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 be a prominent part of a T1/T1.5 deck.
3 A good card that should see the inside of a T1/T1.5 deck.
2.5 Should be a key part of a T2/T3 deck.
2 Should be an influential reserves card for a top tier deck.
1.5 Maaaybe will be a card some try in their T2/T3 deck 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.

Bleed Out
Limited Rating: There’s plenty of ways to activate this card without having to do it the old fashioned way through troop attacks. However the reward isn’t really there as you’ll only be dealing with their least significant troop even after jumping through the hoops. Ultimately it’s a card that might lead you to bleed out before you can find the optimal chance to use it.
2
Constructed Rating: This is one of the few times where a subpar removal in limited is actually pretty solid in constructed. The only really ‘out’ Blood decks had to pesky Spellshield troops was Extinction, so this 2 cost Quick Action provides a neat option for dealing with all those prominent Spellshield troops in the meta. It’ll likely be in reserves for the Blood decks, but maybe a Ruby/Blood Savvas or a Gozzog Deck can even slot it in main deck with their ease of activating this card.
2
Blightvines
Limited Rating: I’m one of those players who never minded running a Taint maindeck and Blightvines basically gives me that ability in non-permanent fashion for an extra resource (which is fine considering it’s used either for straight up killing a 1 defense troop or using as a combat trick). What it gives on top is a troop in your crypt and more importantly the option to get a decent 3/2 body out on the board.
2.5
Constructed Rating: The only thing I can relate with this card is its racial trait, Undead Plant. My house happens to be full of them.
0.5
Blood Mist
Limited Rating: A small combat trick who becomes tolerable due to its second line which activates many other cards in the set. Your deck only has a few slots for such tricks and this will only make the cut if you happen to desperately need his second ability.
2
Constructed Rating: Another card built solely for the limited format and having no home in constructed.
0.5
Brood Count
Limited Rating: Brood Count is most certainly a bomb in limited play. Not only will this hold back most of your opponent’s attackers, but one uncontested swing in will likely fill up over a third of your opponent’s deck with Spiderling Eggs. Your opponent will throw everything and the kitchen sink trying to kill this enormous Vennen, and failure to do so will leave him counting a ton of Spiders in his deck.
4
Constructed Rating: A 10/5 with Crush for 5 in Blood is not something we’re likely to see ever again, that you can count on. There is of course the fact that it deals its damage (not only combat damage unfortunately) in the form of Spiderling Egg insertions so you can’t just Boulder Toss this for 10 damage. Luckily there are other ways to interact with it, most notably with Azurefate Sorceress and the MajS Subterfuge gem. You could of course just attack with it and stuff the opponent’s deck with Spiderlings or have it stay back and block almost any ground threat. Either way there’s room for a copy of this in something like Cyriius’ B/S spiders deck but further tinkering will be required to make this a playable 4 of.
3
Closed Coffins
Limited Rating: This is one of those conditional cards which can have varying levels of success in limited. There’s a ton of ways this ends up being good and justifying its initial card/tempo disadvantage such as against Spiderling, Spirit, and Crypt matters archetypes as well as the occasional snatching of multiple copies of a troop in opponent’s hand/board. Probably better suited as a reserves card in a strong limited pool however.
2
Constructed Rating: This is an excellent card and something that Blood desperately needed to regain a strong foothold in the meta. Being able to kill a troop and dealing with it forever is something that deals with many of Blood’s current weaknesses: 1) Winter Moon shenanigans 2) Charge Colossus loop 3) Spellshielded Arborean Rootfather/Azurefate Sorceress who now only need to be killed once. It also can be the source of a ton of card advantage as all that removal is bound to catch duplicate copies of troops in constructed where running playsets is usually the norm. In fact this card could very well bring back those removal control Mono Blood decks of Set 1 as removing all of your opponent’s troops becomes a legit winning strategy. Regardless of how strong the actual deck ends up being, the existence of this card fundamentally changes how every other deck in the format gets built. Open up the coffin, Blood decks are making a comeback.
4.5
Concuss
Limited Rating: Similar to Blood Mist, Concuss is an otherwise mediocre card that becomes as good as the other cards in your deck. If you don’t require champion damage for your other cards, probably ok to skip on this card.
2
Constructed Rating: Blood has much more interesting discard actions available to them and not really any discard deck that can use them all.
