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czwartek22
07-04-2014, 08:02 AM
Hello fellow duelists!

Thanks to some kind man or women from Ubisoft we already know all the cards from the new expansion (you can check them out here - http://imgur.com/a/qttji#gWcXU8B). I think this community needs a little stimulation, so therefore I thought I'll do some review (or rather guesses, due to the fact that I don't have the privilege to be in the VIP group so I hadn't had the chance to test new cards) of the stuff that is yet to come next week. I'll start with Sanctuary, cause in my opinion it's the most underestimated faction of the game, so I would like it to bloom. All your comments and disagreements (I'm not a top player) are appreciated. Let's go!

HERO

Mukao (https://drive.google.com/file/d/0B8IuEuj2JXYgOXh4RnNRckZXazA/edit?usp=sharing) - What happened to cool nicknames, like "King of Serpentflies" and such anyway? Luckily enough, this guy is quite cool even without it. He has a has a very good ability, which though is rewarding mostly for good players only (and those who don't mind analysing every possible scenario). Dark and Water magic schools are a good combination, as we know from our dear Seria. High hopes for this weirdly-human-face Naga!

CREATURES

Kabuki Sentry (https://drive.google.com/file/d/0B8IuEuj2JXYgN3BRdl81LUIyOU0/edit?usp=sharing) - a vanilla 2-0-4 shooter in the likes of the Neophyte Lich and Arcane Sharpshooter, which Sanctuary needed after the departure of Her OP-ness Sayama Stalker. Classic and solid.

Blessed Lake Spirit (https://drive.google.com/file/d/0B8IuEuj2JXYgUnJVYkVSb0lVR00/edit?usp=sharing) - Altough I love low-cost rare/uniques with cool situational abilities, this Spirit doesn't gain my trust. It's a melee and her stats (1/0/4) are quite poor. The ability is nice, but I guess she'll be to easy to kill. The possible light in the tunnel is that I think that meta will shift to more AoE spells, because of the new stackable mechanics and tokens, so maybe then she'll be a nice anti-Insect shields.

Kabuki Infiltrator (https://drive.google.com/file/d/0B8IuEuj2JXYgSndBSWVTTXE2N1U/edit?usp=sharing) - So, a 2/1/4 for 3? It has to have some great ability! Hm, let me see... Well, nope, it's just a bad card. Dealing damage to enemy hero is not a easy task, so this is situational at best. BUT! The feelings about your card will change a bit when you'll notice that it brings back from the graveyard ANY Sanctuary fortune - not just the non-unique ones. This opens door to recursive Dark Lotus Pond, one of my favorite cards from the set, which I discuss below. Still, hard to say if a Spy deck will be a viable strategy.

Kabuki Seductress (https://drive.google.com/file/d/0B8IuEuj2JXYgdTlJLVhEMGFGZU0/edit?usp=sharing) - Well, that's just a good card I think. Well balanced with a very decent "come-into-play" effect. Will kick out Naga Yokujin from the 3-cost spot I guess.

Kabuki Propagandist (https://drive.google.com/file/d/0B8IuEuj2JXYgaWphaFJXR28wZ00/edit?usp=sharing) - After Black Lotus Pond, I guess it's my second favorite card for Sanctuary from GB. Being able to enter the battlefield around turn 4-5, it pushes Sanctuary to a more mid-range strategy, which it should have always been their thing (not this crazy Honor bashing). Could have one HP more not to die from Arkath's Wrath, but still it's a very good card.

FORTUNES

Blackmail (https://drive.google.com/file/d/0B8IuEuj2JXYgOFotbUE1ZERnOVk/edit?usp=sharing) - Will there be Spy decks, this will be a staple for them? I'm not sure. I guess I read somewhere here cucu99's opinion that this card proved to be very situational, which is also my intuition. On the other hand considering how difficult it is to remove permanent fortunes, maybe it'll pass?

What Lies Below (https://drive.google.com/file/d/0B8IuEuj2JXYgeXQwcVliNDFuN28/edit?usp=sharing) - Cool name, great art, flavorish vibe, very bad card. Maybe it would be better if it would be permanent, but still giving choice to your opponent is not a great thing.

Dark Lotus Pond (https://drive.google.com/file/d/0B8IuEuj2JXYgU0N5WE9GOHlwYjQ/edit?usp=sharing) - For me, it's THE card. So it's basically Garant's Purge, but a lot better. For one more resource (DLP costs 4), you: (1) choose any 4 cards, not one type; (2) banish them instead of sending to graveyard; (3) shuffle your opponent's hand (good synergy with Mukao or Coral Seer). Not enough? It can banish cards which are not in library but only in hand (unlike Garant's Purge) and can be brought back using Kabuki Infiltrator. Wow. The best unique fortune in the set in my opinion. I guess that the creators think the same, cause they named it after the legendary best-of-the-best Magic: the Gathering card :).

BUILDINGS

Fountain of Rejuvenation (https://drive.google.com/file/d/0B8IuEuj2JXYgbE1LQ091UnRza1U/edit?usp=sharing) - At first glance it's great - a better (and cheaper) version of Kabuki Dojo. Then you notice, that it applies only to creatures that die from combat damage - not so difficult to play around, which makes it not a good card IMO.

Darkwater Pool (https://drive.google.com/file/d/0B8IuEuj2JXYgQXJjYkFSc2xMZlk/edit?usp=sharing) - The third and the last of "When a Spy deals damage to enemy hero..." cards, and the worst IMO. What it does is that it can slow down the opponent, putting Serpentflies on top of their library. Another - better I guess - option is to combine it with Tea Ceremony to put into the graveyard the nasty creatures. Still, a bit too expensive and definately too situational. (Or maybe I do not see the other uses of this card?)

Thanks for reading, if you'll like it and I'll have time, I'll post reviews of other factions soon.

READ MORE:

Necropolis cards (http://forums.ubi.com/showthread.php/897294-Griffin-Bane-Sanctuary-cards-review?p=10082575&viewfull=1#post10082575)
Inferno cards (http://forums.ubi.com/showthread.php/897294-Griffin-Bane-Sanctuary-cards-review?p=10086337&viewfull=1#post10086337)
Stronghold cards (http://forums.ubi.com/showthread.php/897294-Griffin-Bane-Sanctuary-cards-review?p=10086432&viewfull=1#post10086432)
Academy cards (http://forums.ubi.com/showthread.php/897294-Griffin-Bane-Sanctuary-cards-review?p=10088071&viewfull=1#post10088071)
Haven cards (http://forums.ubi.com/showthread.php/897294-Griffin-Bane-Sanctuary-cards-review?p=10088074&viewfull=1#post10088074)
Neutral cards (http://forums.ubi.com/showthread.php/897294-Griffin-Bane-Sanctuary-cards-review?p=10088102&viewfull=1#post10088102)
Spells (http://forums.ubi.com/showthread.php/897294-Griffin-Bane-Sanctuary-cards-review?p=10088150&viewfull=1#post10088150)

montrealll
07-04-2014, 08:20 AM
Dont forget this http://i.imgur.com/U6xJzOY.jpg spell. It works only with water creatures so it is almost only Sanctuary usable.

rcorpCZ
07-04-2014, 08:55 AM
This opens door to recursive Dark Lotus Pond[...]

Dark Lotus Pond is Unique so it should get banished after being played = no recursion.

