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.

Adamanthian Captain
Limited Rating: A 2/3 for 3 is about as exciting as watching a Buffalo eating grass, but its defensive nature and ability to be played as a 4/6 for 6 will hold the fort as you sky over the opponent with your army of Flight troops.
2.5
Constructed Rating: This is your captain speaking, for your safety please remove all Adamanthian Captains from your deck.
1
Airvolution
Limited Rating: This has more upside than Sapphire Aura but unfortunately can’t be used as a combat trick. The ability is very relevant without even the potential to buff your other fliers and I’ll want at least one of these in my Diamond deck. Probably not many more as you’re just asking to be 2 for 1’ed.
2.5
Constructed Rating: Speaking of getting 2 fo 1’ed, this is the exact type of card you avoid heavily in constructed, I’m sure even Wurtil (it’s his vanity card) will agree 😉
1
Battle Chant
Limited Rating: If it wasn’t clear in my Blood review, I’m not a fan of all of the Chants. A lot of the combinations require you to have plenty of troops and the order in which the Chants come in is likely to go all wrong. What I do like however is this Battle Chant and the Fury Chant in an aggressive R/D deck. If you see those getting passed you should be chanting from the rooftops.
2
Constructed Rating: In constructed you’re able to get this effect out on a permanent basis through a few cards so there’s no real reason to run it.
1
Benediction
Limited Rating: I’ve always tried to steer away from damage prevention cards like Shard Ward, Stoneskin and Starshield because reactive cards like that are hard to get full value out of. Benediction is similar but has the advantage of protecting your cards against hard removal. In exchange, it doesn’t provide an optional fog effect as some of the other Diamond tricks in the past have done. Don’t plan on playing this but perhaps you can bring it in against a heavy removal deck if you happen to have a few bombs.
2
Constructed Rating: This card is likely more at home in Constructed where bombs on your side and removal on your opponent’s is pretty much a guarantee. Saving one troop or even 2 against an Extinction doesn’t seem good enough when you have access to something like Hopeheart Unicorn.
1
Brightmoon Augur
Limited Rating: A 2/4 for 4 is generally expected on a 4 cost troop (or 3 if you happen to be OP Vine Trap). With the prophecy effect it’s an effective 4/8 for 5 which sounds great but then again Earthcaller was an effective 7/7 for 5 and there’s a lot of times it got cut by better fatties. With the risk of having your Prophecy effect milled and with Defense having less of an impact with the amount of of hard removal in the set, I’ll probably not play this very often.
2
Constructed Rating: While a number of interesting new Prophecy cards exist, this is not one of them.
1
Canyon Runner
Limited Rating: Just as Nightsky Stargazer was a 4 drop you couldn’t go wrong with in Armies of Myth, Canyon Runner accomplishes the same for Diamond limited players in Primal Dawn and more. The flexibility of which Minor gem you can play will be of great help in games 2 and 3 and it doesn’t take much imagination to figure out that the Canyon Runner can run away with games all on its own as a 4/4 on turn 4 or a 3/3 with Flight or perhaps a 3/3 that’s nigh unblockable. In fact the flexibility of buffing 3 (!) troops in a way your opponent absolutely doesn’t want to see makes this score much higher than the Nightsky Stargazer.
3.5
Constructed Rating: Diamond hasn’t really gotten much love with 4 drops with Iljun’s Parade likely being the most playable constructed card 3 sets in. Canyon Runner has some interesting possibilities like giving 2 other troops besides itself Spellshield. You’re probably just straight up giving your Arborean Rootfather the MinW Conservation Gem instead of leaving it to dumb luck.
1
Cheery Songbird
Limited Rating: I see the 4 cost at the top, Flight in the middle, and 2 attack on the bottom and I usually don’t have to read too much more to sign on the dotted line. Luckily in this case I check out the bird and its ability and I’m instantly in love.
3
Constructed Rating: Without the “Once per turn” line this could have received constructed consideration but as it stands it’s not a card I’m all that cheered up about.
