Quick Links To Other Armies of Myth Set Reviews: Blood, Diamond, Ruby, Wild, Multi-Shard and Shardless.

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.

Arachnomancer
Limited Rating: By the time you play Arachnomancer, you’ll hopefully have done some work in filling your opponent’s deck with spider eggs. With that being done, it’s exactly a card like Arachnomancer you need in order to start gaining card advantage and winning those top deck wars on boards in stalemate status.
3
Constructed Rating: Drawing a bunch of extra cards is a desired attribute in slow control oriented constructed games. You can use your generated Spiderlings to chump block and grow your Spiderling army in your opponent’s deck to a state they can’t recover from. Arachnomancer aids you get ‘there’ quicker but it’s not absolutely necessary to generate card advantage when you’re theoretically generating so much troop advantage over the course of the game already.
2.5
Arcane Focus
Limited Rating: At the cost of a little tempo bump, you’re essentially gaining two turns in terms of hitting that top deck you really need. It’s both powerful in the early game in case you miss some Shard drops and in the late game where you’ll have an edge in the top deck war.
2.5
Constructed Rating: Every Sapphire control deck will likely run a playset of this and perhaps even mid-range decks will slot them in simply due to how beneficial this sort of cantrip is and how easy it is to cast it. Combo decks will also find it beneficial to dig for that missing piece and go off!
3.5
Arcane Zephyr
Limited Rating: This neat little Quick Action is going to give you plenty of flexibility in the long game either preventing an opponent’s removal attempt or providing that evasion to sneak in those last bits of damage or even catching your opponent offguard with a block to one of their troops with Flight. You don’t want to draft too many of these however since they are situational.
2.5
Constructed Rating: Unlike Arcane Shield, Arcane Zephyr can be played in a bunch of multi-color decks with ease. Particularly in the Sapphire/Wild deck that promises to be a thing this cheap spell provides both a way to protect a key troop when you don’t have resources for a counter and gives your big Wild troops a chance to block a big opposing flyer (although counter backup is advised to not get blown out).
2
Augur of Sirion
Limited Rating: A sanely costed huge flyer with an amazing card advantage engine is about as good as you’re going to get. First pick it and don’t look back, just look forward.
4
Constructed Rating: Augur of Sirion is going to hold back nearly all the relevant construted troops and can elect to start a rapid countdown of your opponent’s health. The ability will be abused to provide an insurmountable card advantage for the Sapphier player and possibly more with Prophecy abilities like Indigo Dreamwalker. It’s an overall better package than we have seen from other Sapphire finishers and it’s bound to get some consideration in some of the top decks.
3.5
Brood Baron
Limited Rating: A 3/6 for 5 in Sapphire is already above curve but the ability is what really sends this card over the top in terms of limited power. Even with a few eggs you might have planted with a champion, the doubling effect of the eggs is going to add up quick and so it’s a card that should be picked highly even in non-Spiderling decks.
4
Constructed Rating: A card that’s going to be hard to remove and one that will leave a huge impact even if you manage to keep it for just one turn. If there’s a card to be scared of in the Spiderling archetype it’s this one simply because its effect lingers on even after it eventually gets killed.
3
Cerulean High Counselor
Limited Rating: This card takes waaay too long to get going and doesn’t really provide any noticeable advantage. You might not even have another 1 drop to start this guy’s engine so you’ll often be stuck with a puny 0/1.
0.5
Constructed Rating: The disadvantages and weaknesses of this card are already apparent so let me entertain some possibilities where it might one day become useful. One benefit is in case of one resource troops that have extra requirements tied to their casting costs (such as Guru of the Wounded Petal) . In such a case the Cerulean High Counselor would ignore that and cheat it into play. The other advantage is you can avoid counterspells and get troops into play at Quick speed without your opponent being able to react to them.For example, a War Machinist with a Replicator’s Gambit buff can instantly win you the game. In the end, this card is perhaps not as bad as I had first thought.
2.5
Cripple
Limited Rating: Kind of a weak removal but it’s one that Sapphire players will have to get used to picking and playing correctly as there’s really no alternative at common rarity for the Shard. You’ll want to save it for a troop with evasion or Swiftstrike as it’s a huge waste on smaller troops that retain their ability to chump block/get sacrificed otherwise.