Elindar1
07-04-2014, 08:58 AM
Dark Lotus Pond - For me, it's THE card. So it's basically Garant's Purge, but a lot better. For one more resource (DLP costs 4), you: (1) choose any 4 cards, not one type; (2) banish them instead of sending to graveyard; (3) shuffle your opponent's hand (good synergy with Mukao or Coral Seer). Not enough? It can banish cards which are not in library but only in hand (unlike Garant's Purge) and can be brought back using Kabuki Infiltrator. Wow. The best unique fortune in the set in my opinion. I guess that the creators think the same, cause they named it after the legendary best-of-the-best Magic: the Gathering card .
If I'm not mistaken, unique cards are banished after use (if not permanent), so no recycling for DLP.

girolamocas
07-04-2014, 09:24 AM
Good work, czwartek22.
Keep it up!

giko.kopev
07-04-2014, 10:01 AM
The Dark lotus pond is certainly the best card sanct will get from the expansion. But it will be banished when used, this makes Kabuki Infiltrator very situational (bad) card. All the spies have bad stats for their cost and with exception of Kabuki Propagandist and maybe Infiltrator not very impressive abilities. The new unique water creature isn't very promising either, but at least sanctuary gets the very much needed 2/0/4 shooter. Aura of frost looks nice and maybe will give some life to the magic oriented sanctuary. Don't let them fool you both non-unique fortune are garbage. Why would you wanna play a delayed town portal of enemy choice? Or lose card advantage for potentially getting resource advantage after 2-3 turns? Not that sanc needed any more good fortunes, there problem was always the creatures. All in all sanctuary gets a mediocre buff for fortune decks and very minor for spells decks. Which is not that bad compared with the other races, but I think the big winner this expansion will be Haven, their new creatures look awesome and will synergy pretty good with what they already have.

czwartek22
07-04-2014, 01:18 PM
Dark Lotus Pond is Unique so it should get banished after being played = no recursion.

Huh, I'm a moron - I guess that I got so excited with the idea of a slow mill removing opponent's best cards, that I forgot about the Unique rule. Well, that makes the Kabuki Infiltrator a bad card I guess. The best option to recycle would be Honour Binds Us, but this can already be made using Stream Singer.

Thanks for the kind words girolamocas, I'll try to review other factions as well!

czwartek22
07-04-2014, 02:55 PM
So, let's continue, next stop is the world of the undeeeeaaaaaad!

HERO

Mother Namtaru, Asha's Nightmare (https://drive.google.com/file/d/0B8IuEuj2JXYgakpQdjlrWXpqeU0/edit?usp=sharing) - Namtaru comes back to the arena, altough giving up on her Dark soul to get some down-to-Earth vibe. As Vengyre noted in another post (http://forums.ubi.com/showthread.php/892851-The-reveals-so-far!?p=10082245&viewfull=1#post10082245), it's a change for worse, especially considering the new Earth spells. I must say I agree with this. As most of the three spell schools heroes, she will probably be used as a stall combo OTK deck, I don't see this potential yet (lot of board removal though with Insect Swarms, Geysers and the new Ice Meteor).

CREATURES

Venom Soldier (https://drive.google.com/file/d/0B8IuEuj2JXYgOERKc3BJR0dWa3c/edit?usp=sharing) - Very basic stackable unit, it's a shame that the Infect value doesn't stack though (Ariana is happy anyway). It can grow with Lich Tactician and Undead Reinforcements. Not much to say, I guess it will be a good blocker for a skeleton swarm deck.

Lich Tactician (https://drive.google.com/file/d/0B8IuEuj2JXYgb0drR1IyODFFV1U/edit?usp=sharing) - Meeeh, not very cool. Decent stats, requirement of 2 might is also nice, but nothing special. Moving on.

Spider Guard (https://drive.google.com/file/d/0B8IuEuj2JXYgZU1oMGJnT3hFTnc/edit?usp=sharing) - As Vengyre noted in the post mentioned above, possibly a very good card. Can handle on it's own big creatures, the Cripple ability fits well with the Vampire prey-on-the-weak theme and can be ressurected using Svetlana's special ability. One of the best commons in the set, surely.

Bone Setter (https://drive.google.com/file/d/0B8IuEuj2JXYgdVRUZVhDb0hjak0/edit?usp=sharing) - A bad card in my opinion. He wears oversized robe, so it's not a surprise that he's overcosted. When played round turn 5-8 the board will be probably quite full, not giving him the chance to bloom.

FORTUNES

So Necropolis got five fortunes this time, it's clear that it is an attempt to reanimate Necro fortune archetype. Will it be succesful? Let's see what we've got:

Undead Reinforcements (https://drive.google.com/file/d/0B8IuEuj2JXYgd3dCRTU1WVJlUHM/edit?usp=sharing) - I like low-cost, meaningful cards and this is one of them I guess. Notice that it has no requirements, which makes it playable for all Necro decks. The value of this card depends on how good the stacks will be overall, but I'm optimistic.

Reanimation (https://drive.google.com/file/d/0B8IuEuj2JXYgOFo1QkNvNWhHTkk/edit?usp=sharing) - As the previous card is good, this is just very, very bad. 2/0/2 requirements, and you pay 2 for deploying two 1/0/1 creatures. I guess it's supposed to synergize with other stack-producing cards (for example combining it with Undead Reinforcements gives you two 2/0/2 creatures for 3 cost), but still it's not worth attention.

Dance of the Dead (https://drive.google.com/file/d/0B8IuEuj2JXYgVEtEY01qdDE1eGc/edit?usp=sharing) - That's a little better, but still bad. You pay 3 resources and sacrifice your creature to gain 5/0/5 stack. If you sacrifice a Venom Soldier for example, that's 4 resources and 2 cards played for one creature. Even if it's 5/0/5, dealing damage to it next turn will lower it's attack. I'll pass.

Bone to Bone (https://drive.google.com/file/d/0B8IuEuj2JXYgd0tLZ1dsaDBCazg/edit?usp=sharing) - Upon seeing new cards - as I stated in the Sanctuary cards review - I guess that new meta will be Area of Removal spells heavy. This is when this card can prove to be helpful. Insect Swarm wiped your skeleton army? Here's even more boney friends! Sounds OK, but I'll fear it'll might be too situational. When it'll become a playable card, people will wait with wiping the board until they draw more removal.

Army of the Dead (https://drive.google.com/file/d/0B8IuEuj2JXYgOVBOLTJ3WjI4cVE/edit?usp=sharing) - Unlike the other fortunes, this one is ongoing, and boy, it makes a difference. Insanely low requirements (2/0/3), decent cost and a blocker factory. I guess it's close to OP, considering how little fortune removals we have now in Standard (let's name them by the way, cause it may come in handy - Minor Recall, Void Ripple, Tree of Truth, The Price of the Void, Void Rift - but not for unique ones - and Stream Singer for temporary removal).

BUILDINGS

Vampire Ritual Altar (https://drive.google.com/file/d/0B8IuEuj2JXYgS3ZJaFpKYWVoMEU/edit?usp=sharing) - If it would be sold in a supermarket, a box would say: [lame joke mode] "A perfect addition to Vampire attrition!" [/lame joke mode]. It cost only 1 and can be played by every Necropolis hero. It fits perfectly with deck based on Death Lords and Vampire Connoiseurs. I would call "unbalanced!", but we'll see, maybe it will not be as awesome as I think.

Voidstranger
07-05-2014, 08:13 AM
Will you review new inferno cards?