1
Corpse Caller
Limited Rating: This card can get you a 2/2 for 2 or more likely 2 2/2s for 4. It’s pretty similar to the Empower mechanic but allows you to pay in installments which is always nice for the resource starved.
2.5
Constructed Rating: Move on folks, nothing to see here..Necrotic gonna Necrotic.
1
Darkfur Tailcutter
Limited Rating: A double threshold 3/2 for 3 is subpar but the card is so good against a Coyotle deck that you won’t feel too bad slotting it in as a filler maindeck but reserves is where it belongs.
2
Constructed Rating: Unless some kind of Coyotle aggro deck takes over the meta, this won’t even see the tail end of your reserves.
1
Death Chant
Limited Rating: This gets you a random troop from your crypt back to your hand, which is terrible by itself since for 1 resource Call the Grave lets you get back the troop of our choice. Therefore you’ll need multiple constants in your deck to make this remotely viable, likely at least 3 to be something you’d even want to consider. If you’re going down the Chant archetype I guess this is something you pick higher but that’s a questionable strategy from what I can tell.
1.5
Constructed Rating: If you’re playing a Constant heavy deck then do you really want to be messing around with troops? The troop you get back is randomly chosen as well so unless I’m missing something this card’s chanted its own death.
1
Death’s Liturgy
Limited Rating: This is a pretty sweet late game card draw which you can abuse pretty heavily. Since we’re able to play certain champions to cushion our life total somewhat from aggressive limited decks now, Death’s Liturgy is absolutely a card you can and you should try to fit into your deck.
3
Constructed Rating: Well, Blood might have just gotten the best card drawer in the game. For comparison’s sake, Epiphany which is Sapphire’s current best Quick card draw just gets you two cards. Blood has a silly amount of ways to disrupt the opponent and now they will have card advantage in the late game to rival the best. A mono blood deck with Terrible Transfer, Closed Coffins, the usual removal and an Uruunaz or even Brood Count to pair with this for the lolz sounds like it could do some work.
3.5
Dire Spider
Limited Rating: A 3/1 for 2 without drawbacks in Blood is unprecedented. We had Cunning Skullcaster in Shattered Destiny and it was an acceptable 23rd card in some of the Set 2 limited decks. This guy can block and benefit from all the Spider come into play abilities you might have, making it a fine addition to your Spider decks.
2.5
Constructed Rating: There’s isn’t really a dire need for a 3/1 in constructed, in fact there’s no need at all.
1
Duskwing Scavenger
Limited Rating: This is a tough one to call as you’re likely looking at least at a 4 attack troop with Flight, which in limited can often times run away with games. But there’s so much here that gives cause for concern as well. The 5 cost, the double threshold, needing to successfully target a beefy troop in the Crypt. Most disappointing part is the 3 defense which dies to too many troops and removal spells. The upside is just too high however so having one maindeck seems like it’s worth it.
2.5
Constructed Rating: Three defense troops for 5 in constructed will get you laughed out of the room, or simply insta-Bolted . Pretty flavorful Duskwing otherwise who apparently eats just about anything.
1
Eggblight Stalker
Limited Rating: This is a top-notch card in the B/S Spiderling archetype when equipped with the MinS Sky gem. Runeweb Infiltrator was a very high pick for its ability to swarm your opponent’s deck early on with Spiderling Eggs, and while this comes out a full turn later, the body you’re getting is substantially better and able to trade later on with some troops should the situation call for it. This isn’t a card you’ll likely see very often however as it’s good in any Blood based deck.
3
Constructed Rating: Compared to Phenteo Eggblight Stalker is…ah never mind, not worth the explanation.
1
Facetaker
Limited Rating: Again a 3/1 for 2 is acceptable in Blood and taking a rental in one of your best troops in your Crypt every turn can make for fun times. Not a bomb, but a good early troop that in the late game stays more than relevant will always have a seat at my table. The only thing this card is missing is Nicholas Cage’s face on it.
3
Constructed Rating: Can’t think of too many relevant uses of this ability in the constructed scene. I guess getting back some dangerous “if I hit you once, you’re screwed” cards like Shin’gami is neat since they’re able to attack essentially like they have Speed but I think the power level and synergy isn’t there.
