In advance of this week's ToUrNaMeNt RePoRt, a couple of cards caught my eye from upcoming releases and I thought I'd take the opportunity to pass swift judgment on them ahead of spoiler season where I will give my hot takes on all the new cards and see how right (or wrong) I turn out to be. I think for the time being I'm only going to bother trying to evaluate Rune and Elf cards because they're in my "wheelhouse" if I can even say that.
Review System
★★★★★
Format defining. Grown men will pay a fortune for these.
★★★★
Solid. Can be built around/is always relevant.
★★★
Decent filler for an established strategy.
★★
You're desperate if you're trying this.
★
Wouldn't feed this to my dog.
It's worth mentioning that the most impactful 4PP spell you can be playing on your turn is Golem Protection, which conveniently is already one of the better cards in the dirt strategy, so this has obvious synergy there, and you can tutor for Golem Protection with Merlin before turn 6. Not having to Act to use this ability also means you can attack with Oz and still activate the ability on either turn, which is pretty interesting.
My reservations about this card are twofold. My main problem with this deck is that it feels incredibly clunky without much exciting stuff to do before turn 4, and while the PP reduction effect certainly helps churn the butter you aren't seeing that reduction until turn 6. This deck doesn't need another big PP value sink (lol what a sentence), but something interactive or something worth doing earlier in the game so that you can comfortably get to the point where you can start dropping Ozbombs.
The other problem I have is that I suspect it might be hard to get consistent value from the spell reduction effect on your opponent's turn. The Golem deck hasn't really been dabbling in such witchcraft up until now, and I'm not sure this is a good enough reason to do so. You just don't have space in the deck for a big spell package given you need to be playing the dirty amulets as fuel.
That being said, it's still very generously on-theme and the Dirt Deck doesn't have a 6PP card yet, so let's keep an eye on it even if it isn't particularly sexy right now. This card card really wants some Quick spells worth playing on your opponent's turn, and better ways to make it to the grindy mid-game, and if we get those in the new set then we'll have a new lens to view this card through.
Whenever you play a spell card, choose an enemy follower. Give it -1/-1.
Now this, is a card. My entire gaming life has been priming me to want to build around this card. 2PP for a Follower with an effect that turns your obligatory dorky card-draw spells into board control as you increase your Spellchain count is what I'm here for. The Spellchain Rune deck struggles with aggro because aggro never gives you a chance to breathe, meaning anything that isn't removal feels like too much of a luxury in the face of constant pressure. With Agnes, cards like Insight and even cheap removal like Angelic Snipe feel significantly upgraded.
By the way, in case you didn't notice, there's a way to register your email to receive mail when I make a post on the sidebar of the main page. I post around 1-2 times a week, unsubscribe any time. Cheers!
What a unique name!
ReplyDelete