Vengyre
07-05-2014, 10:05 AM
Oh and Svetlana can recur Spider Guards. I am definetly looking forward to try a vampire deck.

n1zedi
07-05-2014, 10:05 AM
Sry for offtopic but I have a question.
Where I can see all cards from griffin bane? (if its possible ofc)

GustavXIII
07-05-2014, 10:14 AM
Look at the first post and at the very top, czwartek linked you an imgur-gallery with all images.

BuqC
07-05-2014, 10:18 AM
Kabuki Propagandist has been nerfed?
before: http://static2.cdn.ubi.com/MM-DOC/S06/KabukiPropagandist.png (http://static2.cdn.ubi.com/MM-DOC/S06/KabukiPropagandist.png)
now: https://docs.google.com/file/d/0B8IuEuj2JXYgaWphaFJXR28wZ00/edit

lncog
07-06-2014, 12:36 PM
Huh, I'm a moron - I guess that I got so excited with the idea of a slow mill removing opponent's best cards, that I forgot about the Unique rule. Well, that makes the Kabuki Infiltrator a bad card I guess. The best option to recycle would be Honour Binds Us, but this can already be made using Stream Singer.

Thanks for the kind words girolamocas, I'll try to review other factions as well!I'm not so sure if it's really as bad as it seems. Sure, in most situations, it's plain terrible, but if built around it might have some potential.

The first thing that came to mind when I saw it was not any particular fortune card (although I'd love if the black lotus combo worked), but a card-mechanic; outmanoeuvre. It should make regularly dealing hero-damage much more managable, especially considering how it just has to be a spy that deals the damage, not this specific card.

To make the most out of this come-in-play ability, I'd build for the infiltrator to pull back Sinkholes and Truces, not Honour Binds Us. Use Shalan as your hero, and you can quite easily end up with a scenario of [pay 2o: Draw a card, reposition target Coral Priestess and enemy creature] or [pay 4o: Return target enemy creature to it's owner's hand, and reposition target Coral Priestess and enemy creature] - every turn! Notice how the last one will pretty much guarantee a clear path for your spy?

Now, the Infiltrator only activates once per turn, but I'm pretty sure they stack, which gives som almost terrifying potential for board control with enough mana. How to get that much mana? Well, suddenly blackmail isn't totally terrible, eh?
Aslo notice how the creature returned with truce costs more per Propagandist you control?

That's not to say that Honour Binds Us isn't a great choice for the Infiltrator to pull, just that by focusing on it you might be ignoring the true potential for the creature.

Of course this might all turn out to not work at all when in actual gameplay, I'm not good enough a player to claim otherwise, but as a Sanctuary-player at heart - who haven't played Sancturay in ages - I'm really looking forward to this expansion. Even if the power-potential isn't what I hope it will be, there should at least be a lot more fun-potential. I'd love for Sanctuary' to be based around creature-abilities and synergies that aren't directly related to damage/power, instead playing with mechanics in interesting ways - which is pretty much what this set does.

(I do kinda miss a cheaper spy, though. Can you please brand the Coral Seer a spy, ubisoft? Pretty please? Mechanics wise, it's perfect, and flavour wise it works. Please, please, please?)

MoritzBradtke
07-06-2014, 02:52 PM
Kabuki Propagandist has been nerfed?
before: http://static2.cdn.ubi.com/MM-DOC/S06/KabukiPropagandist.png (http://static2.cdn.ubi.com/MM-DOC/S06/KabukiPropagandist.png)
now: https://docs.google.com/file/d/0B8IuEuj2JXYgaWphaFJXR28wZ00/edit

probably, but its still a very good Card

ulpsz
07-06-2014, 04:14 PM
i remember them sayin that sanctuary would have a stackable creature.....


well sanct creatures are nice...all fulfill a certin role..not sure about the infiltrator there are not that many usefull fortunes to revive..(the art shows him using a magic sword but he is just a shooter not melee shooter??:confused:)

what is the deal with the 2/0/4 creatures?? only heaven does not have one...is this dev team so low on creativity and so lazy that we give the same starter creatures for ALL factions just because they are very good??

what lies below is noce but way too situational , the new bulidings are not badley desighned but they will never see play...

blackmail is definatley better than naga tactician!!!

the ultimate fortune is amazing....



there looks to be some synergy with spy decks ( forgot if sayama spy is in standard) but sanct does not seem strong compared to the others..still looks like the weakest facion imo..guess well have to wait and see

Wikist
07-06-2014, 04:23 PM
Kabuki Propagandist has been nerfed?
before: http://static2.cdn.ubi.com/MM-DOC/S06/KabukiPropagandist.png (http://static2.cdn.ubi.com/MM-DOC/S06/KabukiPropagandist.png)
now: https://docs.google.com/file/d/0B8IuEuj2JXYgaWphaFJXR28wZ00/edit

It has.

ulpsz
07-06-2014, 04:32 PM
as for necro...

spider gard is awsome..svetlana just got a replacemnt for vamp conaisseur...

creatures + fortunes seem to synergise well with the new stack mechanics..they don't seem to have tuned necro down that's for certain

bone setter..wtf?? does the dev team not speak english? a bonesetter is like a masseur ..who sets your bones back in place after a trauma or affliction..like the one who put me back together after my accident...

this is allmost as ridiculous as the word for word translation for sanct creatures form japanaese...:(

banduan
07-07-2014, 02:19 AM
bone setter..wtf?? does the dev team not speak english? a bonesetter is like a masseur ..

/facepalm

czwartek22
07-07-2014, 08:48 AM
Following Voidstranger request, here come exceptionally ugly folks from the hell:

HERO

Jezebeth (https://drive.google.com/file/d/0B8IuEuj2JXYgeGdIbk04d3lWak0/edit?usp=sharing) - Jezebeth is a 1/1/1 vanilla hero, which is exciting because of one thing - possesing both Water and Fire spell schools, seen so far only on Asalah. This opens door to Mass Rage + Focused Mind combo for example. Perhaps more important thing though is that is the first Inferno hero with Water magic. And, Dark is also nice. All in all, a solid hero.

CREATURES

Hatching Breeder (https://drive.google.com/file/d/0B8IuEuj2JXYgWm9PaGhiWXRtclU/edit?usp=sharing) - The good old Succubus must be weeping in the corner right now, cause we have a card that can potentially throw her out of the competition (also magic 2/0/4 for 2, 2/1/0 requirements), which futhermore is a melee shooter instead of just a shooter and has a really cool ability making it a great blocker. The only downside is the loss of Immune to Retaliation. Will the red-haired legend take up the fight and retain her place as a 2-resource Inferno staple? We’ll see.

Spellhungry Breeder (https://drive.google.com/file/d/0B8IuEuj2JXYgOEpCY2duRXZ2UHc/edit?usp=sharing) – Hmm, that’s a tough one. A 1/1/3 for 3 is obviously very bad. But then we have the information what does this guy eat – spells. So you increase his stack by 1 whenever an opponent plays a spell. A 2/2/6 – with spell resist don’t forget – is OK. But it starts to make sense when it’s a 3/3/9, so that requires 3 spells to be played – quite a lot. I guess hurt-yourself aspect is making me lean towards „not great” assessment of this card. If there would be a sideboard in this game, it would be very good though.