1
Cleanse
Limited Rating: While providing an overall powerful global effect, Cleanse is too situational, especially as a Basic Action, in its use and even then hardly justifies its cost of a card. Even against Necrotic Shift decks, your opponent will in most cases be bale to re-Shift whichever abilities got reverted. Hence this card only has a place if you’re building heaviliy around cards like Ethereal Caller and Hereafter and plan on cleansing those Spirit’s souls to reanimate them to full life. Sounds like a fun deck to make once, but not sure it’s viable in the large majority of your drafts.
1.5
Constructed Rating: Danse Macabre + Cleanse is a fun little combo you can play in your own time but don’t plan on making it work in competitive constructed where players are sadistically dedicated to denying you this kind of fun. 1.5
Cloudspeaker
Limited Rating: Even though Cavern Guard was a 0/4 for 1 and it pretty much never got played, this is exactly the type of early drop you want to have in the Diamond/Sapphire Flight deck. Guard the fort, make your fliers bigger…what else could you ask for from a 2-cost dude?
2.5
Constructed Rating: Speaking with a cloud? I’ll have some of whatever he’s smoking.
0.5
Cosmic Shaman
Limited Rating: Beautiful! And I’m not just talking about the art, the card is pretty hot too. In the Coyotle shards, this is a 5/5 with Flight and Spellshield, or in otherwords ‘GG’. But it’s just about busted in every other shard as well. And I mean all of the above is not even taking into account the Prophecy ability. This card is not from this planet.
4
Constructed Rating: It’s neiher Arborean Rootfather nor Azurefate Sorceress, but it’s close enough to a mixture of both that it warrants our attention. Perhaps a R/D Rutherford Banks deck can make use of this?
2.5
Danse Macabre
Limited Rating: It appears at first sight to have quite a high variance as to how much mileage you will get out of it. However you’re likely playing a B/D deck with a ton of troops hitting the Crypt and hence this is going to be good value most of the time. The smart player will patiently wait to play this as long as they can, if they can afford to, and get enough Spirits that should be able to swarm opponents without a significant airforce. If you happen to get this card you’re probably playing Knightsbane Ovo which ups the value significantly.
3.5
Constructed Rating: I’m not going to dance around the topic, there’s A LOT you can do with this card. The obvious use would be to fill up the Crypt, cast this, and perhaps have it backed up with something like Soul Marble or Rally of Kings. But then you can also essentially mass re-animate by combining this card with Cleanse to return all troops that’ve died during the course of a game back into play. Knightsbane Ovo will at least semi-guarantee the combo so this will be an interesting card to keep in mind going forward.
2.5
Duskwing Shepherd
Limited Rating: The Necrotic have hijacked Phoenix Guard Scout and turned him and his bird into something rather ugly. I guess the sacrifice ability is a nice little option in desperate times especially in Prismatic decks and since I liked the Phoenix Guard Scout I won’t discriminate and will probably play this guy a lot as well.
2.5
Constructed Rating: I’ll admit, I have no idea what the 5 shard Necrotic might look like and someone like LightReaper who’s loyally obsessed with it might be better suited to tell you. This guy however does seem to do a good job guarding against aggro troops and opposing Vampire Princess so maybe it has a place there in the reserves?
1.5
Exemplar of the Awakened
Limited Rating: Forget Necrotic Allegiance, THIS is how you get me to play the Necrotic archetype. Everything from your Spiritbound Spy to your Shift troops both activate and benefit from this and makes this an absolute bomb of Deepgaze Champion proportions in Set 3.
4
Constructed Rating: With High Infinitrix and Deepgaze Champion, there’s an interesting Diamond shift Necrotic deck brewing. I imagine this old thing will be invited to that party but it seems like Extinction might be a party pooper for them.
1.5
Flashpaw Howler
Limited Rating: A a 3/3 Quick troop for 4, Flashpaw Howler already passes the bullshit test, so what’s left is that sweet ability and what power it holds. It works great with almost all champion powers and I’m particularly interested in trying it with Rutherford Banks for some pretty big blowouts.