2.5
Constructed Rating: Sapphire has often preferred to exhaust, bounce, and transform troops in their attempt to deal with opposing troops but this one is a new angle if you ignore much less effective cards like Fish Hands and Mutate. Mesmerize deals with attackers much more effectively so we have to consider what type of troops Cripple might work better against. The main application should be sticky troops like Xentoth’s Inquisitor and Wrathwood Master Moss but Cripple is still not the best answer as it only partially cripples them. Sapphire players could really use a better quick removal for 3 or under and Cripple isn’t the answer they’re looking for as Countermagic is already what you want to be doing if you have 3 resources available on your opponent’s turn.
2
Cyclone Shaman
Limited Rating: If you’ve ready my other set reviews or my limited articles you’ll know by now my fetish for 2/4 fliers for 4. Cyclone Shaman keeps the trend going by not only providing that durable body but also an ability that’s got card advantage written all over it. You should at the worst have a Arcane Focus, Arcane Zephyr or Throwback somewhere in your deck so you’ll be able to benefit regardless of which troop the Prophecy buff happens to land on.
3
Constructed Rating: Being able to fetch back spells in your graveyard is something that Sapphire players would line up in long queues to have access to. The unfortunate part for them is that it’s strapped on to a troop that costs 4 resources. There’s also no guarantee when you’ll be able to get said spell back since Sapphire decks do tend to have plenty of Actions buried in their deck and that could mean the buffed troop isn’t so close to the top of the deck. Overall I think Sapphire players will find other ways to generate card advantage that’s more at their pace and control while having much better troop options at the 4 cost slot.
2
Devoted Infuser
Limited Rating: Besides being able to essentially give a select troop Steadfast, Devoted Infuser synergizes well with some of the exhaust ability troops in the Shard like Scrap Rummager, Psionic Acolyte, and Windspeaker. At the very worst it’s a 3/2 for 3 so you’ll never feel bad at running it.
3
Constructed Rating: There’s a ton of troops that could become twice as good with Devoted Infuser’s ability but is any interaction worth playing an otherwise average card? We already mentioned better ways to keep Droo’s Colossal Walker ready and other exhaust abilities like that of Sight of the Sun don’t seem to have enough upside. Pulling off the effect should get us close to a win and I don’t see such an interaction currently in the game.
2.5
Entangling Webs
Limited Rating: Entangling Webs is a good card to bring in off the reserves against those decks with fat troops. In your maindeck it’ll have varying levels of success depending largely on what your deck is trying to do and what your opponent is playing. Regardless if I’m playing some Sapphire deck that tries to race the opponent with fliers I won’t mind having one of these in the deck as the requirement of exhausting one of my troops isn’t a huge deal.
2
Constructed Rating: We know that Stormcall got some play in top level decks in the past and for that reason Entangling Webs should receive some consideration. It’s able to set up a Gore Feast quite nicely on the early turns and leave some resources up for a potential counter spell. It could be an interesting trick to sneak in from the reserves to catch your opponent off guard.
2
Epiphany
Limited Rating: In limited games it’s probably not going to matter too much whether your card draw comes at Quick or Basic speed. For that reason this is a strict downgrade over Oracle Song. You’ll be hardpressed to find time to play this in between stabilizing against aggro decks and keeping control against slower decks so this is a pass for me but I’m sure some will find ways to squeeze in that card advantage somewhere.
2
Constructed Rating: The only Quick action card draw thus far was Crackling Wit which is more of a cantrip than a source of card advantage. Ephiphany finally provides that for Sapphire control players and while they might silghtly be disappointed with the cost it’s something they’ll add into their arsenal to keep their decks flexible to deal with any threat. Be ready for plenty of End of Turn ephipanies.
3.5
Frigid Buffalo
Limited Rating: If you’ve ever had a Shadowblade Lurker or Rotting Buffalo in your deck you’ll know the feeling of disatisfaction that’s associated with running vanilla 2/3s for 3. A 23rd card you hope you won’t have to play.
