Two of them came back on their own. These six want paying. Hestia, Khione, Ares, Demeter, Apollo and Athena are playable today — six gods, forty cards each, and one rule apiece that no other hero in the kingdom is allowed to break. Zeus, Hades and the whole Pantheon continent stay free for everyone, exactly as they shipped.
A god does not share cards with the roster, and does not share cards with the other gods. Forty of its own, the shared shelves, and nothing else in the pile.
🔥 Hestia — Molten. Every stack reflects 10% of each hit you take. Reach ten and the hearth takes the house: stacks cleared, 10 Damage to you. The whole hero is a bet on staying at nine.
❄️ Khione — Permafrost. One stack, shed at your next turn, and while it holds the enemy's ability does not fire — its ordinary attack still lands. You are not stopping the monster. You are choosing which turn it gets to be one.
🩸 Ares — Frenzy. At turn end every stack spends at once for 10% of your missing HP apiece. Five stacks on a body that is nearly gone is the whole hero — and at full health it does nothing at all.
🌿 Demeter — Spore. No cap. No decay. Your card Damage climbs 1% per stack, all fight, on everything. Six quiet turns, then a card that should not have killed anything.
☀️ Apollo — Flare. Ten stacks, +5% Holy Damage each, one falling off every turn — ×1.5 at the ceiling. Spore's opposite number: fast, narrow, and starving the moment you stop feeding it.
🛡️ Athena — Vanguard and Foresight. Vanguard cards are playable below cost; the shortfall is billed to next turn's Mana. Foresight is how you stop paying it — three stacks, three debts forgiven.
Every god run rolls two of the other gods as lenders and takes five cards from each — four rares and a legendary — retyped to your own element and playing by your own rules. Ten cards a run that were written for somebody else's kit, and the lenders are rolled fresh every time.
Every other hero in the game is a deal: one thing you are given, one thing you pay. A god has neither — no drawback to play around, no crutch to lean on. The forty cards are the entire argument. Each god carries its own Passive Tree, its own Mastery ladder and its own Ascension record, same as every hero before them.
None of this is behind the paywall, and none of it ever was:
Zeus and Hades, two playable gods with forty cards each. Bolt leaves a charge in a thing and lets it spend itself — 1 Damage per stack every time it swings. Soul Harvest counts what dies: 5% of its maximum HP healed per stack, and Soul Taken cards cut that maximum as they Damage it.
The Pantheon — a continent behind the gate on the world map that never opened. Two countries on it: Olympian Heights, above the cloud deck, where the shield you raise is the half that goes first; and the Tartarean Deep, the pit under the world, where what is spent is not given back.
Thirty Greek monsters standing on that ground — Spartoi that come up already armed, a Catoblepas whose head is too heavy to lift, the Minotaur, Medusa, Cerberus — with Kronos and Typhon one to each country.
Thirty shared Pantheon cards every god draws, tagged to no expansion at all.
GODS is the fourth expansion, alongside Scorching Region, Overflow and Day & Night — and every pack runs alongside the others in the same game. Localized in English, Korean, Japanese, Chinese, French, German and Russian. The kingdom is ash. The gods came back to see what is left of it.