivotal card advantage can be — and this power calls out to newer players to explore Aeona’s vast collection of cards and to the veteran players to maximize that advantage of any given card.

Flourish: If you prefer to focus on creatures you have selected from your deck, Flourish is a great tool for increasing their effectiveness. Naturally (see what I did there) there is some uncertainty involved, but with enough creatures on board, it is bound to pay off. The seasons may change, but your creatures only get stronger, whether in attack or health. There are whispers you’re putting something in the water…

Leech Life: Most of Aeona’s powers grant you an endless supply of something (cards, creatures, buffs). Well, Leech isn’t about to spoil the party. It provides you with an infinite amount of health, which tends to be useful in a game where you have to stay alive. Additionally, skilled players can tilt the odds of randomness in their favor by using creatures on the board to remove everything except the best targets.

Wildness: Finally, the ultimate. The power which can only be used once per game if selected, but can propel you to victory if used correctly. Wildness is bound to devastate your opponents, inducing mass confusion and crippling any creature-heavy decks, particularly aggressive ones. But that’s not all.
With two replenished mana crystals, your turn is far from over, providing a guaranteed tempo advantage. The beauty of nature is indeed a wonderful thing… and the best part? It won’t cost you a dime to behold. That’s right, Wildness will cost ZERO mana.
God of Magic.
With the God of War, Auros, roaming the battlefield, someone must step forward and demonstrate some intelligence. Who is better than Elyrian, the God of Magic, and his devoted followers? His abilities as an expert clairvoyant and master planner will undoubtedly win your devotion.
As previously stated, at the start of a match, each god has four “Basic Powers” to choose from, each of which can be used once per turn as a valuable counter to your opponent’s deck. The following are Elyrian’s basic abilities:

Clear Mind: All things can be enchanted — even destiny. Clear Mind lets you look at the top two cards of your deck and choose to keep both cards on top, send an unsuitable card to the bottom, or bury both cards in the bottom. A great way of sifting through your deck to prepare the perfect draw.
Remember: the fate of no mage is sealed.

Discovery: Perhaps you’re looking for more than just a crystal ball. Perhaps you’re looking for something a little more decisive. Well, if this sounds like you, get out your spellbook and mark the page headed Discovery. This ability allows you to look at the top three cards of your deck and choose one to put directly into your hand this turn.
Note: Apprentices should exercise caution, at 4 mana, Discovery is only suitable when time is on your side.

Mnemonic: Who pays full price for a spell? Ha. Not you. Mnemonic lowers the cost of your favorite incantation so you can get ahead of the curb. At just 1 mana, you can speed up the game with cheaper spells, or efficiently bank any unused mana at the end of the turn. Either way you plan to play, this flexible ability will allow you to keep pace with any opponent.

Magebolt: Is all this planning making your head hurt? Not to worry. Even the most accomplished scholars enjoy themselves. So sit back, relax, and maybe blow something up. So why not?
War is normally thought to be the domain of mindless smashing, but when it comes to dishing out consistent damage, Magic provides unparalleled flexibility at the cost of mana. Magebolt’s direct damage can travel anywhere and hit anything. While Auros must fight through enemy creature walls with Frontline, Elyrian always has a direct path to any creature, including the opponent God’s face.
Finally, Elyrian’s ultimate power… a power which can only be used once per game, but has devastating potential when played correctly.

Metamancy: Behold… the life work of a dedicated scholar. Metamancy is perhaps the most powerful ultimate in the game, and allows you to choose two effects from a variety of options, each as devastating as the last:
- Summon a 4/4
- Unlock a mana gem
- Deal 4 damage to anything
- Deal 2 damage to all enemy creatures
- Foresee 3 and draw 1
- Draw 2 cards.
6 delightful choices, pick any two for just 5 mana. The only real trade-off is not having access to Elyrian’s other powers.
Goddess of Deception.
Ludia developed her own abilities to counter the competition after listening to our God Powers series. She has now agreed, after much wrangling, to let us reveal them to you in the final installment: Deception.
As previously discussed, at the start of a match, each God has four “Basic Powers” to choose from, each of which can be used once per turn as a valuable counter to your opponent’s deck.

Thievery: What’s yours is mine, and what’s mine is… still mine. For 1 mana Thievery lets you look at the top card of your opponent’s deck. You can move this card to the bottom of their deck and copy it to the top of yours.
Of course, this can clutter your deck, and delay drawing the cards you need. But a little self-sabotage is all part of Deception. Your enemies aren’t going to drink the poison if they don’t see you take a sip first.

Pawn: Eucos is filled with pawns. Let’s play a game with them.
The ability to play cards throughout the match, without losing pace, determines many duels. And at 1 mana Pawn might be the cheapest draw-mechanic on the market. Unfortunately, you can’t choose which cards to lose. That’s okay. In the world of Deception, all things are expendable.

Flip: Flip mutates your creature — inverting their stats and buffing them with +2 Attack. Deception is all about playing mind games with your opponent, and what better way than transforming the creature they’re up against?

Memory Charm: Obey her command. Or suffer. Memory Charm forces your opponent to move a card to the bottom of their deck (and take 2 damage if they cannot). A great way to drain your opponent of their precious resources. Manipulation with a sprinkle of destruction. Classic Ludia.

Treachery: Ludia’s ultimate is as savage as they come. Treachery sends your opponent’s army into mutiny and puts the survivors to sleep. Watch as enemies murder their companions and awake to think it was but a dream. Some say heartless. Others say efficient.