banduan
10-04-2014, 07:41 AM
update: Portal House of AnimeFanClub rerated, thanks to Mordochero.
update: Xyxorz says the magic steal thing can't steal uniques
update: LordUthyr of reddit points out I missed out Eternal Scholar. I blame the spoilers I got. Anyone but me really. Anyway, updated with my review.
update: added links to card list, thanks to mxksowie on reddit for pointing this out
***
Right you SoB, fans... I know this is probably going to be just another drop in an ocean of reviews but I'm gonna do it.
In a controversial deviation from the standard reviewing template, I'm just going to list everything from stuff I rate to stuff I don't and you probably shouldn't if you value your DoC playing career.
You'll love your SoB cos it's full of sweet stuff to fool around with. Note I do not tend to consider play requirements too much unless they're real high. A play requirement of 2 fortune just means a destiny champ will use it better.
Note, if you don't know where to find the cards:
go here (http://mmdoc.cardgamerobot.com/cards.php?query=&school_radio=any&expansion_radio=any&expansion%5B%5D=Sins+of+Betrayal&school_subtype=any&sortby=cardname)
or here (http://www.mmdoctools.com/cards?search=1&name=&type%5B%5D=0&rarity%5B%5D=0&faction%5B%5D=0&school%5B%5D=0&set%5B%5D=s07&format=0&size=normal)
Delicious Non-Illusory Cakes
Stuff so sweet your diabetes kills you just from lookin at 'em. These make you want to make a deck with 'em, if your deck could have them they should have them, if they couldn't you'd better have a gawddamned good reason why you aren't playing the decks that can (e.g. so you can play with other Delicious Cakes)
Arcane Master Djinn, Academy: She comes into play as a 2/2/6 for 4 which Hakeem only can reliably play, which is durable but totally meh. Then she draws a card, which is good. Then if she hangs around just blocking stuff or running away she draws another card, which is good. Then she draws another, which is a bit much. Then another, why haven't you killed her yet?
Alone in the Dark, Dark: I might be overrating this, but untargetted kill for 3 resource and 3Ma is so so sweet deadly honey. Decks will go to 3Ma instead of 4Ma cos they won't be bothered with Soulreaver. Yes, I know it's 'random'.
Kiril, Inferno: Whoaaaa. So you have Deleb yeah and she rocked the world for a bit yeah then she kinda lost steam so why don't we let them demon dudes have another face-punching hero, with a steroid ability just in case. This guy was dissed at his high school prom so his stats are aggro and spell schools kill.
Spell Stealer Heretic, Inferno: Somewhere in UBI hq is a demon circle. This is why demons always gets good stuff. Plus the CEO's new honey is a succubus. Only this can explain why they can have spell stealers go to hell and do stuff like this. Expensive but it's a 7hp body with a second use for your Wraths, Reavers, 4Ever Alones, Fire this, Fire that, Fire the design team, Fire everybody.
Delectable Doughnuts with a Creamy Filling
They make you crave for more! These are prime candidates for the decks they'd fit into, form a major part of their appeal and you want as many as you can fit in without screwing up your curve. Cos a bad curve unfortunately demands a diet.
Warding Inquisitor, haven: sucky stats hold him back, and he's expensive in a deck you wanna pack loads of expensive stuff in. But that ability is a middle-finger to the meteor-throwing establishment, allowing you to set up alpha strikes only fearing fortunes.
Eternal Mentor, necropolis: It's a Bloodthirst which needs setup... but is permanent and on a shooter.
Ariana, Chosen of the Void, Neutral: Expensive but hey, it's Void Ripple on a stick. Gets rid of tough stains like Moon Phoenix better than any detergent out there.
Free Mage Altar, Neutral: What's this combotastic card doing here? It's here because a lot of Inferno creeps that UBI employees worship are either Prime, Fire or Dark and a War Tent that doesn't go away is kind of good.
Shogun, sanctuary: An expensive nuke with a decent body, great for late game tempo swings.