Darkflame Fanatic (https://drive.google.com/file/d/0B8IuEuj2JXYgekk0WjhSNWlNMms/edit?usp=sharing) – Ignatius likes that (but on the other hand he won’t be encouraged then to discards spells)! Another threat to Succubus? For one more resource you get a passive damage anti-magic creature. 4 toughness is not great for a 3-drop, and the ability is just too situational. I don’t have high hopes for this girl.

Osmotic Breeder (https://drive.google.com/file/d/0B8IuEuj2JXYgalNPZWpndnpNNkk/edit?usp=sharing) – Passes the „vanilla test” (https://www.youtube.com/watch?v=1jxPY9VdbHQ) with flying colours – a 3/2/6 melee shooter for 4 is very good. A mediocre ability is just the icing on the cake – even if both you and your opponent play a spell every turn, that gives you two 1/0/1 tokens deployed on RANDOM positions. Decent card.

Channeling Breeder (https://drive.google.com/file/d/0B8IuEuj2JXYgRkd1VlNsSFFjWU0/edit?usp=sharing) – An identical stat-wise card as his Osmotic cousing, this one is only a melee and has an ability that enhances reeeaaally big breeder stacks (4 or more). Hard to say if it will be useful cause we don’t know yet if breeder-spawning decks will be viable.

Breeder Matron (https://drive.google.com/file/d/0B8IuEuj2JXYgdXNHOWFlUXhtQzg/edit?usp=sharing) – the mother of all breeders comes with a really solid ammount of HP – 8. That is all that is good about her I’m afraid. Creatures which attack depends on number of creatures (such as Deep Mountain Yeti) never proved to be useful.

FORTUNES

Empowered Spell (https://drive.google.com/file/d/0B8IuEuj2JXYgbHBCOVhud3M4RkE/edit?usp=sharing) – A really, really good effect, which turns Magma Blast into the old Fireball and Geyser into a 5 damage splash spell. It’s a permanent fortune, which makes it difficult to be removen from the game. Jezebeth with this beauty could be really deadly. There is one, but strong downside – the 3 destiny requirement. It might see some play in Heroic Destiny decks, such as Garant, otherwise I’m afraid it will be too demanding.

Soulfueled Pyre (https://drive.google.com/file/d/0B8IuEuj2JXYgZEdtNHJ0Qnh6REE/edit?usp=sharing) – A multiple Altar of Asha, it’ll be used as a finisher I guess. Looks great on paper, but the need to have Maniacs on board can make it too situational – especially when you consider that we only have 3 Maniacs in Standard now (Maniac, Maniac Taskmaster, Hellfire Maniac.

BUILDINGS

Recycling Chamber (https://drive.google.com/file/d/0B8IuEuj2JXYgSGw3ckg3dnJGMVk/edit?usp=sharing) – A basic defensive building, giving you a 2/0/2 creature when another non-token Breeder dies here (placing a Hatching Breeder here will give you a 3/0/3). It’s too passive and predictable to be playable in my opinion, but maybe enhancing it with another spawning creatures will make it viable.

Spawning Chamber (https://drive.google.com/file/d/0B8IuEuj2JXYgZU9acFUzUDFBZUU/edit?usp=sharing) – This one is better and if Breeder decks will work, it will be due to this card. It has a „at the end of the turn” effect, which does not make you dependant on your opponent’s turn, and has a good synergy with Channeling Breeder. One of the better cards for Inferno in this expansion, which in my opinion was not to kind on this faction.

czwartek22
07-07-2014, 10:48 AM
In the new expansion, Stronghold comes with an effort to create an Enrage/Bloodthirst mix on creatures. Their new hero tries to make most of it. Let's look into those bloody orcs now:

HERO

Toghrul (https://drive.google.com/file/d/0B8IuEuj2JXYgY2V1QVFjZm5od1E/edit?usp=sharing) – Using Dhamirian spell schools (great combo as we know) this guy can wreck havoc on the battlefield. It’s nice that Fire makes it’s return to Stronghold. Thanks God Toghrul’s ability seem te be rather poor – high-costed and situational.

CREATURES

Bloodscar Ritualist (https://drive.google.com/file/d/0B8IuEuj2JXYgVFJ6WXpxZjM0VDg/edit?usp=sharing) – Another 2/0/4 – this time a shooter – with a unuseful ability. In competetive play you rarely see a creature with 3 enrage counters, and even if, putting one more is a small bonus. It may synergize somehow (your enrage creatures do not lose their enrage value), but I don’t see the potential as of now.

Bloodscar Goblin (https://drive.google.com/file/d/0B8IuEuj2JXYgNlJmOVI2RXl5djQ/edit?usp=sharing) – The ability is really good, the stats are really bad. Nevertheless it may see some play as a solid staller, used when you prepare for a Insect Swarm or a Area of Effect spell.

Bloodshark Warrior (https://drive.google.com/file/d/0B8IuEuj2JXYgYUdMQTZmYmxraXc/edit?usp=sharing) – A card spoilered before the announcement of Griffin Bane, which can be described as the „Return of the Sahaar Brute”. Same cost, requirements and stats (excluding retaliation, which is 1), Bloodthirst 1 (a really good ability) and an extra – pumping friendly bloodthirst creatures with enrage, when he dies with 3 enrage counters (kind of complicated, I know). I guess it’s designed this way to refrain a bit from attacking and keep the counters, but I think it will just be played as a simple enforcer. Solid card.

Bloodclaw Shaman (https://drive.google.com/file/d/0B8IuEuj2JXYgblJpY2M0V3N2UlE/edit?usp=sharing) – Another creature with cross-counter mechanic. Even though it has Bloodthirst one and 6 HP, only 1 attack makes it useless I’m afraid.

Bloodmask Shaman (https://drive.google.com/file/d/0B8IuEuj2JXYgaGtVOU00a0VxZjg/edit?usp=sharing) – A little better than te previous ones, making your really angry (3 or more enrage counters) creatures untargetable. Decent stats, bloodthirst 1 and reasonable requirements makes this cool-art card one of the most useful creatures for Stronghold in this expansion.

Bloodsnake Shaman (https://drive.google.com/file/d/0B8IuEuj2JXYgeU00YnVpaXR6b0E/edit?usp=sharing) – A similar card to the one described before (you trade 1 HP for 1 attack – this one is a 3/2/5) with a possibly useful ability. Clearing the row with enraging this crazy dude can be a nice finisher. Not as good as his Bloodmask collegue, but still decent.

Bloodtiger Warrior (https://drive.google.com/file/d/0B8IuEuj2JXYgaGgweWlsRkZvN28/edit?usp=sharing) – And yet another enrage-on-bloodthirst creature, copying stats and cost of Blackskull Crusher can work well with the Bloodsnake Shaman in one lane.

Bloodhydra Shaman (https://drive.google.com/file/d/0B8IuEuj2JXYgX0hPczUxZHRNNFk/edit?usp=sharing) – A high cost creature, but a shooter with attack anywhere and bloodthirst must be feared. 6HP makes her survive Arkath’s Flame, and flexibility in attack is what Stronghold likes. Better than the 5-drop shooter that we already have, Dreamreaver. I’m optimistic.

FORTUNES

Bloodscar Totem (https://drive.google.com/file/d/0B8IuEuj2JXYgblhGUGJFTWpOcHM/edit?usp=sharing) – With this fortune you can transfer the enrage-on-bloodthirst from one creature to all. It’s hard to say if this tactic will work, so it’s also hard to determine the usefullness of this card, but I’m skeptical (and it’s art is a bit hearthstonish, don’t you think?).