1.5
Constructed Rating: We’ll all be very disappointed if the eventual “Buffalord” doesn’t straight up win you the game if you go Prismatic Buffalo. So don’t go disenchanting your Buffalos the first chance you get 😉
1
Harbinger of Hastur
Limited Rating: An expensive finisher but one that can help you out of stalemates pretty effectively. The 20% chance ability is more useful in telling you your finisher is close to getting drawn rather than anything else.
3
Constructed Rating: Similar to Shoggoth in its cost and finisher status. You likely won’t get much use out of either of their skills so it’s not clear which has the advantage on that front. The Harbinger gets the nod in troop-heavy decks as you can attack with all your troops uncontested while Shoggoth is best as a lonesome finisher in an Action-heavy deck. At the end of the day, neither is getting played.
1.5
Incubation Webs
Limited Rating: I’ve mentioned before how Sapphire is light on removal and for that reason this 4 resource double threshold Mesmerize with Exhaust is one we have to consider. Even if your opponent manages to ready it, you’ll be glad to know the card will get re-exhausted. The Spiderling Egg ability is a small bonus to this already acceptable removal spell.
3
Constructed Rating: What happens when this is played on a Devoted Infuser? According to “First In Last Out”, whichever was played first should resolve last. Maybe someone can enlighten us in the comments section if this isn’t correct.
1.5
Indigo Dreamwalker
Limited Rating: If I love 2/4 fliers for 4 then you already know how I feel about 3/4 fliers for 4 with a pretty great prophecy ability strapped on. You’ll hopefully be able to play one of your expensive troops for free and in the process give your opponent more than they can handle.
4
Constructed Rating: This guy can battle Vampire King in the air and live to tell the tale. If players eventually find a way to abuse the Prophecy ability then you’ll want to have your playset of these somewhere safe because it’ll go from being played in T1 decks to having a T1 deck built around it.
3.5
Kin of Olkoth
Limited Rating: Most of the time a 2/5 Flight troop for 4, the Sapphire version of the cycle of “+1/+1 with minor gem” cards can do other things post-reserves according to your matchup. Its spot is well-deserved in any S/X deck.
3
Constructed Rating: The flexibility isn’t as attractive in Constructed where this card’s power-level is too low for consideration.
1.5
Lightning Brave
Limited Rating: This guy dies to the 2/4 fliers I keep raving about but sometimes that extra attack point can be the difference in a tight race. The most significant part is its quick ability which is bound to get you some value either sneak blocking one of their troops or providing that extra bit of damage your opponent didn’t see coming for the win.
3
Constructed Rating: A 3/2 with Flight isn’t anything to write home about in constructed but as we mentioned with Epiphany, there are many who’ll take the flexibility of keeping their resources open over a more powerful troop that leaves you defenseless. I have no idea if this will see constructed play, but I wouldn’t be surprised if it did.
2.5
Lunacy
Limited Rating: In a format where you might be the only one picking these out of three consecutive boosters, a pretty potent milling strategy might be possible. If you sense there are no other Spiderling Egg archetype players on the table draft these all up and you could win without even relying on any Spiderling hatches through old school mill.
2.5
Constructed Rating: You’re going to need slightly more milling than 5 in constructed play to make this worth a card (that’s equivalent to milling 10% of their starting deck which is like doing 2 damage to an opponent in traditional decks). I don’t see any side benefits to the card having a Chaostouched trait other than perhaps more cards like Chaotic Rip being printed where it could be a factor.
1.5
Marrowmage
Limited Rating: There’s plenty of ways to turn Marrowmage from a mere threat to a legit game winning card. Obviously you’ll want to pass it on to one of your evasive troops but you could get through for some card advantage by picking tricks and bounce spells and clearing the way knowing that your efforts will be repayed with more cards.
3
Constructed Rating: The clear comparison for Marrowmage is Eldritch Dreamer which has been a staple in all sorts of Sapphire decks from the games’ inception. While providing more upside, the 3 attack and unblockable nature of Eldritch Dreamer means it’s a package that’s ready the second it hits while Marrowmage needs all sorts of nourishment. Lacking that self sustaining nature should keep it from top level decks which favor consistency over potential
2.5
Nazhk Webguard
Limited Rating: Nazhk Webguard seems to have been printed to prove Spiderling archetype doubters like me wrong. How else do you explain the 1/4 body on a 2 resource troop with a relevant ability to boot? Cavern Commando was a Dwarf which had synergy with cards but so does Nazhk Webguard with its ability to exhaust an opposing troop whenever a Spiderling hits the board. I’m still left speechless at Sapphire getting a 1/4 for 2 – it should keep those aggro troops and even midrange Wild troops at bay and allow the Spiderling player to see his plan come to fruition.
