Making a Deck with primarily 2 Drops

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Uniquness of the Game

As everyone has noticed the significant difference between Gods Unchained between all the other games that have a ramping mana system like Hearthstone, Shadowverse, or Legends of Runeterra is that each player has "The Coin" (A way to get 1 extra mana the turn that it is played) with the 2nd player having 3 but can only play 1 per turn.

With that mechanic in the game, it can lead to a lot of possibilities to build your deck around such as the one that I am sharing where you can just primarily make your decks around 2 drops and not bother with 1's unless they are for utility cards like Vanguard Axewoman a neutral way to deal 2 damage quickly or Wiccan Trapper a low mana cost relic remover.

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The Deck

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I have been trying out this strategy of primarily using 2 drops in my Nature Deck starting last week as I have a problem keeping out with my opponents like Magic, Death, Deception that by Turn 6 they almost always have a larger hand than me and I am hoping that they don't draw their board clears and if they do it just guarantees their win due to that massive swing of tempo and me not having any cards left to play.

My Thoughts

When I started out playing the game a couple of months ago I was still of the mindset that 1-drops were key to your deckbuilding but now that I have familiarized myself with the mechanics of the game more I can wholeheartedly agree with this style of deckbuilding for the future where you only need to put in 1's for utility or if there is a specific strategy where you really need to swarm the field early like Aggro.

What are your thoughts on this style of deckbuilding? Is it viable or not?

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IMO you need just enough 2-drops so you don't get caught with a dead hand early on (in most decks) since 2-drops get outscaled pretty fast once 4-mana comes around and your hand size will deplete quickly. If you do want to swarm the board I think board buffs like Falling Star can help the cause a lot!

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