BUILDINGS

Bloodpact Crucible (https://drive.google.com/file/d/0B8IuEuj2JXYgU0NXRmR6UDI2Wmc/edit?usp=sharing) – So that should be the engine of enraging your bloodthirst creatures. Refraining from attack is not a thing that you want you Stronghold creatures to do, but on the other hand the mid-range tactic worked well for Matewa in Open. On the more general note, maybe it’s a good time to mention all the possibilites of putting enrage counters on creatures with Bloodthirst. So, we have: (1) this buliding; (2) Torghul’s ability (3 cost for 1 enrage counter); (3) Bloodcar Totem (to transfer) and (4) Bloodshark Warrior. Not much, eh? Considering this, the situationality and slow pace of this tactic, I predict that it won’t be played at all. When you’ll notice that more than a half of new Stronghold cards are designed for this archetype, well, it is not Christmas for orc lovers.

czwartek22
07-08-2014, 10:51 AM
Will the Constructs finally invade the DoC battlegrounds? This expansion gives Academy new tools for supporting their Transformers. Let’s go with the review of this faction:

HERO

Nahla (https://drive.google.com/file/d/0B8IuEuj2JXYgZmNSLXU2dkVPb3M/edit?usp=sharing) – With spell schools known from Garant/Phrias, this lady is deemed to be the new Beastman caretaker. The ability is decent and focused on the mid-late game scenario, so it fits well with evade-then-attack tactics (on the side note, as a declared feminist I don’t like another bikini hero art, it surely does not help to attract female players).

CREATURES

Makeshift Golem (https://drive.google.com/file/d/0B8IuEuj2JXYgV2U3UVYtVC00NVU/edit?usp=sharing) – As I previously wrote, when this card was spoilered some time ago, it does not seem to be a great card. Yeah, it’s a block+cantrip creature which can give you your big guy early (so maybe you won’t need 4 of each big Constructs, leaving place for other things), but the stats are really poor.

Djinn Warden (https://drive.google.com/file/d/0B8IuEuj2JXYgMHdySjdRajhWcW8/edit?usp=sharing) – This is also surely a card designed for Construct decks, as they are all Prime creatures. Good stats (2/1/6) for 3 cost will make it a playable card I presume. Anti-enchantment means no Death Seal, Cursed Bound, Wither and Enthrall – not so great when you realize that used in-game enchantments are only Dark spells. But still I gues it will be playable.

Masterpiece Titan (https://drive.google.com/file/d/0B8IuEuj2JXYgTTJIVjRpOGVtZlE/edit?usp=sharing) – The first of big duo, this guy wants to replace the Surging Titan (or maybe not replace as he is not played). One less retaliation point, one less might requirement, no Immune to Retaliation and you trade Focused Blast 3 for pulling Constructs from your deck if they are among three top cards when you play Masterpiece Titan. I guess it’s worse than his Surging cousin, so that means a walk towards Infernal Pit (as someone mentioned in the discussion about this card on the forum).

Dervish Diva (https://drive.google.com/file/d/0B8IuEuj2JXYgRjRYUjBEYlZiVFU/edit?usp=sharing) – A 5-drop common card with requirement of 3 might? That’s interesting. Maybe she can help some defensive decks (with 7 HP) that don’t go for high might? Still, 2 attack on a 5-drop isn’t a thing to be happy about, so I don’t have high hopes for the Diva.

Generator Titan (https://drive.google.com/file/d/0B8IuEuj2JXYgVzBncUhNNEQ4Tk0/edit?usp=sharing) – Another card which is similar to Surging Titan, this one being a little better in my opinion. For one more cost you have a melee instead of a shooter with one more HP which grants all Constructs a Hellfire Bloater ability (it also damages your non-Constructs). When you consider that Makeshift Golem and Obsidian Gargolye are both 2-drop Constructs, deck based around this idea might work well.

FORTUNES

Foundry (https://drive.google.com/file/d/0B8IuEuj2JXYgdl8tTlJJd05VaUk/edit?usp=sharing) – Well, this card seems to be too situational, although the effect is great. To make sense, it should be played early, but then Academy do not want to lose tempo cause they will lose to rush decks. Furthermore, it’s destiny requirement of 2 makes you want to go to at least 5/5/2 maxout, which is a lot already (especially if you start with 1/1/1).

Solder (https://drive.google.com/file/d/0B8IuEuj2JXYgVUltZGQ0UjVjeXM/edit?usp=sharing) – Nothing to be excited about I guess. Only the crappy Masterpiece Titan has a come-into-play ability (they are always good abilities when you can draw them anytime from the graveyard), and it also isn’t very useful. Moving on…

Titan Workforce (https://drive.google.com/file/d/0B8IuEuj2JXYgdTd5S1dLN2FGeUE/edit?usp=sharing) – As much as the previous Construct-themed cards that I discussed were crappy, this is by far the best one and I would say one of 3 best cards in the expansion. Considering lack of fortune removal, when you get to late-game with this card you will be unstopabble. Amazing. The only downside of that is the fortune requirement of 3, which to be honest CAN make this card unplayable. If you’re not playing Masfar Constructs (and you’re not, cause his ability is very bad, I don’t think this card will change it), you have to go for a 5/5/3 maxout, which is insanely high. Maybe you’ll be able to reach that cause you won’t need to draw cards thanks to self-tutor abilities of Construct creatures, it’s hard to say. So, a very good card for a very high price.

BUILDINGS

Elemental Nexus (https://drive.google.com/file/d/0B8IuEuj2JXYgd0tPWGtFdzdFN1k/edit?usp=sharing) – Protection from 4 of the most damage-dealing spell schools is nice, but as the Arcane Orb has shown, this type of card won’t be played.

Storm Terrace (https://drive.google.com/file/d/0B8IuEuj2JXYgTVd6Y1R6MGdvWG8/edit?usp=sharing) – Another card for Construct decks, one that might maybe squeeze in a deck and see some play. It has a major upside – the ability to surprise your opponent. Deploying that under Surging Titan will make it a Shockwave 3 and Focused Blast 5 monster. Decent building.

czwartek22
07-08-2014, 10:52 AM
And, last but not least, the faction that have wrecked havoc during the Griffin Bane Arena stream, surprisingly, Haven! After many requests (remember reading sentence „making Haven viable” a lot of times), the developers gave the Human-Angel coalition some love.

HERO

Slava (https://drive.google.com/file/d/0B8IuEuj2JXYgenV5aVJ4WmFqZnM/edit?usp=sharing) – Another hero with no special ability, 3 spell schools and 20 HP, Slava has something from Alia (Light+Fire), something from Kelthor (Fire+Air) and something from Cassandra (Air+Light). That means a lot of single and area removal for sure. Hard to get excited, but a decent guy (his hair look a bit old-fashioned though, don’t you think?).

CREATURES

Griffin Crossbowman (https://drive.google.com/file/d/0B8IuEuj2JXYgUUNiLWtLY1psd2s/edit?usp=sharing) – The first of two Haven’s stackable units, this shooter comes with 1/0/3 stats, so not good. This self-tutoring ability is really cool though, and I think we can safely presume that Haven stacks will be present on the battlefields (as we’ve seen during the stream also). For example, when you play this guy on turn 2, this means that on turn 6 you’ll have a 4/0/12 little army. Good for defence and not bad for offence surely. Plus, I think that this card and the Legionnaire are really flavorful, so thumbs up for this!