Torii of the Eternal Empress, sanctuary: I'm not even sure if this isn't another Delicious Cake. The only problem is it doesn't work by itself. But anything that goes on it becomes a Coral Priestess and you'll be bouncing stuff all day long to reuse it.
Sandor, stronghold: Not only is Sandy, can I call him Sandy? Not only is Sandy possibly a better version of Toghrul with access to 4Ever Alone, he also opens up the possibility of Stronghold control. One can dream.
Frozen Wave, Water: If you can't beat 'em drown 'em. Drown 'em all. If they fly away dial 1-800-FATHER-SKY
Ice Spear, Water: Is this controversial? Is a teeny weeny +1 nothing to make Creamy Doughnuts of? Maybe. Or maybe I just hate having 1 resource spare I can do jack with, and maybe I just love being able to throw one or two +1 buffs here and there where I want 'em every turn.
Nutritious Filling Flapjacks Your Mom Forces You to Eat
And you know what, mother knows best. These will help make some decks tick and fill 'em out, or are just nice alternatives if you can't find anything better.
Elisabeth, academy: A very boring hero that allows you to make boring run of the mill decks that won't be as good as Hakeem.
Embers Elemental, academy: Hermergerd combo with Free Mage Altar! Actually, it's just a dude with a real nice body. Plus points for being the first double elemental.
Shifting Fates, academy: Oooh recursion. Added love now that the forbidden love of Titan Workforce no longer burns so fierce.
Storm Rage, Air: It's kind of like Forked Firebolt only less flexible but with upside of maybe 3 targets.
Illusory Nightmare, Dark: Control decks will use these to force players to bunch up to deal damage. Its power does depend on the opponent otherwise it'd be very good Delicious Doughnut, since it stacks.
Nature's Wrath, Earth: Why aren't the elementals Earth? Whyyyyy???
Waning Moon, Event: Shalan's spirits are now have a bouncy trampoline to ply with.
Fire Rain,Fire: Good because two separate power lanes is a strat. Bad cos in decks you'd easier play this your opponent won't power lane. Better in Academy.
Blessing Inquisitor, haven: Yes, it's an Honor creature. But it's a fat honor creature that's also Melee Shooter. Shooter honor? Sanctuary goes green with envy which you can't see cos they're already green.
Chapel of Elrath, haven: In order for buildings to be good they must have an immediate benefit and be cheap. This is dirt cheap, and any light creature will allow immediate benefit.
Lesser Glory, haven: Totally dull lady spirit who sits around looking pathetic refusing to die until a shiny inquisitor saves her.
Wolf Priest, haven: Overcosted Shark Guard? Maybe. Actually has attack and buffs other overcosted shark guards around it.
Blazing Succubus,inferno: 4drops aren't an inferno forte, and this may be the best one yet.
Bound Succubus, inferno: An expensive clock that just rounds around bleeding you badly. Is she good? Yes. Is she better than that other girl who runs around with your credit card? Probaby not.
Ur-Jubbal's Minion, inferno: This girl's version of domestic violence is that she hits you you hit her she hits back just as hard. Life succubus. And then you die.
Holy Light, Light: Not exactly cheap buff, but this means if your guys are allowed to hang around they'll start hitting hard. Your guys have 7hp and tend to hang around.
Sunrise, Light: I do like getting back my Angel Commanders on the cheap.
Anastasya, necropolis: Great ability with sucky spell school combo. Will be fun to make a deck around.
Eternal Apprentice, necropolis: Runs around and makes everyone a cripple. Such a bundle of love. Rush decks will love him even more. Not.
Eternal Disciple, necropolis: He's fat but doesn't block as well as undead cows. He does cut down trees and send shark guards off for an early shower. Sharks need showers?
Eternal Scholar, necropolis: Your standard stats shooter with an interesting ability, meaning their crippled dudes can't run away and continue to get crippled. That's a bit sadistic! Crucially though, he doesn't do any crippling himself, and is thus fighting a losing battle in a slot with Spider Guard and Archlich as candidates.
Ritual of Weakness,necropolis: allows you to maximise use of crippling tokens in a cripple deck, with a crippled skelly combo for extra love. Useless elsewhere.
