Cards that Unlock Mana in Gods Unchained.
Cover made using images and elements from Gods Unchained.
Hey everyone!
It's time for the cards that unlock mana in Gods Unchained, which are needed to summon strong creatures or use powerful spells.

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Citadel of the Gods is a Mythic card and only one exists. Unlike other cards that unlock 1 or 2 mana, this one unlocks all of both players' mana. Also, summons legendary champions and equips a champion's relic for each player, but unlocking all the mana is what makes this card OP. Since the player who owns it, can use a deck with creatures and spells that cost a high mana cost, which gives the player a huge advantage.
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All of these cards unlock one of your mana when they are defeated. The 1 mana Preyfish only unlocks one mana until the end of your turn, but also refreshes 1 mana.
Both death units, Fanatic of Khnum and Runed Asp, will not only unlock one of your mana locks, but your opponent's as well.
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Crystal Watcher can unlock up to 1 mana lock per turn thanks to its ability effect in exchange for one of its health. So, at best, as long as its health is not reduced by enemy cards, it can unlock up to a total of 3 mana.
Guardian of the Gates will unlock a mana lock when it enters the battlefield, and Mana Toad will unlock one when it is defeated.
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Wild Runeasp, like the other death creatures, unlocks mana for both players, but this sneak does so when its raid effect is activated.
Crystaltech Scholar is the most used creature currently that unlocks a mana lock. Thanks to its the Echo ability, it can unlock up to a total of 2 mana locks when its echo copy is summoned.
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Mana Thief, I don't really understand its effect well, it mentions that it removes one of your mana, so why would someone use this card?, it also adds a mana lock to the opponent, I think that's okay, but it's not worth it, summoning this creature for a cost of 5 mana.
Now, the spells that unlock your mana locks:
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Sip of Elixir one of the most used spells currently. And the 3 mana spell Equivalent Exchange may not be used much, but has a great effect for obliterating two cards in your hand, able to unlock two mana locks, and in case you don't want that you can choose to draw 2 cards, which is another good effect. The downside is that you need to obliterate two cards from your hand to activate this effect.
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Forbidden Knowledge is definitely a good spell, as it not only allows you to unlock a mana lock, but also adds a Elderyitch Mysteries to your hand.
On the other hand, the 4 mana spell Ataraxia, quite rare to be used in battles due to its high mana cost. But it's not bad at all, as it can unlock a mana lock for each 4 points of health missing, it can be really useful, but I think it needs more support.
Now the cards that don't unlock your mana lock, but instead reduce your mana or your opponent's.
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Of the three spells, the most used is the 1 mana spell, Return to the Cave, which reduces two of your mana locks, but heals your god by 10, so it can save you if you are low on health.
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Which one is your favorite? Mine is the Wild Runeasp, as it's the only one with a raid effect that unlocks mana locks, capable of unlocking many if it survives longer in battle.
Sources:
https://godsunchained.com/learn/cards
https://gudecks.com/cards
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My favorite is Sip of Elixir since I used it before in my Magic deck, but it was a long time ago.
I still use it sometimes when I play just for fun with my magic deck.
Hi, I would like to use "Antimagic Wards" to protect my creatures from enemy magic, nice post my friend.👍👍👍
If it had a 2 mana cost, I think it would be used more.