1.5
Festering Decay
Limited Rating: A 1 cost removal that deals with A LOT of troops in limited one way or another is something to take notice. You might not be able to use this very early on to halt your opponent’s aggro troops, but should he ever deal with your 2 or 3 drop, you can play this and likely play another card catching up tempo wise. The fact that the debuff is permanent makes it super good.
3
Constructed Rating: Basic action removal is going to have a hard time making the mainboard of many constructed decks and this one with it’s troop in Crypt requirement continues that premise since it can’t even deal with an early Howling Brave or Puck. However as a reserves card to bring in against Mono Ruby Aggro decks, this could be an option.
2
Gallows Ghasts
Limited Rating: This is a first pick in pretty much whichever shard combination you happen to be in as long as Blood is one of them. No, scratch that, you play this even if Blood isn’t one of your shards and play the Champion that gives you a threshold of your choice. Whether it has Flight, direct damage or something like Swiftstrike and Lifedrain, Gallows Ghasts is going to be extremely good whenever you play him. If you let him simmer in your hand for a while then it’s going to draw big gasps from your opponent and a quick concede thereafter.
4
Constructed Rating: As cool as this card is, Blood’s gem choices aren’t very attractive forcing you right down playing this with the MajR Destruction gem. While a control deck around these two shards deep in removal choices sounds at first plausible, this gives your opponent a ton of time to either force you to discard it or line up a counter. Therefore it best seems suited as a pretty steep curve topper in an aggressive mid-range Ruby Blood deck with this providing nice reach capable of likely doing 10-15 damage in a single turn with the MinR Ferocity and MajR Destruction gems.
2.5
Gemborn Prowler
Limited Rating: There’s a few socketed cards floating around in this block at varying levels of rarity but probably not enough that you’re going to get consistent mileage of this card’s 1-Shot ability. Thankfully it’s still a 3/3 for 4 and the rarity symbol serve as an attractive magnet for a novice opponent’s removal spell.
3
Constructed Rating: This is some sick Socketed card hosing we’re looking at here folks. Notice how this not only VOIDS a target socketed card, but it does so at Quick speed and the best part of it is that it can’t be countered. Only one problem as far as constructed goes: MinW Conservation is usually a gem of choice and hence rends this ineffective. So it’s a reserve card that will appear against decks like Azurecannon which have a prominent Unspellshielded socketed card.
2
Gemsoul Deathblade
Limited Rating: Not a fan of Gemsoul Deathblade as you have to discard a troop to turn a bad troop into a good troop. This is a far cry from something like Giant Corpse Fly that gave you card advantage and provided you with a troop in the air. There’ll be some cards it combos well with but barring extreme situations where you have multiple copies of each, I’d probably try to stay clear.
2
Constructed Rating: Cards that allow you to bury troops of your choice for possible reanimation are always interesting but Giant Corpse Fly seems like a more flexible option if such a deck were to ever take form.
1
Gnatmares
Limited Rating: Semi-affordable and playable troops with Flight don’t come very often for Blood and when they do you usually consider playing them. Gnatmares has potential for a relevant 4 point life swing and will make you love bugs again.
3
Constructed Rating: Unlikely to give anyone nightmares.
1
Grave Offering
Limited Rating: While much better than Death Chant, Grave Offering still falls short in a few aspects. The tempo hit of a card like this is sizable and you’ll only get true value if the game stretches on for a long time. I’d only want to include one copy in a very slow control deck because I feel while you’re spending a turn or two messing with the Crypt, your opponent is using that time to tempo you out and hit you with tricks you don’t have the resources to respond to. Becomes better in a mirror match-up as more interesting targets are offered to you.
2.5
Constructed Rating: For one resource more Rise Again gets to put a troop from the Crypt into play, which seems like a better overall play. Sure the Empowered abilty represents massive card advantage but that late into the game it only becomes a winning play if the game is in top deck mode. Early on in the game this type of card is really terrible and something you’ll wish you never put in your deck.
1.5
Grim Justice
Limited Rating: Justice is the last thing this card represents in limited. Getting to destroy your opponent’s early drop while bringing back your own is a tempo and value swing not to be underestimated. No need to get greedy trying to take full advantage of this card however as playing it as a poor man’s Rot Cast is still good enough.
3.5
Constructed Rating: This is the cheapest troop reanimation we’ve gotten and it has a relevant early removal option attached to it. I love how it interacts with my favorite card, Living Totem. There’s a future for this card in constructed and it doesn’t look so grim.