Dousing Kappa, sanctuary: shooty spirit that soon becomes a shooty shoving spirit that soon becomes a shooty shoving bouncy spirit, kappa.
Irina sanctuary: Hello Sandor's mom can I be as booooring as you?
Fountain Spirit, sanctuary: cheap, can't be targetted and so everyone wants to make a Buff the Fountain Spirit deck.
Centaur Sharpshooter, stronghold: shooty anywhere on a survivable body. Barely makes Flapjack status.
Mother Harpy, stronghold: Mass Zefiria for harpies! How many playable harpies are there? One. Now two. Maybe two more in the future? Oh well.
Pao Scout, stronghold: Basically a slightly worse juggernaut. That's ok cos Juggernauts are very good fiery flavoured Doughnuts.
Shark Bodyguard, sanctuary: Another combotastic card, but one on a sturdy body. The combos can get ugly.
Chunky Migraine-Inducing Marzipan Bars
They taste funky and might make you a bit tipsy. These cards are great to add that extra spice to your deck or just step into the wild side a little you crazy rascal you.
Agyn Mercenary, Neutral: Not enough mercs for that merc deck, and I suspect there'll never be. Awesome late game though I guess.
Altar of Elemental Affinity, academy: well, since they're all prime basically once you put it down all your other guys get cheaper. Big problem is it's pricey by itself.
Crimson Tower, academy: it's a powerful effect on an expensive building. Just perhaps not quite powerful enough for the cost.
Dissolve, Prime: when the meta is all magic dudes this'll be great. But your opponent can play around it.
Time-Bender Djinn , academy: classic win more card. Unlike a time jump, you get resources in that extra turn, and the genie itself ain't too bad.
Void Trap, academy: cheap card draw, but you need to feed it first. Great late game card you'd like to have more of but shouldn't. Remember it competes with your Phoenix for food.
Vine Trap, Earth: If the meta becomes a fluttery mess this could be a useful one-of.
Angel's Temple, haven: Not quite Lake Spirit but not too shabby- unless it really does work like its worded and is thus broken. Expensive and kills the poor guy inside real quick.
Cleansing Priestess, haven: Anastasia's nightmare lol. Nice recovery creature who needs better stats to justify being more than just meta.
Holy Lighthouse, haven: If the world turns all skeleton shaped this is a quick and easy cure.
Executioner Succubus, inferno: Useful for late game spot kill in decks that don't have them. Too expensive to be staple.
Scarification, inferno: Another useful toy you want one of in your deck, especially in rush. Can be a game turner, and could be a late game Iggy combo starter.
Throne of Ahribban, inferno: super expensive building but imagine a fireblast creature inside this thing! Major fireworks!
Walls of Destruction, inferno: Consideration for Mass Rage
Statue of the Spider Goddess, necropolis: gimmick deck, might actually make Namtaru channeler work- doubt it.
Arcane Eagle, Neutral: There's gonna be a Sanctuary spirit deck and this is gonna be super-buff and super dead next turn.
Magic Deal, Neutral: Not bad meta tool, unfortunately still forces the destiny requirement.
Magic Interdiction, Neutral: A tempo card! These kind of cards are not easy to play but could well turn out to be awesome. Randomly hoses Academy.
Portal of House Anima, academy: very odd card. The cards you want to bounce and do stuff are in sanctuary, so not sure what you'd do with this. Recovering damaged spirits is not a bad idea, but a trip to strip club achieves just as much for less investment. (UPDATE: Mordochero points out in comments Djinn are spirits... and one particular Djinn can be free. Miranda shenanigans! Crazy Infinite Res Combo!)
Warding Pillars, Neutral: Really expensive but imagine Benevolent Angel sitting here going lalalala all is right with the world.
Week of the Elementals, Neutral: Another gimmick deck card, not enough good neutral spirits, but a random double draw would make those spirits super cheap. Then they get swarmed all over by insects.
