Quick Links To Other Armies of Myth Set Reviews: Blood, Diamond, Ruby, Sapphire, Wild.

limitedratinglegend

Limited Rating Scale:

5 This card is broken in limited. Practically unbeatable.
4.5 An incredible bomb that can win you games you have no business winning.
4 An awesome card that dictates which color I play.
3.5 Very good card that makes me want to be in its color.
3 This is a good solid dependable card.
2.5 There aren’t enough good cards in my deck so I’m fine playing this.
2 I’m unhappy playing this but things could be worse.
1.5 The worst fillers – you hate playing these but for some reason you just have to.
1 A card that I’ll only bring in from the sideboard against a specific deck, maybe.
0.5 I’d probably rather play an extra shard than play this.
0 Unplayable period.

Constructed Rating Scale:

5 This card is OP and printing it might have been a mistake.
4.5 A meta defining card that will dictate the standard format.
4 An awesome card that might shape its own T1-T1.5 deck.
3.5 A very good card that will make it inside a T1 deck.
3 An interesting card waiting to be abused.
2.5 Probably will make it into some T2/T3 deck.
2 At best will make it into some reserves.
1.5 Don’t see it being played in any serious constructed games.
1 Bad card, don’t play it.
0.5 Terrible card, you’ll be better off playing a Shard than this.
0 Cyber dust, shouldn’t have been printed.

Angel of Judgment
Limited Rating: A 3/6 with Flight holds back nearly all troops in the Set so that alone earns this card high marks. Your opponent will probably hesitate to attack regardless knowing that any previous trade now translates to a 2 for 1 in your favor. All of a sudden blocking one of your opponent’s big troops with 2 smaller ones of your own doesn’t seem so bad and all of that residual value makes this card incredibly good.
4
Constructed Rating: This card provides so much power, flexibility and options that I can’t imagine Blood/Diamond mid-range decks not running at least one copy in the main deck. You get to stop those 5 attack troops that Vampire King and Angel of Dawn wouldn’t normally be able to deal with but that’s only scratching the surface of what Angel of Judgment brings to the table. Cards like Xentoth’s Inquisitor and Monsuun gain renewed application, as you get even more value out of them than before. What sends it over the top is allowing you to deal with those pesky cards like Soul Cavalry or constants like Solitary Exile and Pact of Pain.
3.5
Army of Myth
Limited Rating: I’m not sure what’s going on with the costing of this card as it was initially a 3XX then it went to a single 3X and now the official spoiler list has it as a 3. I’m assuming it’s a 3XX because 3X seems too powerful. As a 3XX card you will get 1 or 2 Unique troops max but the average power level of the Unique troops is strong enough that you will tolerate the RNG and have no problem rolling the dice in a Ruby Diamond deck.
3
Constructed Rating: As of Set 3 there are 49 Unique PvP troops and over 2/3 of them are pretty solid troops that you will have use for even in constructed. The problem is that unlike a card like Eye of Creation, you have absolutely no control over your fate and it’s hard to build a deck or strategy around the complete unknown. For that reason I don’t see this really being a viable card unless they really elect to push the power level and print it as a 3X.
2.5
Bastardspawn of Bokrug
Limited Rating: If you’re playing the Spiderling archetype or pure mill, Bastardspawn is a card you’ll welcome with open arms and be glad to top pick. The threat alone of milling half a deck should pull out your opponent’s best removal and that should make this playable even in Blood/Sapphire decks that don’t have much to do with milling.
3.5
Constructed Rating: Bastardspawn of Bokrug gives Blood Sapphire mill decks an interest troop to help speed up their milling ambitions. While previously relying heavily on the Chronic Madness and Relentless Corruption Escalation Actions, the archetype has shifted in recent sets to employing troops as well. Unlike a card like Dementia Daisies that needs heavy support to truly shine, Bastardspawn of Bokrug is built to be able to destroy your opponent’s deck all by himself so that gives you more flexibility in rounding out your deck with control cards. If I’m playing mill I’d personally prefer trying to stay troop-free in order to render a lot of my opponent’s cards dead, but that doesn’t seem entirely feasible right now as Bastardspawn of Bokrug continues the trend of requiring mill players to do some more work to earn that alternate win condition.