Devout Priest (https://drive.google.com/file/d/0B8IuEuj2JXYgVVRaNnV1d0R3QkU/edit?usp=sharing) – Another bad priest, how many of them we can take? Heal is just a bad mechanic, anti-enchantment is mostly on good against Dark (as I mentioned in the previous post), only adjacent and only Humans… I guess that even if it would cost 2 it wouldn’t see much play.

Benevolent Angel (https://drive.google.com/file/d/0B8IuEuj2JXYgYzJ3VlhDTXU1cVk/edit?usp=sharing) – This on the other hand is better. Not only prevents the enchanting but also the targeting (remember though that it works both ways, you can’t target your own creatures), and works on all Humans, not only the adjacent ones. Plus solid 2/1/6 cards and being a flyer make it a very decent card.

Griffin Legionnaire (https://drive.google.com/file/d/0B8IuEuj2JXYgLWlzVEdaeGtFc1U/edit?usp=sharing) – A melee copy of Griffin Crossbowman, it’s as well a good card. On the other hand, we must not forget about the true weakness of Haven’s stacks (opposed to Skeletons and Breeders, which are deployed for free) – their fragility towards single removal (Soulreaver mostly). I don’t think that this one spell will prevent people from playing these cards, but we’ll see.

Angel Protector (https://drive.google.com/file/d/0B8IuEuj2JXYgZEhxRmlVNGRSTm8/edit?usp=sharing) – Unfortunately nerfed between the reveal and the release of the expansion (before it had the ability to destroy all enemy spells upon arriving onto the battlefield), but still a good card. 3/2/7 are very good stats for a 4-drop and the ability is still good – you can forget about your Cleansing Lights and Divine Intervensions now, fellow Haven players!

Angel Commander (https://drive.google.com/file/d/0B8IuEuj2JXYgYnA2RjhkNVMzY0k/edit?usp=sharing) – At least, a fattie that can last one turn. Looking to enchant it with some cool spells on the next turn (Blessing of the Storm or Elrath’s Protection come to mind), a very solid body for a good price, surely better than Crusader Commander and Crusader Sergeant.

FORTUNES

Hall of Memories (https://drive.google.com/file/d/0B8IuEuj2JXYgX2QyRWdnZjNQQTQ/edit?usp=sharing) – Who does not like a free unique fortune? Reasonable requirements will make it a staple for all Haven fortune decks I suppose, even if in itself it isn’t a great card (among new unique fortunes only Stronghold’s is worst I think). Still a Tithe Collector for Angel of Salvation exchange seems to be a good deal J.

Reserves (https://drive.google.com/file/d/0B8IuEuj2JXYgWDdOdng0aC1ISFE/edit?usp=sharing) – Decent fortune. It won’t be much situational due to the self-tutoring mechanism of Haven’s stackables and in case of Griffin’s Legionnaire and Marksman it is a good deal when you want to strengthen your defences.

BUILDINGS

Barracks (https://drive.google.com/file/d/0B8IuEuj2JXYgZ0ZLQlpZejduQ0U/edit?usp=sharing) – Haven’s reply to the Boneyard. A very good cost of 2 and possibility to increase your stack sizes more and more when playing Humans (quite natural when playing Haven) make this a solid building. Notice that Soldier tokens have 1 retaliation unlike their Inferno and Necropolis counterparts.

Garrison (https://drive.google.com/file/d/0B8IuEuj2JXYgdFpiMEVKMVowMjg/edit?usp=sharing) – A very good cost for a nice effect as well. Pumps the Griffin boys fast, although ist’s more situational than Barracks, so I would rate it one notch lower.

czwartek22
07-08-2014, 11:17 AM
The neutral set for Griffin Bane has a big part consisting of Mercenaries and a new possible strategy. Will it viable? Let’s take a look.

CREATURES

Mercenary Archer (https://drive.google.com/file/d/0B8IuEuj2JXYgQWo3c2JkcC05LUk/edit?usp=sharing) – A standard 2/0/4 shooter 2-drop with the known pay-for-attack mechanic. Useless when played without Spoils of War (see below).

Sellsword Thug (https://drive.google.com/file/d/0B8IuEuj2JXYgUzBpbFpqRng4VFk/edit?usp=sharing) – Just as the Archer - a standard 2/1/6 melee 3-drop with the known pay-for-attack mechanic. Useless when played without Spoils of War (see below).

Rabid Dog (https://drive.google.com/file/d/0B8IuEuj2JXYgUVFHQWVXSFJ3LUk/edit?usp=sharing) – A high attack puppy for Crag Hack, otherwise his cost-to-HP ratio (3 for 2) is just very, veeery bad.

Hasafah, Chosen of the Shadows (https://drive.google.com/file/d/0B8IuEuj2JXYgbW5WNnVlNFRVS0E/edit?usp=sharing) – The first of unique creatures – the new iteration of Hasafah – comes with a really cool ability, (and I’m not talking about Dark Ward, which is also an awesome feat to have on a unique), basically a built-in Puppet Master. You’ll need to work hard to benefit from it and capture a reasonably big creature, but it will be worthwile. Big kudos for the design, concept and flavour.

Raya, Chosen of the Waves (https://drive.google.com/file/d/0B8IuEuj2JXYgZzktb2FxVVNMdVU/edit?usp=sharing) – Raya is not so exciting as Hasafah, but don’t be fooled – it is a decent card. A Hypnotize/Frozen Touch combo is a very useful thing when you want to stall, and the Fortune Ward is just an icing on the cake. Sadly only 5 HP makes her vulnerable to Arkath’s Wrath and Insect Swarm+basic attack, but you can’t have it all.

Hikyu, Chosen of the Flames (https://drive.google.com/file/d/0B8IuEuj2JXYgQmliZlRJSmt5cW8/edit?usp=sharing) – Who wants a Area Blast 2? You? You? Maybe you? OK, Area Blast 2 for everyone, woohoo! Very good card (although pricey) which can make impact instantly when it comes onto the battleground. Built-in Lava Stream effect can keep him a little bit longer on the battlefield. And much, much better art than the original Street Fighter version .

FORTUNES

Writ of Fate (https://drive.google.com/file/d/0B8IuEuj2JXYgN2xvaVd4cGlmOEU/edit?usp=sharing) – Although I like the idea of versatility behind this card (you can either bring back your unique to save it from dying/to play it once more for a come-into-play ability OR send opponents unique away), I believe that it is extremely situational and will unfortunately waste deck space (destiny requirement of 3 isn’t helping also here).

Golden Horseshoe (https://drive.google.com/file/d/0B8IuEuj2JXYgVWxxekVZTmFVN2s/edit?usp=sharing) – Middle ground between Forgotten Cave and Stone of Enlightment, it gives you 3 cards for 3 resources. It wouldn’t be bad if not for the requirements – 3/3/3 make it unplayable (but a nice reference to HoM&M games ).

Spoils of War (https://drive.google.com/file/d/0B8IuEuj2JXYgaHpfbUpmckJjMTQ/edit?usp=sharing) – The card aimed for the inclusion of mercenaries. A very interesting idea and… That’s it I’m afraid. When you realize that you have to attack at least 4 times to get back your investment (not mentioning losing tempo on crucial 3/4/5 turn), you sadly put this card away. Bye bye, mercs!