Magic Steal, Prime: Lucky draw time! Totally unreliable totally rocks when you get an Ariana with it. (UPDATE: Xyxorz says it won't get uniques. Pretend I said the Banshee instead. Everybody knows Banshee is a dead Ariana from another dimension anyway)
Prime Shield, Prime: Strong but soooooo expensive.
Foreknowledge, sanctuary: 4res 4des ensures this is rarely going to replace Horseshoe. Maybe in Fortune Shalan.
Frozen Fists, sanctuary: Permanent buff for spirits. Costly but low requirements, very strong and stacks! Could turn out to be a lot better than it appears and is probably broken at 3res.
Greater Kirin,, sanctuary: It's big, it's fat, it's reaver bait.
Jungle Outpost, stronghold: If there's actually going to be a centaur deck, this could be one reason why. Not quite double attack though.
Shalassa's Temple, sanctuary: Focused blast for 2 isn't bad, and it's cheap enough to splash.
Sweet & Spicy Bon-Bons
Seriously, you gonna eat that? Cards that maybe you should think about before using.
Captive Djinn, academy: basically, an Angel Protector that won't work on uniques but also works on fortunes, albeit with lower requirements and suckier stats.
Surging Djinn, academy: interesting due to interaction with Co9. Otherwise a bit suicidal.
Blast of Wind, Air: It's not too bad, making tons of stuff not attack. But if they're bunched up together like this you'd rather nuke them.
Wind Arrows, Air: It's not too bad an ability, but possibly not great enough to warrant a card, and definitely not while there's so few air creatures.
Darkness Curse, Dark: Everybody is crippled. Including your guys. And you probably only crippled 2-3 of their dudes...
Nature's Fortitude, Earth: Lots of HP is actually really nice but ultimately this is an enchantment that does not provide immediate benefit, allowing your opponent all sorts of ways to just 2for1.
Flaring Rage, Fire: It'll be a total headache trying to figure out this will work when you're not already winning.
Anton, haven: Worse hero of the set, with an ability that is so costly for so few stackables.
Construction, haven: It's not bad. One day you'll get a combo building deck and this will be a crucial component. One day. Maybe.
Heretic Library, inferno: Well I guess it's cheap for the effect. But so limited.
Ritual of the Dark Flame, inferno: Sacred venom fumes with lots and lots of requirements.
Eternal Archon, necropolis: Fatty! Dead next turn.
Skeleton Servant, necropolis: Combo mania! If the combo is indeed pulled of it's quite scary. But it's no Breeder stack combo.
the Shadow of Death, necropolis: if so many things have 0 attack why are you so scared of them. OK, maybe you just hate gargoyles.
Bursting Fire Elemental, Neutral: overcosted due to being a shooter with Area Blast. Might see play with Week of the Elementals. Might.
Mercenary Hill Fort, Neutral: Can we have more mercenaries please? Probably not cos then everyone might just play them.
Typhoon, sanctuary: delay them for a turn so you can pull off the dreaded Sanctuary combo of doooooom. Which doesn't exist.
Beastman Warcry, stronghold: it's 4 damage but you have to jump through horsey feathery hoops to get there.
Centaur Warchieftain, stronghold: there's a dearth of good attack anywhere creatures and this guy is too expensive anyway.
Elder Centaur, stronghold: the older the centaur the less balls it has.
Gust Harpy, stronghold: expensive Shredder that doesn't need to run around everywhere.
Limp Biscuits Only Your Dog Would Eat
Be a good man and buy some proper dog food. Why would you even use these cards?
Fire Splash, Fire: Splash. Did you just tickle me?
Supply Caravan, haven: I paid all this to get all this so I can get paid all this.
Holy Sacrifice, Light: A worse martyr.
Ancient Ghost, necropolis: Poor Fleshbane.And why are all ghosts girls? (even the owl)
Magma Elemental, Neutral: I'll protect you against fire! OMG BUGS EVERYWHERE HALP
Overwhelming Forces, Neutral: Overwhelming force of 3 kind of guys.
Juvenile Centaur,[/B ]stronghold: A succubus that costs more that maybe attacks anywhere.
[B]Pao Harpy, stronghold: what orcs eat at Nandos.