2.5
Grim Martyr
Limited Rating: A 5/5 for 6 is stats that would be passable even for Wild. Grim Martyr has an awesome insurance policy attached to it that lets you draw two cards in case your opponent tries to destroy it. If it does live on you’ll first pass on the ability to a chumpy troop and then won’t feel bad whatever other value you can generate with the fat body left behind. There’s a ton of crazy combos this allows for example with Spiritbound Spy and I for one am looking to experiencing them.
3
Constructed Rating: Unfortunately at 6 resouces, your opponent is unlikely to grant you the ability to play around with this card. I’ll pay one more and play my Uruunaz TYVM.
1.5
Hatchery Tormentor
Limited Rating: This 2/1 for 1 acts similarly to Hatchery Priest in trying to get 1 Spiderling Egg into the opposing deck per turn…wait, wait, WHAT? Why are Vennen getting a 2/1 for 1 with upside? There’s certainly been weird attack/defense combinations for Vennen in this block (I’m looking at you Nazhk Webguard and Brood Count). Not sure this archetype needs this kind of aggressive troop, but it’s certainly better than a 0/2 so just shut up and take it. One Spiderling alone will keep the Spider flow going.
3
Constructed Rating: This doesn’t really fit into the current Spider decks but am I crazy to think some dirt cheap Blood aggro deck that runs cheap Orcs and something like Grim Justice could be a thang? Yea probably a bit crazy.
1.5
Madness of the Mountain God
Limited Rating: A 4/4 for 4 is likely all you’ll get out of this and that’s perfectly fine. You’re probably more likely to play this for its Empower cost than actually force the opponent to discard but it’s always good to have the option to play an 8/8 if the flow of the game allows it.
3
Constructed Rating: Mid-sized Orcs have never really taken off and while this card potentially has some powerful effects attached onto it, it would be madness trying to slot this into any existing deck. If your opponent had to discard for having cards over the limit at end of your turn as well, then things might have been different.
1
Midnight Paladin
Limited Rating: Hello prismatic archetype. For 4 cost you have the possibility to deal 5 damage, gain 5 health and get a decent 2/2 with Lifedrain on the board. For that kind of power you probably should consider adding all those little threshold fixers to your deck and start considering heading down a multi threshold route. Even your traditional 2 shard deck now can easily have a third threshold, so I think this is a fine pickup in any deck.
3
Constructed Rating: Totally could see this being one of the core pieces of a 5 shard deck. With the enter into play ability triggering even if the troop gets destroyed, you could look at this as a pretty swingy 10 life action if the 2/2 body is putting you off.
2.5
Necropolis Blackguard
Limited Rating: You’ll likely play this earliest on turn 5 when you can actually Shift the ability and not suffer a health loss of 6. Playing Blood you should be able to shift this onto a small troop like Bloatcap (and preferably sacrifice it) or a Lifedrain troop which negates the effect so it’s definitely a playable card. Do note that if you try to shift this ability onto a troop and your opponent happens to remove that target, you’re stuck with this ability and pretty much guaranteed a loss. That risk will keep me from playing this in all but the most dire situations.
2
Constructed Rating: A 6/6 for 4 isn’t going to turn Entrath on its head following the printing of something like Wrathwood Master Moss.So the question we have to ask is whether there are creative uses of this card’s downside which deals damage to you. We could shift the ability onto a lifedrain troop and trigger health gains every turn to activate Righteous Paladin or Incantation of Righteousness but that hardly seems worth it.
1
Plagueheart
Limited Rating: Oh Plagueheart, why couldn’t you have that ability when you blocked? As it stands you’re going to have to do a ton of work to turn this card into something remotely resembling a game winning plan and I expect my 6 drops to do that work for me.
1.5
Constructed Rating: Avoid this card like the plague. I did like how someone in the forums called this “Rat Voltron”.
1
Priest of the Sacred Web
Limited Rating: The 1/3 body for 2 is at the bottom of the acceptable statline and its ability is costly to activate. You want your early Vennens to generate spiders and this card doesn’t do that. In the late game it provides some additional gas and makes use of any chump blocks you might need to make but at that point in the game you should probably start reaping the benefits of your Spider insertions, not getting started. One of those cards that will seem great against weak opposition and likely fall short against well built decks.
2
Constructed Rating: Spiderling Eggs only took off as a side plan to long control match-ups, but it never came at the cost of a card exclusively serving to do that.