2.5
Brown Fox Scout
Limited Rating: A 3/2 quick troop for 2 is definitely above par and the ambush ability might catch a few unsuspecting 1 drops for extra value. Playing it for free off the top of course doesn’t hurt.
3
Constructed Rating: You should often be able to sneak these in for free, granting you net card advantage over your opponent. Moon’ariu Sensei allows you to do the same at a more leisurely pace but it’s only a 1/1 and functions at Basic speed so you need exhaust your resources for the turn whereas Brown Fox Scout can be played at the end of your opponent’s turn giving Sapphire decks option to counter. There’s going to be cases where you get these in your opening hand or at a time where you have something better to do rather than cast these off the top of your deck, and that somewhat limits Brown Fox Scout’s appeal.
2.5
Dreamsmoke Mystic
Limited Rating: Dreamsmoke Mystic is a tremendous card giving you a solid body, ability to make the most out of your Prophecy cards but most importantly you can cycle through your deck to quickly get to the card you need. This card flat out smokes your opponent in top deck wars.
4
Constructed Rating: Pact of Pain saw heavy play for its ability to draw a ton of cards over the course of the game. Wild/Sapphire decks will be happy to have a similar effect at their disposal even if it’s in the form of a more volatile troop and you don’t actually draw cards but rather cycle through them (there is no life loss involved so that’s a plus). Overall it is a great resource sink for Quick based Sapphire/Wild decks and allows them to set up their Prophecy troops for optimal usage. We’ll also likely see this played as part of the Titania’s Majesty/Walking Calamity combo deck.
3.5
Grim Assimilation
Limited Rating: Half of the time you’re not going to hit a troop and the other half of the time you’ll end up getting a troop you can’t even cast. There’s just too much that has to go right for you to take full value of this card and only in some weird Prismatic deck should you consider playing it.
1.5
Constructed Rating: Normally these types of cards change the threshold of the stolen card to allow you to play them. As it is, it’s not something you’ll really consider playing because the cost and chance of completely missing is too high.
2
Grim Harvester
Limited Rating: Lifedrain and Swiftstrike are two excellent limited keywords and together they function well. The ability might allow you to gain 1 health and deal 1 damage a few random times over the course of the game and that can prove influential in tight games.
3
Constructed Rating: This card falls slightly short of some of the other options Blood and Diamond decks have at their disposal and I can’t think of a great use of the sacrifice ability besides just faciliating Angel of Judgment trades. Those two cards work well together but probably would need a whole other strategy built around them to function well that is outside the usual B/D ‘best cards’ mold.
2.5
Hatchery Cultivator
Limited Rating: A solid defensive body that will allow you to stall your opponent and get extra value out of each of your Egg injections. Easy pick-up if you’re playing the archetype.
3
Constructed Rating: Pretty solid body for the cost but the ability provides too little impact on the constructed front to make much of a difference.
1.5
Houndmaster of Ardevaas
Limited Rating: Creating a Guard Dog every turn for free is ridiculously good in limited and once you feel you have enough on the defensive end you can use Bryson Maplewood’s charge power to get this guy going on the offensive end as a 4/4 with Swiftstrike. You really shouldn’t lose with him on the board unless your opponent has some evasion you can’t deal with.
4
Constructed Rating: You probably need more bite less bark from your 5 drops in constructed. It’s a card your opponent can easily kill and play around so the tactic of swarming them with Guard Dogs is probably not going to get you very far.
2.5
Lanupaw, Prophet of Fate
Limited Rating: Lanupaw requires you to play three colors but rewards you handsomely for doing so. He’ll probably be a 5/5 by the time he can attack and even if he gets killed you get some nice value in your upcoming turns. A card worth splashing but I won’t exactly bend over backwards to play it.
3.5
Constructed Rating: The release of Armies of Myth gives us a lot of reasons to play Wild Sapphire but not as much to go the tri-color route and add Diamond to the mix with Lanupaw, Prophet of Fate and Howling Plains Bluegrass being the exception. Lanupaw is a nice value troop but it’s not some must-have card that’s going to heavily swing match-ups your way. For now, I don’t see the need for going WSD but upcoming sets might change all that.