Ice Curse, Water: Immolation at double the price! Now all you need to do is bounce me instead!
update: Xyxorz says the magic steal thing can't steal uniques
update: LordUthyr of reddit points out I missed out Eternal Scholar. I blame the spoilers I got. Anyone but me really. Anyway, updated with my review.
update: added links to card list, thanks to mxksowie on reddit for pointing this out
***
Right you SoB, fans... I know this is probably going to be just another drop in an ocean of reviews but I'm gonna do it.
In a controversial deviation from the standard reviewing template, I'm just going to list everything from stuff I rate to stuff I don't and you probably shouldn't if you value your DoC playing career.
You'll love your SoB cos it's full of sweet stuff to fool around with. Note I do not tend to consider play requirements too much unless they're real high. A play requirement of 2 fortune just means a destiny champ will use it better.
Note, if you don't know where to find the cards:
go here (http://mmdoc.cardgamerobot.com/cards.php?query=&school_radio=any&expansion_radio=any&expansion%5B%5D=Sins+of+Betrayal&school_subtype=any&sortby=cardname)
or here (http://www.mmdoctools.com/cards?search=1&name=&type%5B%5D=0&rarity%5B%5D=0&faction%5B%5D=0&school%5B%5D=0&set%5B%5D=s07&format=0&size=normal)
Delicious Non-Illusory Cakes
Stuff so sweet your diabetes kills you just from lookin at 'em. These make you want to make a deck with 'em, if your deck could have them they should have them, if they couldn't you'd better have a gawddamned good reason why you aren't playing the decks that can (e.g. so you can play with other Delicious Cakes)
Arcane Master Djinn, Academy: She comes into play as a 2/2/6 for 4 which Hakeem only can reliably play, which is durable but totally meh. Then she draws a card, which is good. Then if she hangs around just blocking stuff or running away she draws another card, which is good. Then she draws another, which is a bit much. Then another, why haven't you killed her yet?
Alone in the Dark, Dark: I might be overrating this, but untargetted kill for 3 resource and 3Ma is so so sweet deadly honey. Decks will go to 3Ma instead of 4Ma cos they won't be bothered with Soulreaver. Yes, I know it's 'random'.
Kiril, Inferno: Whoaaaa. So you have Deleb yeah and she rocked the world for a bit yeah then she kinda lost steam so why don't we let them demon dudes have another face-punching hero, with a steroid ability just in case. This guy was dissed at his high school prom so his stats are aggro and spell schools kill.
Spell Stealer Heretic, Inferno: Somewhere in UBI hq is a demon circle. This is why demons always gets good stuff. Plus the CEO's new honey is a succubus. Only this can explain why they can have spell stealers go to hell and do stuff like this. Expensive but it's a 7hp body with a second use for your Wraths, Reavers, 4Ever Alones, Fire this, Fire that, Fire the design team, Fire everybody.
Delectable Doughnuts with a Creamy Filling
They make you crave for more! These are prime candidates for the decks they'd fit into, form a major part of their appeal and you want as many as you can fit in without screwing up your curve. Cos a bad curve unfortunately demands a diet.
Warding Inquisitor, haven: sucky stats hold him back, and he's expensive in a deck you wanna pack loads of expensive stuff in. But that ability is a middle-finger to the meteor-throwing establishment, allowing you to set up alpha strikes only fearing fortunes.
Eternal Mentor, necropolis: It's a Bloodthirst which needs setup... but is permanent and on a shooter.
Ariana, Chosen of the Void, Neutral: Expensive but hey, it's Void Ripple on a stick. Gets rid of tough stains like Moon Phoenix better than any detergent out there.
Free Mage Altar, Neutral: What's this combotastic card doing here? It's here because a lot of Inferno creeps that UBI employees worship are either Prime, Fire or Dark and a War Tent that doesn't go away is kind of good.
Shogun, sanctuary: An expensive nuke with a decent body, great for late game tempo swings.
Torii of the Eternal Empress, sanctuary: I'm not even sure if this isn't another Delicious Cake. The only problem is it doesn't work by itself. But anything that goes on it becomes a Coral Priestess and you'll be bouncing stuff all day long to reuse it.