3
Constructed Rating: A 1/4 blocks a ton of stuff and I imagine it’s not the worst way for a Mono sapphire player to spend their second turn. Of course that’s when you want to play your Cerulean Mirror Knight but in a meta game dominated by aggro I wouldn’t put it past players to consider this at least in their reserves.
2
Oculus of Azathoth
Limited Rating: A 4/4 Flight for 6 that protects itself is a play you’ll be happy to make in the late game. Both an able blocker and a reliable finisher, Oculus of Azathoth is a troop you’ll want to keep an EYE on.
3
Constructed Rating: Costing just one under Storm Colossus, there should be no reason for a constructed deck to consider this.
1.5
Psionic Acolyte
Limited Rating: If you’ve decided to go that old school mill strategy with Lunacy I mentioned then this is a card you’ll want to fit right in and live that dream. Otherwise I believe there are better options if you’re playing Spiderling heavy deck like Arachnomancer. Still not the worst though thanks to blocking the ground and increasing your chances to hatch those eggs.
2.5
Constructed Rating: You could do some pretty sick milling with this and cute cards like Swordplay but that’s way too janky for even me to consider.
1.5
Psychic Torment
Limited Rating: The developers are really trying to confuse us with how damage, mill, and troops are all interconnected in this set. Milling and placing Eggs in your opponent’s deck don’t do much by themselves so it’s clear that they need to work together. However dealing damage shouldn’t be this archetype’s strong point. You will be busy playing defensive troops and if you do manage to get Spiderling Eggs to attack through it seems you’ve already hit a critical mass of egg injecting and milling that should start paying dividends even without a card like Psychic Torment – a win-more card at its best and a dead card otherwise.
2
Constructed Rating: Seeing as you only need to deal 20 damage to win and you need to mill 53 cards to do the same, I presume this card’s math doesn’t really do you any favors.
1.5
Replica Reinforcements
Limited Rating: Playing a card for 5 resources is taxing enough in limited where you’re constantly involved in races and tempo battles. This card is hard to make use of and even doing so might be too slow to matter and that’s not what I want from my expensive cards.
2
Constructed Rating: If you get to the late game, have a bunch of troops in play, and are aiming to cast Replica Reinforcements you’re probably going overboard. At such a stage you’re better off simply keeping a countermagic or two up and keeping your sizable board position protected.
1.5
Reprocessor
Limited Rating: It’s an odd sight to see a Dwarf in this new block but we’re glad he decided to join us. Being able to transform one troop every turn into a 3/3 is excellent and will provide a good stream of able bodies allowing time for your fliers to get through in the air. Reprocessor also gives you the option of making 3/3s out of your unblockable Spiders if the board state calls for it.
3
Constructed Rating: Reprocessor can be the Construct Foreman to your Construct Foreman. The double Sapphire threshold takes a bit of the reliability away from the Robot/Dwarf decks that have enjoyed such consistancy. Still, playing a copy or two of these might just be worth it.
3
Runeweb Infiltrator
Limited Rating: An early troop that can trade for a menacing aggro troop or keep pinging at your opponent and filling their deck with Eggs. Eventually you can use it to chump block a big opposing flier for that extra turn to get in with your Unblockable spiders. I think that’s enough value for a 2 drop.
2.5
Constructed Rating: You didn’t think head designer Lord Benjamin, the Wise would create constructed viable 2 drops to outclass himself so easily did you.
1
Sacred Seekers
Limited Rating: This card reminds me of Stoneclaw Gargoyle and unfortunately it doesn’t compare favorably in my opinion. By that stage of the game the Gargoyle also pretty much represented a straight up draw since you’ll have a useless extra shard lying around in your hand. 3/3 with Flying trumps a ground 3/4 and needing Coyotle Allegiance is rather restrictive. There should be better things for you to do at this cost.