2.5
Myrym, Empress of the Crypt
Limited Rating: As an 8 cost troop, Myrym is really pushing its luck in its attempt to win a spot in our deck. It does have a very powerful ability that does want to make you fit it in somehow. Being able to go on a huge attack and then dropping Myrym to get hopefully a ton of troops (both yours and your opponents) back does sound tempting. If you have a slow control B/D deck then by all means go for it.
2.5
Constructed Rating: Too slow and clunky for you to make good use of in constructed. Ideally you’d want to play an Extinction and play this right after but that requires a inordinate amount of resources. I’ll take the more predictable Uruunaz over Myrym.
1.5
Periwinkle
Limited Rating: Periwinkle is rather gimped as a 1/2 for 3 but she makes up her lack of size in a big way with that scary triggered ability on her. Copying just one of those 5 resource brutes in Wild is going to give your opponent a ton of headaches and those 5 resource removal like Predatory Prey and Volley of Arrows start becoming more attractive.
3.5
Constructed Rating: Similar to Sylvan Performer, Periwinkle is an early troop that your opponents won’t be able to ignore. Mixing a few of these key troops among your ramp cards and fatties seems like a good way to keep your opponet’s respect instead of allowing them to basically do whatever they want in the first 3 or 4 turns. Periwinkle also goes well with Titania’s Majesty, letting you peek at the top 5 cards of your library twice and hopefully have something juicy to fish out.
3
Pyresoul Summoner
Limited Rating: Another 2/2 for 2 with upside but this time it’s in the form of a constant troop generator. You’ll be happy creating at least one 1/1 Flier every turn that will either buy you time through chump blocks to find an answer or let you amass a big flying army your opponent will eventually lose to.
4
Constructed Rating: R/D decks tend to spend any extra resources they have on cards like Living Totem and Soul Marble. Unfortunately Pyresoul Summoner isn’t quite good enough to replace those cards especially with its ability being at Basic speed.
1.5
Tempestuous Bladedancer
Limited Rating: Costing that all-important 5 resources, Tempestuous Bladedancer is going to get cooking the moment she hits the board attacking and getting over any chump blockers your opponent might have and staying reading for defense’s sake. The 4/4 body isn’t going to overwhelm your opponent so it’s a card you’ll want to draw on curve to swing the race and momentum in your direction.
3
Constructed Rating: Too expensive and plain of a troop to give Speed to, not enough attack to make the Crush all that meaningful, and the Steadfast ability doesn’t mean much when she can’t block fliers or bigger troops.
1.5
Walking Calamity
Limited Rating: Obviously you win the game if this ever hits the board but getting there will require a herculean effort. You’ll need to have all those ramp cards in your deck, keep them alive despite your opponent’s attempts to get through, and have this card ready and waiting to pounce. Only the most ramp focused decks should consider running Walking Calamity.
2
Constructed Rating: Constructed is where we try to make the impossible happen, if the effort is worth it of course. Walking Calamity definitely goes in the ‘worth it’ section and there are some interesting ways to sneak it in including Titania’s Majesty and Indigo Dreamwalker..or just flatout ramp with Ageless Troubadour doing most of the heavy lifting. Regardless of whether there are enough pieces to make such a deck viable, Walking Calamity will serve as a great troop for combo seekers to build around in upcoming sets.
3
Windsinger, Master of the Hunt
Limited Rating: A 4/6 that draws you an additional card each turn is all I need for an auto first-pick. Replenishing your resources on your opponent’s turn won’t have as much value in limited, but there are still a ton of Quick troops and resource sinks for you to take advantage of.
4
Constructed Rating: This is THE card that’s going to have players give Wild Sapphire a real shot in constructed play. As long as your opponent doesn’t kill Windsinger the turn it’s played, you have chance to protect it and get value immediately on your opponent’s ready step. Your opponent will be discouraged from drawing cards and searching for answers as you directly benefit from any card they might happen to draw.
4
Blam Sack
Limited Rating: The prospect of doing 3 damage to your opponent every turn might sound enticing but you’re going to have to be in a pretty commanding spot to deny any damage from your opponent. Such a scenario makes Blam Sack a win more card and in many games when you have no board presence it’s going to be a simple 3 damage to your opponent in exchange for 5 resources, which is a great way to dig your own grave.