Sandor, stronghold: Not only is Sandy, can I call him Sandy? Not only is Sandy possibly a better version of Toghrul with access to 4Ever Alone, he also opens up the possibility of Stronghold control. One can dream.
Frozen Wave, Water: If you can't beat 'em drown 'em. Drown 'em all. If they fly away dial 1-800-FATHER-SKY
Ice Spear, Water: Is this controversial? Is a teeny weeny +1 nothing to make Creamy Doughnuts of? Maybe. Or maybe I just hate having 1 resource spare I can do jack with, and maybe I just love being able to throw one or two +1 buffs here and there where I want 'em every turn.
Nutritious Filling Flapjacks Your Mom Forces You to Eat
And you know what, mother knows best. These will help make some decks tick and fill 'em out, or are just nice alternatives if you can't find anything better.
Elisabeth, academy: A very boring hero that allows you to make boring run of the mill decks that won't be as good as Hakeem.
Embers Elemental, academy: Hermergerd combo with Free Mage Altar! Actually, it's just a dude with a real nice body. Plus points for being the first double elemental.
Shifting Fates, academy: Oooh recursion. Added love now that the forbidden love of Titan Workforce no longer burns so fierce.
Storm Rage, Air: It's kind of like Forked Firebolt only less flexible but with upside of maybe 3 targets.
Illusory Nightmare, Dark: Control decks will use these to force players to bunch up to deal damage. Its power does depend on the opponent otherwise it'd be very good Delicious Doughnut, since it stacks.
Nature's Wrath, Earth: Why aren't the elementals Earth? Whyyyyy???
Waning Moon, Event: Shalan's spirits are now have a bouncy trampoline to ply with.
Fire Rain,Fire: Good because two separate power lanes is a strat. Bad cos in decks you'd easier play this your opponent won't power lane. Better in Academy.
Blessing Inquisitor, haven: Yes, it's an Honor creature. But it's a fat honor creature that's also Melee Shooter. Shooter honor? Sanctuary goes green with envy which you can't see cos they're already green.
Chapel of Elrath, haven: In order for buildings to be good they must have an immediate benefit and be cheap. This is dirt cheap, and any light creature will allow immediate benefit.
Lesser Glory, haven: Totally dull lady spirit who sits around looking pathetic refusing to die until a shiny inquisitor saves her.
Wolf Priest, haven: Overcosted Shark Guard? Maybe. Actually has attack and buffs other overcosted shark guards around it.
Blazing Succubus,inferno: 4drops aren't an inferno forte, and this may be the best one yet.
Bound Succubus, inferno: An expensive clock that just rounds around bleeding you badly. Is she good? Yes. Is she better than that other girl who runs around with your credit card? Probaby not.
Ur-Jubbal's Minion, inferno: This girl's version of domestic violence is that she hits you you hit her she hits back just as hard. Life succubus. And then you die.
Holy Light, Light: Not exactly cheap buff, but this means if your guys are allowed to hang around they'll start hitting hard. Your guys have 7hp and tend to hang around.
Sunrise, Light: I do like getting back my Angel Commanders on the cheap.
Anastasya, necropolis: Great ability with sucky spell school combo. Will be fun to make a deck around.
Eternal Apprentice, necropolis: Runs around and makes everyone a cripple. Such a bundle of love. Rush decks will love him even more. Not.
Eternal Disciple, necropolis: He's fat but doesn't block as well as undead cows. He does cut down trees and send shark guards off for an early shower. Sharks need showers?
Eternal Scholar, necropolis: Your standard stats shooter with an interesting ability, meaning their crippled dudes can't run away and continue to get crippled. That's a bit sadistic! Crucially though, he doesn't do any crippling himself, and is thus fighting a losing battle in a slot with Spider Guard and Archlich as candidates.
Ritual of Weakness,necropolis: allows you to maximise use of crippling tokens in a cripple deck, with a crippled skelly combo for extra love. Useless elsewhere.