BUILDINGS

Elemental Spire (https://drive.google.com/file/d/0B8IuEuj2JXYgT2pOTnRiX3VDeXc/edit?usp=sharing) – Similarly to Academy’s Elemental Nexus, buliding giving Magic Resist or Ward are just not working in the meta right now. It may have some narrow use in combo decks maybe, but I don’t have a clue now how exactly.

War Banner (https://drive.google.com/file/d/0B8IuEuj2JXYgWGZlTXFucGV5UTg/edit?usp=sharing) – A permanent Week of Elder Races can come handy for high-might Inferno decks. The cost of 5 makes it not so attractive to use though, so I’m skeptical.

EVENTS

Fiery Sunrise (https://drive.google.com/file/d/0B8IuEuj2JXYgZm5FR2syY0lqY1E/edit?usp=sharing) – I guess this card was just created for the sake of making an event connected with stacks. Due to it’s high cost it would only make sense to play it in token-army decks, which won’t be so popular in the meta I think.

A Tear in the Veil (https://drive.google.com/file/d/0B8IuEuj2JXYgTEczYWxIZzRtYkU/edit?usp=sharing) – I loooove the flavour of this card – the name and the art is just beautiful. Apart from that, I don’t see many uses of this. Maybe if the meta will shift towards more Magic Resist tactics this will have some use, but until then it’s a waste of deck space.

czwartek22
07-08-2014, 12:04 PM
In this last part of the review, I’d like to review spells. I guess it’s the best pack of them we received in an expansion since long time ago.

AIR

Grounding Squall (https://drive.google.com/file/d/0B8IuEuj2JXYgd25rcHV6RUZBYUk/edit?usp=sharing) – We begin with a cheap Town Portal for flyers. Great art, bad card.

Wind Wall (https://drive.google.com/file/d/0B8IuEuj2JXYgYTBUTmZtVTEtYmM/edit?usp=sharing) – Once more an attempt do to damage-reducing card in Air spell school, and one more time it is a fail I’m afraid.

Windborn Speed (https://drive.google.com/file/d/0B8IuEuj2JXYgZ3F2YzlCSFp3NXc/edit?usp=sharing) – This is funny. Notice, that it grants Swift not only to your creatures, but to ALL creatures on the battlefield, transforming the battleground into a big merry-go-round. I think it should have use as a finisher only, due to to high unpredictability.

DARK

Cheap Death (https://drive.google.com/file/d/0B8IuEuj2JXYgRDdrczNJRVNTUU0/edit?usp=sharing) – After the failure of No Mercy for the Meek, developers come with this card, and I predict it won’t be a blast either. What’s the point of destroying a creature with only 1 attack? The only one that I see is to target some highly specialized creatures, like Imperial Guard. There are not many like this though.

Flaying Darkness (https://drive.google.com/file/d/0B8IuEuj2JXYgX3ZfYllHV0ZPeUE/edit?usp=sharing) – An attempt to make an Area of Effect spell for Dark. Considering that it does damage also to you creatures and the damage output is not so great, I would say no.

Creeping Darkness (https://drive.google.com/file/d/0B8IuEuj2JXYgaHdjR0pLWm9fZ2c/edit?usp=sharing) – This, on the other hand, is a great card, but only for one hero – Ariana. With combination with her passive ability it can be devastating in mid-game and later.

EARTH

Virulent Poison (https://drive.google.com/file/d/0B8IuEuj2JXYgZGJxODdheldaZW8/edit?usp=sharing) – As always, sadly, Earth gets the worst spells (is this punishment for Insect Swarm and Stone Shield in the Base Set?). Highly situational card that does little.

Contagious Poison (https://drive.google.com/file/d/0B8IuEuj2JXYgQWtOdVlESkV2ZnM/edit?usp=sharing) – This spell can have some synergy with other poison tactics (the Putrid Dragon for example), but similar cards proved to be too situational to have some use.

Nature's Revenge (https://drive.google.com/file/d/0B8IuEuj2JXYgMFROa3dyc2xWVEk/edit?usp=sharing) – Use of this card depends on how building-heavy the meta will be and it ranges from no use to little use I guess. It is a counter to Boneyard, but still Fissure is a better choice.

FIRE

Forked Firebolt (https://drive.google.com/file/d/0B8IuEuj2JXYgajJqVC1uZmVvNnc/edit?usp=sharing) – Basic burn spell that will bloom using Inferno’s new fortune, Empowered Spell. Otherwise I guess it’s a bit too expensive to see competetive play.

Collateral Damage (https://drive.google.com/file/d/0B8IuEuj2JXYgVzZNU0pnR0ppczQ/edit?usp=sharing) – A very interesting card that opens a lot of possibilites and new tactics. If I understand correctly, even if there is a creature behind the one that you destroy, you still deal overkill damage to the hero, which makes this card awesome – imagine enchanting a creature with Attack Anywhere and then preying on the weenies.

Ragefire (https://drive.google.com/file/d/0B8IuEuj2JXYgb0dReDFUQTN6LWM/edit?usp=sharing) – What Fire creatures do we have? Hellfire Imp, Madcap Imp, Hellfire Slave, Lesser Fire Elemental, Hellfire Maniac, Doom Bringer, Greater Fire Elemental and the new Hikyu. Not much, so considering very high cost this card is rather poor.

LIGHT

Sunblaze (https://drive.google.com/file/d/0B8IuEuj2JXYgZGxmSEhZQ2RhTE0/edit?usp=sharing) – Drastically weakened Sunburst that will be useful only in the early game. Could be better, but still it’s nice that Light got some early damage.

Avenging Winds (https://drive.google.com/file/d/0B8IuEuj2JXYgSzlrTWlCdXM3Tjg/edit?usp=sharing) – An interesting concept which is difficult to assess. Yeah, your opponent can easily play around that, but then it’s protecting one of your creatures. It can be of use to Mass Rage decks and maybe Zardoc can play it on the new Bloodscar Goblin which grants Berserk to opponents?

Blinding Light (https://drive.google.com/file/d/0B8IuEuj2JXYganE3aEl1V1JwYlk/edit?usp=sharing) – Light’s response to Soulreaver, this spell has it’s advantages and disadvantages. The former is that it blocks one battleground position and has one less magic requirement. The latter are that it is dispelable and vulnerable to Focused Mind, which then makes Phased a good thing for your opponent. Surely needed though and one of best spells in this expansion.

PRIMAL

Spell Block (https://drive.google.com/file/d/0B8IuEuj2JXYgWXVwNERjMlpkdzg/edit?usp=sharing) – A better version of Counterspell cause it prevents instants, but still can be easily played around.

Relocation (https://drive.google.com/file/d/0B8IuEuj2JXYgcEZ3WHBsSkVRUlU/edit?usp=sharing) - A high cost and high magic requirement, furthermore relocation spells were never popular in the meta. Maybe used as a finisher, but I wouldn’t have high hopes for it.

Disintegration (https://drive.google.com/file/d/0B8IuEuj2JXYgenFjTjRZZ0dtVkE/edit?usp=sharing) – Another copy of Soulreaver, this time with magic requirement of 5. With this and Blinding Light the life of a fattie becomes harder and harder.

WATER

Spirit Wave (https://drive.google.com/file/d/0B8IuEuj2JXYgYkRweWE1d3dJSVU/edit?usp=sharing) – This is an interesting card that synergizes especially well with Night of the Rising Moon (it gives at least +5 attack when you activate one of these). Can be used as a surprise finisher versus an inexperienced player, but it won’t have any use on the competive floor (in Standard for sure, maybe in Open it will be more helpful).