1.5
Constructed Rating: Definitely not a main deck card, but is there anyone that will stand to gain greatly from bringing this off reserves? Not really as even against a non-troop, non-damage combo or mill deck you will have better ways to bring them down.
0.5
Brightmoon Totem
Limited Rating: In a long drawn out game Brightmoon Totem is going to get you tons of value and possibly will even serve as a win condition. It’s a card that takes time and support to get going but in the right slow control deck you will be rewarded for playing it as it retains its strengths both in the early and late game.
2.5
Constructed Rating: The main potential T1 worthy Wild Sapphire deck won’t gain much from playing this but a more lightweight version running a bunch of weenie troops could have some fun with Brightmoon Totem.
1.5
Charge Colossus
Limited Rating: Seeing how the Champions in Set 3 saw a huge dip in their power level, it’s probably not worth running an 8 resource brute as the impact will be unimpressive at that stage of the game.
2
Constructed Rating: If there was a way to sneak this into play early there’s a ton we could do such as pairing up with Storm Cloud, Goremaster, or Circle of Ruination. You could also bring it back into play every turn if you use Rutherford Banks as your champion but the problem is there’s no way to reliably cheat this in and even if there was there’s probably easier ways to win than using this troop.
1.5
Eternal Sage
Limited Rating: Here, a 5/5 for 5 you can play without worry of thresholds. Not convinced?? Ok here’s a bunch of great abilities in every color for you to abuse every time you draw a shard. Yea…basically a mindless easy card for you to first pick and play in any deck.
4.5
Constructed Rating: Not overly impressed with the health gain or temporary troop buff so let’s look at the other uses. Ruby lets you deal 1 damage to all opposing troops but that’s probably not that strong by the time you get this into play. The Sapphire ability is pretty strong as it locks up an intimidating troop but mono Sapphire decks rather do that en masse with Menacing Gralk. So that leaves Sapphire/Blood mill decks that will both lock up opposing troops and help you mill your opponent, in a troop mill strategy that will likely also make use of the services of Bastardspawn of Bokug. Milling your opponent with troops is not my preferred strategy but these are the cards we’re given and if the quality level keeps coming at this pace then this could have the makings of an interesting rogue deck.
3
Exiled Bard
Limited Rating: All the Unique troops are either rare or legendary so fuggedaboutit.
0.5
Constructed Rating: Unique troops are currently too scattered in cost, shards, and types to make a meaningful deck. There’s also the fact that the cards are Unique so you can only play one at a time and hence won’t want to have too many of a single card in the deck. Perhaps one day in the distant future there’ll be a fun Exiled Bard deck, but you’re better off playing Bard’s Tale than wait for that day to come.
1.5
Feralroot Acorn
Limited Rating: Rare shards won’t ever be too strong in limited so you shouldn’t be picking this over some actual bombs (unless you’re a rare drafter of course). It’s still a good pickup that lets you get the resource you need without slowing down your time sensitive ramp strategy. That life gain could prove beneficial as well when you’re mounting a come back.
3
Constructed Rating: An easy auto-four include in the Elf ramp deck. That extra bit of consistency and tempo this card (and a champion like Cressida) allows, is among the subtle factors that could see this archetype challenge the meta.
3
Fifth Book of D’harsis
Limited Rating: The top ability is pretty meaningless since it’ll take you a long while if ever to get your opponent’s graveyard to grow to 20 and even then a single damage per turn is hardly worth the effort. Seeing your opponent’s whole deck and taking out their 3 best cards however is enticing but alone probably not worth it in terms of card disadvantage and tempo loss. The fact that it requires 6 resources to accomplish is a bit on the steep side but it’ll be worth it if you have some Spider Eggs in your opponent’s deck or have ways to revert this card for multiple use.
2.5
Constructed Rating: The best use of Fifth Book of D’harsis is fetching cards like Reginald Lancashire or Sabotage for a near automatic win. If there was a way to revert this card constantly it could also be used to drain your opponent’s deck. It’s definitely a card to watch out for because of its unusual and very dangerous power.
3
Gilded Lyre
Limited Rating: Gilded Lyre has its uses like keeping your opponent’s biggest troop pacified or going in for big attacks and saving one of your troops but the applications aren’t worth the resource investment and the troop exhaustion plus 2 resource every turn is a real drag.