Dousing Kappa, sanctuary: shooty spirit that soon becomes a shooty shoving spirit that soon becomes a shooty shoving bouncy spirit, kappa.
Irina sanctuary: Hello Sandor's mom can I be as booooring as you?
Fountain Spirit, sanctuary: cheap, can't be targetted and so everyone wants to make a Buff the Fountain Spirit deck.
Centaur Sharpshooter, stronghold: shooty anywhere on a survivable body. Barely makes Flapjack status.
Mother Harpy, stronghold: Mass Zefiria for harpies! How many playable harpies are there? One. Now two. Maybe two more in the future? Oh well.
Pao Scout, stronghold: Basically a slightly worse juggernaut. That's ok cos Juggernauts are very good fiery flavoured Doughnuts.
Shark Bodyguard, sanctuary: Another combotastic card, but one on a sturdy body. The combos can get ugly.
Chunky Migraine-Inducing Marzipan Bars
They taste funky and might make you a bit tipsy. These cards are great to add that extra spice to your deck or just step into the wild side a little you crazy rascal you.
Agyn Mercenary, Neutral: Not enough mercs for that merc deck, and I suspect there'll never be. Awesome late game though I guess.
Altar of Elemental Affinity, academy: well, since they're all prime basically once you put it down all your other guys get cheaper. Big problem is it's pricey by itself.
Crimson Tower, academy: it's a powerful effect on an expensive building. Just perhaps not quite powerful enough for the cost.
Dissolve, Prime: when the meta is all magic dudes this'll be great. But your opponent can play around it.
Time-Bender Djinn , academy: classic win more card. Unlike a time jump, you get resources in that extra turn, and the genie itself ain't too bad.
Void Trap, academy: cheap card draw, but you need to feed it first. Great late game card you'd like to have more of but shouldn't. Remember it competes with your Phoenix for food.
Vine Trap, Earth: If the meta becomes a fluttery mess this could be a useful one-of.
Angel's Temple, haven: Not quite Lake Spirit but not too shabby- unless it really does work like its worded and is thus broken. Expensive and kills the poor guy inside real quick.
Cleansing Priestess, haven: Anastasia's nightmare lol. Nice recovery creature who needs better stats to justify being more than just meta.
Holy Lighthouse, haven: If the world turns all skeleton shaped this is a quick and easy cure.
Executioner Succubus, inferno: Useful for late game spot kill in decks that don't have them. Too expensive to be staple.
Scarification, inferno: Another useful toy you want one of in your deck, especially in rush. Can be a game turner, and could be a late game Iggy combo starter.
Throne of Ahribban, inferno: super expensive building but imagine a fireblast creature inside this thing! Major fireworks!
Walls of Destruction, inferno: Consideration for Mass Rage
Statue of the Spider Goddess, necropolis: gimmick deck, might actually make Namtaru channeler work- doubt it.
Arcane Eagle, Neutral: There's gonna be a Sanctuary spirit deck and this is gonna be super-buff and super dead next turn.
Magic Deal, Neutral: Not bad meta tool, unfortunately still forces the destiny requirement.
Magic Interdiction, Neutral: A tempo card! These kind of cards are not easy to play but could well turn out to be awesome. Randomly hoses Academy.
Portal of House Anima, academy: very odd card. The cards you want to bounce and do stuff are in sanctuary, so not sure what you'd do with this. Recovering damaged spirits is not a bad idea, but a trip to strip club achieves just as much for less investment. (UPDATE: Mordochero points out in comments Djinn are spirits... and one particular Djinn can be free. Miranda shenanigans! Crazy Infinite Res Combo!)
Warding Pillars, Neutral: Really expensive but imagine Benevolent Angel sitting here going lalalala all is right with the world.
Week of the Elementals, Neutral: Another gimmick deck card, not enough good neutral spirits, but a random double draw would make those spirits super cheap. Then they get swarmed all over by insects.
Magic Steal, Prime: Lucky draw time! Totally unreliable totally rocks when you get an Ariana with it. (UPDATE: Xyxorz says it won't get uniques. Pretend I said the Banshee instead. Everybody knows Banshee is a dead Ariana from another dimension anyway)
Prime Shield, Prime: Strong but soooooo expensive.