Aura of Frost (https://drive.google.com/file/d/0B8IuEuj2JXYgMF83anRNMnkxcmM/edit?usp=sharing) – A nice addition to Sanctuary, whose most creatures have the Water subtype. Shanriya creatures showed us that Frozen Touch is a very powerful stall ability, so this can be useful.

Ice Meteor (https://drive.google.com/file/d/0B8IuEuj2JXYgaVFXUGxzNDNqME0/edit?usp=sharing) – The ultimate Fireball, this beauty does 6 splash damage. What else can you add? I know, the cost is high, but this game needed more Area of Effect removal. Akane is very, very happy.

LQDBrunt
07-08-2014, 01:05 PM
Thank you for writing this preview, had fun reading it, and hopefully more cards will turn out to be useful than what you predicted.
I doubt it, but one can hope :)

Jarema03
07-08-2014, 05:56 PM
Great review and good job!

I will share some of my thoughts:

Grounding Squall - I think I will use it in my haven deck. Great when coupled with flying creature that has ability triggering on entering battlefield. I am thinking about angel ressurecting your units here.

Devout priest and djin warden:
I think they are more useful than Czwartek thinks. The main weaknesses of fatties and stacks will probably be: (a) dark magic with soulreaver and enthrall, and (b) fortunes like broken bridge. Mentioned units protects against first threat. If I ever try to run construct-based deck, I will include djin warden for sure

Cainium
07-08-2014, 06:38 PM
I would rate "Cheap death" higher, depending on the meta of course.

Many strong blockers have just one or zero attack. Some popular enrage creature have a base attack of 1, and with the new vampire and the altar it could become relativly easy to cripple many two-attackers to one. Not to mention that almost every stackable creature has one base attack and many defensive haven creatures as well.

In my opinion, depending on the meta, the spell is anywhere in between useless and overpowered.

czwartek22
07-08-2014, 08:42 PM
Thank you all for kind words and your feedback!

@LQDBrunt - actually, I think this is a quite good expansion, maybe I was overly skeptical when writing the review :). It is definately better than Five Towers for sure.

@Jarema03 - the idea of cheaply bringing back your own flyers is really cool, I haven't thought about it. Angel of Mercy is surely a good choice, it's a shame that we don't have more flyers witgh Come into Play ability. Still, it maybe useful to prevent your big Angel from dying. As about the anti-enchantment creatures, they don't protect you from Soulreaver, that's the case. So it's anti-Enthrall basically, not so great.

@ Cainium - I think that when using Cheap Death it's not the base attack that counts, but the current value, so you won't be able to kill a stack of more than one creature I guess - and I'm not sure if I would want to spend it on a 1/0/1 breeder... True, it may see some use in Vampire decks, the new building seems very powerful.

Cainium
07-08-2014, 08:58 PM
@ Cainium - I think that when using Cheap Death it's not the base attack that counts, but the current value, so you won't be able to kill a stack of more than one creature I guess - and I'm not sure if I would want to spend it on a 1/0/1 breeder... True, it may see some use in Vampire decks, the new building seems very powerful.

The current attack counts, otherwise the card would be OP as hell. 1/0/1... well.. no. But 1/0/5 with Magic Channel, 1/0/5 with Enrage 0, 1/0/6 with Enrage 1l, 0/1/5 with Regenerate are great targets for that spel.... many good creatures we will still see often enough. Even some new creatures like "Devout priest" die easily to that spell.

I'll try a low-cost vampire deck when the expansion hits tomorrow. Not sure if i will include "Creeping darkness", 'cause it's so slowwwwwwww....

Jarema03
07-08-2014, 10:02 PM
@Jarema03 As about the anti-enchantment creatures, they don't protect you from Soulreaver, that's the case. So it's anti-Enthrall basically, not so great.

argh

I misunderstood it then. Not so useful, as IMO soulreaver is ten times worse than enthrall (I love fortune decks, so I almost always have broken bridge ready)

Stoneofhelp
07-08-2014, 11:40 PM
When it comes to haven stacks I am skeptical because of the limited control it gives you over the battlefield. Even without soul reaver you might struggle vs a rush Deleb or Acamas purely because of the amount of damage coming though on multiple lanes. In the time you've build your stack in one row the enemy controls three other rows. There just isn't an economical way about it except via reserves or garrison which allows you to deploy your stackable creatures widely in the early game and pump them up later.

Razyda
07-09-2014, 02:36 PM
Hmm being away from the game for a while I popped in to check if there is any info on new cards and here is whole list :).
First impresions:
Hatching Breeder - one of the most broken cards ever.
Stacking - not sure about one thing (cost), but I suspect I'll just make another Namtaru deck, just to toy with people stacking :).
Dark Lotus Pond - yeah we get it, you want to erase combo/otk decks from play, if you didnt noticed you just kicking the carcass now. Amazing card nonetheless.
Grounding Squall - really like the idea of combo with Angel Commander

jkk89
07-09-2014, 09:59 PM
Golden Horseshoe is quite good, I consider it being in the TOP 5 best cards in this expansion. I played it in Hakeem deck and I done so well that it was nerfed slightly. The requirements make it playable only in Seekers, but who cares since Seekers are the best heroes anyways.

Sameji246
07-10-2014, 02:32 AM
Been playing Nahla beastmen a lot since servers came back up, I'm honestly not that impressed. IF you want to run Loyal Rakshasa (and why wouldn't you?) then it limits you to 4 Magic (so no time jump or anything like that) or 3 Destiny and running Co9 (which is unreliable at best). I was excited for a proper beastman deck too... oh well.

Edit: But it's not even been a day, so I just need to work something out.

laurenman
07-10-2014, 03:06 AM
Do you think Hatching Breeder es better than sucubuss? im not very sure on that.... :(

Sameji246
07-10-2014, 03:09 AM
Sort of? You lose Immune to Retliation for a creature you can deploy front or back and that keeps the row blocked when it dies.

Stoneofhelp
07-10-2014, 07:52 AM
Been playing Nahla beastmen a lot since servers came back up, I'm honestly not that impressed. IF you want to run Loyal Rakshasa (and why wouldn't you?) then it limits you to 4 Magic (so no time jump or anything like that) or 3 Destiny and running Co9 (which is unreliable at best). I was excited for a proper beastman deck too... oh well.

Edit: But it's not even been a day, so I just need to work something out.

Why cant she go for timejump whereas Myranda can? http://tools.mmdocking.com/replays/show/5792

Sameji246
07-10-2014, 07:56 AM
That Myranda isn't running Loyal Rakshasa? Going 6 Might and 6 Magic is really hard, or at least it felt it to me. One option I haven't considered/experimented with is just not taking Loyal Rakshasa and keeping the deck 4 Might.

banduan
07-10-2014, 03:22 PM
Been playing Nahla beastmen a lot since servers came back up, I'm honestly not that impressed. IF you want to run Loyal Rakshasa (and why wouldn't you?)

because you don't need to and it's not that great anyway

Sameji246
07-11-2014, 02:14 AM
because you don't need to and it's not that great anyway

Maybe. Still, it's pretty funny when you do manage to get a good sweep + charge with a few Inner Fires, Collateral Damage and Nahla's ability (BaconPortal's combo)

superktro
09-06-2014, 09:54 AM
dude bone setter can block 3 lanes with double blocking a lane and with combiation with lich tactician and army of the dead can give a huge deck control and also a rush element which necro never had