2
Constructed Rating: You might not like how this sounds but Gilded Lyre is like a bad song stuck in your head, you can’t wait to completely forget about it.
1
Howling Plains Bluegrass
Limited Rating: Will help you splash that one card in the third color you might want to play or help smoothen out your resource base but once again don’t pick it over actual bombs if money’s not a concern.
3
Constructed Rating: A tri-color resource with the only ‘drawback’ being having to play a Coyotle deck. Currently in these colors that is exactly what we intend to do so this is a pretty sweet deal that will give these new Coyotle decks a good bump in consistancy to be hopefully able to find their footing and make a mark in constructed.
3.5
Mecha Filk Ape
Limited Rating: A 4/6 for 6 is pretty lackluster but it being Shardless will probably see it played in certain decks lacking big troops. Not a fan of unrelated revert abilities tied to these big troops but I guess there will be something to be gained from it if it lives till your next turn.
2
Constructed Rating: Someone made a cheap clone of Filk Ape, don’t fall for the trap and always check the label on goods you’re purchasing.
1
Necropolis Tablet
Limited Rating: You know what might make me consider playing this card? If exhausting the artifact won me the game or put me in a position to do so. Otherwise I’m not about to spend 6 resources on this card and tweaking my whole deck just so I can get to draw an extra card or two by the time the game’s pretty much over.
0.5
Constructed Rating: I realize they’ve made it pretty easy to get a bunch of different threshold and go full prismatic but the rewards need to be slightly more enticing to encourage anyone to bother.
1.5
Relic of Nulzann
Limited Rating: This will in almost all cases be exactly the same as Effigy of Nulzann. We know from experience in Sets 1 and 2 limited that it’s a great flexible card so you can pick it with confidence in any Shard.
3
Constructed Rating: Nothing much to see here. We would need some pretty unusual Major gems to ever invite this guy back into the constructed discussion table.
1.5
Resource Optimizing Infusion Device
Limited Rating: It’s pretty sweet being able to fix your colors as soon as the first turn and then proceeding to turn the card into an extra resource later on. You can use this to try to play a prismatic deck if you’re brave enough but most often you’ll pick one as some insurance against resource/color screw.
2.5
Constructed Rating: Unlike AIDs, ROIDs lets you pick a threshold that’s not even present in your deck. This open us the door to playing multi-color decks by staying rootly committed to one shard type in your deck. The implications are unclear for now as multi-shard cards are just starting to roll in but it’s neat to have these options available to everyone at common rarity.
3
Rootforged Regalia
Limited Rating: I wish they hadn’t ruined this otherwise interesting card by tieing the ability to Basic speed. Some Spiderling or Phantom deck will probably get good value of Rootforged Regalia in this state this but I would have preferred this being more expensive and Quick to bring even more unpredictability to the format. It’s a dead card when you’re on the defensive so I’ll pass on this in non evasion or aggro decks.
2
Constructed Rating: Telegraphing your abilities is even worse in constructed where your opponent is watching you like a lion preying on a gazelle.
1
Scrapyard Bruiser
Limited Rating: Getting a 2/2 troop and eventually a 1/1 for 3 is something a lot of different decks won’t mind having on their side.
3
Constructed Rating: This card is part of a neat little Scrapyard Magnetron infinite combo deck, but it’s probably not something that is consistent enough for you to worry about.
2.5
Scrapyard Dynamo
Limited Rating: Surprised this is an actual card. I guess those really missing Robots (I know I don’t) can go nuts picking these and reminiscing about the good ol’ days when we got to play with them for 15 months. Oh and he looks like Wall-E’s evil brother.
0.5
Constructed Rating: See above constructed rating for Scrapyard Bruiser.
2.5
Scrapyard Magnetron
Limited Rating: So even without any help Scrapyard Magnetron ends up being a 6/6 for 5. You should assume you’ll never get anything more than that given how Scrapyard Dynamo are unplayable and Scrapyard Dynamo are uncommons you won’t likely see very often. But that’s ok because you get three troops in one.
3
Constructed Rating: I was lucky enough to play against someone that played this combo deck in the test server that focuses around the three Scrapyard cards with Hideous Conversion, Sudden Awakening, and Harvest of Sorrow to get a ton of card draw and resources and finish you off with a Life Syphon. It’s got some neat interactions and is a nightmare to sit through and wait for the combo to go off, but for some that will be the best part.