Foreknowledge, sanctuary: 4res 4des ensures this is rarely going to replace Horseshoe. Maybe in Fortune Shalan.
Frozen Fists, sanctuary: Permanent buff for spirits. Costly but low requirements, very strong and stacks! Could turn out to be a lot better than it appears and is probably broken at 3res.
Greater Kirin,, sanctuary: It's big, it's fat, it's reaver bait.
Jungle Outpost, stronghold: If there's actually going to be a centaur deck, this could be one reason why. Not quite double attack though.
Shalassa's Temple, sanctuary: Focused blast for 2 isn't bad, and it's cheap enough to splash.
Sweet & Spicy Bon-Bons
Seriously, you gonna eat that? Cards that maybe you should think about before using.
Captive Djinn, academy: basically, an Angel Protector that won't work on uniques but also works on fortunes, albeit with lower requirements and suckier stats.
Surging Djinn, academy: interesting due to interaction with Co9. Otherwise a bit suicidal.
Blast of Wind, Air: It's not too bad, making tons of stuff not attack. But if they're bunched up together like this you'd rather nuke them.
Wind Arrows, Air: It's not too bad an ability, but possibly not great enough to warrant a card, and definitely not while there's so few air creatures.
Darkness Curse, Dark: Everybody is crippled. Including your guys. And you probably only crippled 2-3 of their dudes...
Nature's Fortitude, Earth: Lots of HP is actually really nice but ultimately this is an enchantment that does not provide immediate benefit, allowing your opponent all sorts of ways to just 2for1.
Flaring Rage, Fire: It'll be a total headache trying to figure out this will work when you're not already winning.
Anton, haven: Worse hero of the set, with an ability that is so costly for so few stackables.
Construction, haven: It's not bad. One day you'll get a combo building deck and this will be a crucial component. One day. Maybe.
Heretic Library, inferno: Well I guess it's cheap for the effect. But so limited.
Ritual of the Dark Flame, inferno: Sacred venom fumes with lots and lots of requirements.
Eternal Archon, necropolis: Fatty! Dead next turn.
Skeleton Servant, necropolis: Combo mania! If the combo is indeed pulled of it's quite scary. But it's no Breeder stack combo.
the Shadow of Death, necropolis: if so many things have 0 attack why are you so scared of them. OK, maybe you just hate gargoyles.
Bursting Fire Elemental, Neutral: overcosted due to being a shooter with Area Blast. Might see play with Week of the Elementals. Might.
Mercenary Hill Fort, Neutral: Can we have more mercenaries please? Probably not cos then everyone might just play them.
Typhoon, sanctuary: delay them for a turn so you can pull off the dreaded Sanctuary combo of doooooom. Which doesn't exist.
Beastman Warcry, stronghold: it's 4 damage but you have to jump through horsey feathery hoops to get there.
Centaur Warchieftain, stronghold: there's a dearth of good attack anywhere creatures and this guy is too expensive anyway.
Elder Centaur, stronghold: the older the centaur the less balls it has.
Gust Harpy, stronghold: expensive Shredder that doesn't need to run around everywhere.
Limp Biscuits Only Your Dog Would Eat
Be a good man and buy some proper dog food. Why would you even use these cards?
Fire Splash, Fire: Splash. Did you just tickle me?
Supply Caravan, haven: I paid all this to get all this so I can get paid all this.
Holy Sacrifice, Light: A worse martyr.
Ancient Ghost, necropolis: Poor Fleshbane.And why are all ghosts girls? (even the owl)
Magma Elemental, Neutral: I'll protect you against fire! OMG BUGS EVERYWHERE HALP
Overwhelming Forces, Neutral: Overwhelming force of 3 kind of guys.
Juvenile Centaur,[/B ]stronghold: A succubus that costs more that maybe attacks anywhere.
[B]Pao Harpy, stronghold: what orcs eat at Nandos.
Ice Curse, Water: Immolation at double the price! Now all you need to do is bounce me instead!