1
Reap
Limited Rating: Ahh it feels good to get “Destroy target troop” onto a 3 cost Action once again. I don’t mind it’s Basic and likely won’t care much for the thresholds (unless I have something like Midnight Paladin), just gimme that cheap hard removal.
3.5
Constructed Rating: As I said before Basic speed removal is a nono in many cases. Competing against Murder this troop does have the fact that you can kill Artifact troops going for it, which isn’t something to scoff at. But you simply can’t let Reese’s or Windsinger’s live even for a turn and for that reason Kill should be the clear choice over this. Now if a 5 shard prismatic deck takes form, which it very well should with all the support it’s getting, then this card will let you reap the benefits.
2.5
Shadowtail Rider
Limited Rating: Well I guess this is the kind of filler cards that need to be created to justify 17 card packs. You’ll likely see this as the defacto last card of the pack, unless you have some overly excited Shin’hare fan sitting at your table. I don’t know how the Shin’hare went from Feudal era samurai disciplines to riding crazy ass bikes but that story needs to be told, like yesterday!
1
Constructed Rating: From a constructed standpoint I guess a Ruby Blood aggro deck could have some use with this card’s ability on a turn where you go all in on the Quash Ridge Tusker and make this unblockable. Ridiculous if that ever won a tournament but if Baby Yeti showed us anything, don’t underestimate any 1 cost troop.
1.5
Shin’gami
Limited Rating: A 5/4 Crush for 5 with triple Blood threshold is accapetable in this set. The ability, while not as good in limited, can allow you to play a certain way for great potential reward.
3.5
Constructed Rating: This is a strange card that doesn’t have place in any existing deck and likely wouldn’t be slotted into any old deck either. I imagine if anything it’ll be tried in some combo deck that tries to have Shin’gami (and troops like Reginald Lancashire) deal the damage the turn its played. Fun but unfortunately not competitive.
1.5
Skitter of the Arachnid
Limited Rating: Readers of my previous Set review will know that I was a big time hater of Incubate. Any player I found playing it I’d immediately jot down in my ‘bad player list’ (not really). This card generates 267% more Spiderling Eggs and could technically be played for free. Finally those are stats I can see myself working with.
3
Constructed Rating: These Spiderling generators become significantly less effective in constructed decks and the value of 1/1 Unblockables as well.
1
Splinter of Bokrug
Limited Rating: I was never a fan of Untamed Duskwing but there are plenty of people that’ll vouch for that little critter. Splinter of Bokrug piques my interest however as it has a multitude of relevant uses in this limited meta. The most likely use is as a mill source to draw out the Spiderling Eggs, but it can also serve as Prophecy hate against your opponent or as a Crypt stuffer for the B/W Kagulichu archetype or all those cards which feed from it like Festering Decay. Of course you could always buff it and do everything else you did to Untamed Deskwing as a plus.
2.5
Constructed Rating: This is one of the first cards that consciously fills your Crypt and while there’s no strong deck or strategy to really make use of that yet, it could be an interesting combo piece somewhere down the line.
1
Splitskull Gladiator
Limited Rating: A 3/2 for 3 or a 6/4 for 6 is nothing you’re ever going to be thrilled to play, but as a card that lets you do either depending on the situation it serves as an excellent card to smooth out your curve. A good example of the ‘power’ of the Empower mechanic.
2.5
Constructed Rating: This gladiator would do well to stay in the limited arena unless it’s eager to get its skull split.
1
Subterfuge
Limited Rating: This card isn’t very good in limited as your opponent’s card are pretty much an assembly of random cards so transforming it into another random card doesn’t provide much upside but does cost you a card.
2
Constructed Rating: One cost disrupt spells have the potential to be one of the most powerful cards in the format because you’re often able to dictate the course of a game right from the get go without your opponent having any say. Compared to Withering Touch, this is much less likely to be a dead card or a complete miss and for that it immediately gains a much better chance at taking a maindeck spot. This will serve as a net card disadvantage regardless but being able to take away your opponent’s key cards (Countermagic, Extinction,Arborean Rootfather, Mass: Polymorph Dingler, Windsinger Master of the Hunt, Sunsoul Phoenix), will have a bigger immediate impact than the long term war of attrition that could take place over a long match. And with Blood getting a bunch of really good card advantage tools at its disposal, this seems like a card that Mono Blood decks can perfectly afford to run.