2.5
Scroll of Yazukan
Limited Rating: I’m normally weary of playing cards like these but the good folks at Hex Entertainment have allowed us to charge this baby up even when it’s in our hand. You can keep this under wraps and initiating trades until you have at least 6 counters at which point you drop the card and get to delight your opponent with a 6/6 with Crush. The fact that it still takes a while to get going, especially if it’s not in your opening hand, prevents it from scoring higher.
3
Constructed Rating: It might be blasphemous comparing this to Soul Marble but it does have some advantages Soul Marble does not get to enjoy like a lower resource investment, charging up even when it’s not in play, and the ability to get more than one troop out of the whole package. Of course a 6/6 with Crush is not anywhere as good as a 6/6 with Spellshield but the fact that we’re mentioning it in the same breath as that T1 staple is exciting. I like this as a one or two off in removal heavy Blood decks.
3
Sepulchra Bonewalker
Limited Rating: Probably the number 1 reason why you would consider going prismatic in Armies of Myth limited. As a common you’ll have a ton of these wheeling your way over the course of 3 packs and they should be pretty considerable in size when you get to play them. There’s not likely to be more than 3 of these in a given draft so don’t go building your whole deck around this concept.
2
Constructed Rating: Yea you could potentially get a 5/5 for 3 but you’re probably going to have to play a bunch of cards to make that happen early on at which point it doesn’t remain attractive enough to do so.
2.5
Sepulchra Crypt Dust
Limited Rating: Since you’re max going to see one of these in your draft pool or sealed pool it’s not really a card that will allow you to say F it, I’m going prismatic with. If you’re for some reason already comitted to that archetype then sure add this in but don’t expect this to serve as some magic dust that’ll make your 5 color deck work flawlessly.
2
Constructed Rating: Sepulchra Crypt Dust provides pretty unique and powerful resource fixing but ultimately it requires two very restrictive things from you: playing Necrotic cards and playing a prismatic deck. Once there are better payoffs for doing so, this Shard will be perfectly positioned to fuel such decks.
3
Starsphere
Limited Rating: This will be most helpful when you keep a shard light hand and you give yourself an extra ~40% chance to draw into that extra shard you need.
3
Constructed Rating: Just as Crackling Vortex saw play in a variety of decks, Starsphere should receive equal attention when Set 3 rolls around. Helping you get out of early resource screw is huge and a gamble those with manageable threshold requirements will be happy to take. Later on in the game it has its uses as well although much more reliant on RNG.
3.5
Syyn, Etherdrake Nomad
Limited Rating: It doesn’t take a genius to figure out a 5/6 Dragon you can play in any shard is top pick material. Drawing an extra card each time this attacks and filling your hand with free-to-play cards is a lot of icing on an already big cake.
4
Constructed Rating: As with every Dragon, when Syyn attacks great things happen for you. Each turn you get to ‘draw’ an extra card and each turn each of those extra cards you drew over the course of the game become available once again in your hand available to play for free. It’s a bit of an overkill but as is usually the case with Dragons the steep cost and inability to generate any value if its instantly removed should keep it from seeing the inside of top decks.
2.5
Unity Generator
Limited Rating: 6 resources to generate a threshold? I think I’ll pass.
0
Constructed Rating: Syngergizes well with Eternal Sage and gives nice threshold fixing but that’s one expensive card to attach the ability onto.
1.5
Zin’xith Silk
Limited Rating: This is a rare shard you most certainly won’t mind picking highly if you’re playing the Spiderling archetype. It not only fixes your threshold but can also play you an Incubate for free.
3
Constructed Rating: It’s clear which of the archetypes needed the biggest push for constructed by the extra ability attached onto these rare dual shards. Zin’xith Silk gives you great extra value way beyond what you would expect from a shard but even such a push doesn’t really entice me to play the Spiderling archetype in constructed.
2.5

2 COMMENTS

  1. “Unlike AIDs, ROIDs lets you pick a threshold that’s not even present in your deck.”

    Hmm… Dunno if this was an intentional pun or not but my mind definitely immediately went elsewhere…

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