2
Constructed Rating: If you’re seeking something sacred, you’re staring at the wrong card.
1.5
Scrap Rummager
Limited Rating: Let’s get this straight, even with the Spiderling stuff going on you DO NOT want to target your opponent when playing this ability. You’ll be letting them draw a card for a small chance at getting a 1/1 troop. On yourself this is a good card, albeit a bit expensive as a 1/2 for 3. You may pick it higher in draft if your deck is already well set-up to make it into the long game.
2.5
Constructed Rating: I always thought Stargazer was a really underrated card and I don’t think it all of a sudden becomes good costing 3. In fact we might see Stargazer perhaps considered now that Wild/Sapphire is a getting a decent push.
1.5
Slaughtergear’s Innovation
Limited Rating: There’s a severe lack of artifacts in this set and you can’t rely on ol’ Bertram anymore either for your artifact fix. That means this will often be a dead card in your hand and not something you want to play.
0.5
Constructed Rating: A 5/5 with Crush and a Major Gem that does 5 damage or draws cards is not too shabby.. but in what deck. Artifact decks will frown at that 5 cost with no way to lower it, and non-artifact decks running Bertram for Reese’s sake won’t tempt their opponents to use their removal on a 2 for 1 as sweet as Slaughtergear’s Innovation offers.
1.5
Smirking Trickster
Limited Rating: This card offers you plenty of reasons to smirk – both getting your opponent’s gameplan served to you on a silver platter and jumping in on their turn for surprise blockage or unexpected counterswing.
3
Constructed Rating: If there’s going to be a Quick-only Sapphire deck then this guy makes sense to field. Otherwise looking at your opponent’s hand can be managed better with a card like Subterrenean Spy. In general, this card’s power level will fall slightly short of what Sapphire wants to achieve dying to a measly Worker Bot in combat, even with all that flexibility and knowledge it offers.
2
Spider Nest
Limited Rating: This kind of combos with Incubation Webs the effect is still not worth spending a card on . Spider Nest is as bad a card as you can pick and I wouldn’t play it under any circumstance.
0.5
Constructed Rating: I think this card was only printed to provide space for all that Arachnomicon flavor text.
0
Suffocate
Limited Rating: In limited you’re constantly busy trying to cast all your troops and spells and so it will be rare that you have 4 resources left available. At such a late stage of the game, if it ever gets there, you’ll be in reactive mode and Suffocate can help prevent something but that’s not the best use of a slot in your deck.
1.5
Constructed Rating: Four extra hard counters will be appreciated but the form its coming in leaves much to be desired. If we ever go back to that super slow meta game where Sapphire control decks reigned supreme then I guess bringing these off the reserves for mirror matchups could prove beneficial.
2
Syzygy
Limited Rating: Your average limited deck is only going to have a few Actions in total so planning to get any value out of this is as ridiculous as the name of the card.
0
Constructed Rating: What Syzygy potentially offers is casting your counterspells and your card draws for cheap. This is a worthy cause but is it worth burning a card for the effect? It would take a really long prolonged game that would have such things as counterspell wars and such for this card to shine. I don’t believe that’s where the meta will stand when Armies of Myth gets thrown in the mix so for now I see this as a max one of and perhaps inclusion in reserves in slower metagames.
2
Throwback
Limited Rating: Debuff and bounce at Quick speed and 2 resources is the type of card that makes Sapphire tricky to play against in limited. You’ll always be scared of your opponent having one of these in their hand and that might even screw up your math and play. That’s quite a powerful effect that you’ll probably work to great effect one way or another like bouncing the troop your opponent is buffing with Abominate or saving your troop from removal or bouncing a pesky blocker etc. Pick it higher if your deck has no removal.
2.5
Constructed Rating: Time Ripple was a great tempo play and this card is a throwback to those days. The extra resource debuff is more meaningful than a 1 attack debuff in most cases so you won’t see this replacing Time Ripple in any deck.
1.5
Thunderfield Elder
Limited Rating: You’ll never find me saying anything bad about a 3/2 for 3. In Thunderfield Elder’s case we get to copy the next action in our deck. It might be a while for you to draw that card but you’ll probably have built your deck in a way where it won’t be for nothing.