3
Succubus
Limited Rating: I’ll take a 3/5 Flight for 5 all day everyday but this card comes packaged with extras. The 8 cost ability, while expensive, does put a ticking time bomb on your opponent they’ll be desperately trying to avoid. While most Flight troops get stuck cold in their tracks by something like a Skydancer or Rotroot Enchanter, the Enthralled ability will make your swings still mean quite a bit.
3.5
Constructed Rating: If Dragons have taught us anything it’s that even one attack swing is not a luxury you’re likely to enjoy in a constructed match. This card requires a swing and then more to make use of its ability so it falls pretty short in terms of immediate impact.
1
Tezozo
Limited Rating: This is a card that made a lot of noise when spoiled at the Invitational and many players didn’t expect it to be printed. I was still stuck on the fact that this card had a extremely greedy Rage 2 attached onto him when probably Rage 1 would have probably been enough to process anything else. Well here we are and Tezozo lives to tell the tale. As a limited card this thing is powerful even without the recursion possibility serving as hard removal. There’s probably no better card to punish slow starts. It’s noticeable downside is the absence of evasion of a card like Thunderbird, Royal Cutblood or Bloodsoaked Brawler, but the single threshold makes up for that somewhat as you’re much more likely to get him out on turn 2.
3.5
Constructed Rating: This card will probably be enough to draw Blood aggro players out of the woodworks trying to take the archetype to glory. My concerns with this card is the Unique nature of the card and also its measly 1 defense. Throwaway cards of certain decks like Scorch or Thunderfield Seer turn Tezozo into Tenono and you’re soon wondering what you were thinking playing Blood aggro. Still with cards like Deathmask Assailant, Soul of Battle and such this is a deck which can push quite a bit of damage on unsuspecting players. Probably a card/deck that’ll see some success in Gauntlet but fail to have a lasting prescence in bigger tourneys.
2.5
Vampython
Limited Rating: A 3/5 for 5 is probably below average in terms of body but the ability is going to be pretty significant over the course of a game. I can see myself playing this in a Spider deck with those Spiderling Eggs each generating an extra life when swinging in the red zone essentially giving them Lifedrain.
2.5
Constructed Rating: Argghhh, so close, we got so close to a legit 2 card infinite combo. Vampython allows you to gain 1 health when you deal damage, while Paladin of the Necropolis has your opponent lose 1 health everytime you gain health. Unfortunately the way the abilities are worded, these cards don’t trigger each other. One day we’ll get there. One. Day.
1.5
Vilefang Theurge
Limited Rating: I feel at 1/5 this would have been a very decent card, but at 1/4 I find it almost unplayable. That’s how much impact sometimes a single point of defense can have.
1.5
Constructed Rating: Well one thing this card does have going for it is great flavor text. QFT.
0.5
Wailing Rider
Limited Rating: I feel like this could be one of the sleeper commons for Blood in this set. A lot of people won’t give much respect to a 2/5 for 5 with double Blood threshold but this is a card that could be good in both the Spiderling deck or the Spirit deck as Rage 2 is no joking matter on an evasive troop. As both a decent blocker and provider of a win condition, I imagine riding Wailing Rider to victory in quite a few drafts. This will often get wheeled to you so no need to pick it high.
2.5
Constructed Rating: This card is also a sleeper in constructed, as in it’s putting me to sleep trying to think of any relevancy it could have on the format.
1
Xentoth’s Malice
Limited Rating: My biggest complain with the Spiderling archetype was all the lackluster cards you needed to get those Spiderlings into your opponent’s deck. Well Xentoth’s Malice takes away all the pain in the form of a hard to remove 2 cost constant. Unless you’re getting raced out by some aggro deck with evasion, it’s pretty hard to lose once this hits the board. You can focus on the good solid ground blockers and removal and stay away from junky cards like Brood Bounty.
4
Constructed Rating: While this card packs a lot of potential power in a cheap and hard to remove package, it flat out sucks against any aggro deck. Against a slow control deck like Winter Moon it’s pretty bonkers however so maybe it’ll lead Blood decks to replace their Drowned Shrine in the reserves with Xentoth’s Malice as they go from a reactive to a proactive approach. I do have optimism that someone can build around its deficiency for a decent T2/T3 deck, so the 2.5 rating seems like a safe choice.
2.5

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