3
Constructed Rating: Thunderfield Elder can be slotted into a variety of decks given its well-costed nature and universally desired ability. Everything from Escalation cards to card draws to removal spells get amplified and that should allow this to see the inside of a T1 deck.
3.5
Thunderfield Enchanter
Limited Rating: Thunderfield Enchanter is this set’s Cerulean Mirror Magi and I would consider it a slight upgrade. The Prophecy ability guarantees you some use and the 4/5 body is decent but this is still underwhelming for a 6 cost troop.
2.0
Constructed Rating: Way too expensive and unreliable. Do yourself a favor and just buy some Storm Colossus off the AH and throw this in the bin.
1
Thunderfield Seer
Limited Rating: Normally I love low-costed troops that draw me a card in limited like Moon’ariu Sensei or Phoenix Guard Messenger but Thunderfield Seer is much less reliable. As I’ve said many times, your deck will have way more troops than actions so it’ll be a while before you get to cash in on the extra card. Often times you need that extra card early on to hit your resources and curves so this won’t be a card I pick highly.
2
Constructed Rating: This is an interesting 1 drop for Sapphire decks that will give them early defense and they won’t even suffer any card disadvantage as a result. You could even thrown in some Cyclone Shaman in there and start recycling those buffed actions for value. I don’t see why this wouldn’t be a good reserve card in a meta where Quash Ridge Tusker and other 1 toughness troops will be present.
2
Tireless Researcher
Limited Rating: I much preferred Researcher Adept that was near a guaranteed extra card in its archetype. Tireless Researcher will be under curve as a 2/3 for 4 and you’ll need to get real creative to ever see him ready (Entangling Webs for example) or perhaps play Sapphire/Diamond and play Windspeaker.
2
Constructed Rating: This can one day be be a central piece of an infinite card-drawing combo so it’s worth keeping in the back of your mind.
1.5
Wakuna Crowfeather
Limited Rating: Buffing any troop with +2/+2 and Flight is a huge deal in limited. The 2/4 body is servicable and if you have plenty of Coyotle in your deck this is a card that could very well end up winning you the game.
3.5
Constructed Rating: An endless stream of big flying troops is a possibility with this guy but that’s not something Sapphire has really relied on to this point. There’s an interesting Wild/Sapphire deck waiting to be brewed with this guy, Brown Fox Scout, Windsinger, Master of the Hunt, Thunderfield Elder, Dreamsmoke Mystic, and Indigo Dreamwalker among the possible pieces.
2.5
Windbourne Disciple
Limited Rating: This along with Lightning Brave will probably have me leaning towards Sapphire for a heavy portion of my drafts. Throw some Nazhk Webguard in there for early defense and you got yourself a winning combination. Being able to pass the Flight ability though makes Windbourne Disciple a card many will want to get their hands on.
3.5
Constructed Rating: Who do you REALLY want to Shift Flight onto? Reginald Lancashire? Xentoth’s Inquisitor? Prince Talysen? The Killipede? I don’t see anything really spectacular.
2
Windspeaker
Limited Rating: I gave Wind Whisperer the most underrated limited card of set 1 award in our Hexies so you can be sure I appreciate the ability attached to Windspeaker. Unfortunately it’s an uncommon so I won’t see as many that wheels my way.
3
Constructed Rating: If Stargazer never made the cut, I doubt Windspeaker will be able to sneak into any deck. That one resource tied up every turn is likely a dealbreaker.
1.5
Wolsy Wabbit
Limited Rating: Wolsy Wabbit takes some time to get online but you’ll eventually have access to your opponent’s best troop – or another copy of your own best troop – with extra buffs tacked on top.
3
Constructed Rating: Six resources to copy another troop isn’t going to get heads turning but it does give Sapphire an out against some weird matchups where the only way to stop a quirky troop is to have a copy of it in play as well. Probably still not good enough to take up space in the reserves.
2
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Bootlace
As a decade long MTGO player, Bootlace made the permanent switch to Hex in 2013 when he realized it was the future of digital TCGs. He beat out nearly 300 competitors in the largest Invitational Qualifier tournament yet and earned his spot in the first major tournament for Hex: Shards of Fate. He writes on just about every topic, with a focus on the limited side of the game.

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