3
Constructed Rating: Is it just me or does this guy look goofy as hell, I guess I should go ask the furry community about that… Besides being able to use champion powers as though they were quick, one relevant point about this card in constructed is being able to use a champion power twice in a turn. You’ll need to generate quite a few charges to make this relevant and I’m not sure if there’s even a point.
1.5
Force of the Tomb
Limited Rating: The ideal scenario is doing damage on your second turn with something like Spiritbound Spy and playing this for free which puts the beats on quite early on. More realistically this will likely come out on turn 3 or 4 and regardless of if it was played for free or not will probably be soon outclassed in the air. Therefore the best home for this card is in your R/D aggro deck as there we tend to amass a lot of pressure early on and have the tricks to back up our weaker troops. Also works in a B/D Spirits deck where you need sacrificial lambs.
2.5
Constructed Rating: This is an interesting card in constructed where you can get it out as early as Turn 1 with Deadeye Ripple + Hex Geode. If you happen to have multiple in your hand then it’s a pretty hilarious start which will command an early concession. Whether you take advantage of the early army with Martyr, Gore Feast, Rally of Kings or something else will be up to someone else to figure out. If you do try to break it, may the force be with you.
2.5
Grace of Tiaanost
Limited Rating: Yea yea I know I keep harping on about getting 2 for 1’ed with a troop buff at Basic speed, but look at this card. You turn any troop of yours into a bomb and you get to take out a life insurance policy on its original version. Preferably you’ll play it on a bigger troop with a come into play and Shift ability so you grace the holygrail of value. But seriously it’s even fine on a Shadowtail Rider.
3.5
Constructed Rating: This card has a lot of great targets in constructed ranging from Royal Falconer to His Majesty King Gabriel to Cosmic Shaman to even something like Mancubus. I feel like you’re playing a dangerous game casting this on anything other than a Spellshielded troop or something that can survive one Quick removal like Wrathwood Master Moss and stay on board to receive the buff. In terms of those options the one I like best is Rune Ear Hierophant socketed with MinW Conservation and MajW Dominance as it not only buffs it in a very relevant way but forces your opponent to have successive board wipes to deal with it. Seriously a 4/4 Spellshielded troop with Flight creating a Rhino every turn and growing every turn as well as having some form of Extinction protection is good enough to build around.
2.5
Grievous Phantom
Limited Rating: 5/5, 4/6, 3/7.. It doesn’t really matter, as long as it has Flight and costs 7 or less it’ll probably have a place in your non-aggro decks. The ability here is just gross, I mean you’re really griefing your opponent with it if you’re in B/D Spirits. Expensive cards like this rarely earn more than 3.5 in my book however due to their inherent flaw of resource cost.
3.5
Constructed Rating: This card gives just a few innocent little old Spirits in your deck the ability to instantly out-of-nowhere swing in for the kill. The fact that Spirits can come into play in a protected fashion (after troop kills) make this strategy somewhat feasible. The clear problem is the high cost and the only neat ‘combo’ I can think right now is using Hideous Conversion on your Madame Anana buffed Spiritbound Spy or a Midnight Spiritualist to accelerate this into play. You might want an Angel of Judgment in there as well. All good fun but probably too many moving parts to be anything above T3.
1.5
Hallowed Radiance
Limited Rating: If your ‘5 shard’, ‘Chant’ or ‘life gain’ matters deck is struggling with enough enablers, then this card might be something you add late on in the draft. Otherwise hopefully your deck is well built enough that you don’t need to spend a card on this type of effect.
2
Constructed Rating: What this card is radiating to me is the smell of crap.
1
Hereafter
Limited Rating: So this is likely at worst a 1/1 Quick troop Flight for 1 which is fine. But there’s a few relevant upsides here we should talk about. The first of those is the ability to steal a troop in your opponent’s crypt at Quick Speed which could disrupt some of their very own plays and leaves them one short of targets in their crypt should they be playing an archetype that cares about that. The second point is Knightsbane Ovo, which is already a popular choice in many Diamond limited games, will allow you to turn the Phantom back into whatever the troop was in the Crypt. The final point is this can serve as a quasi combat trick to deal an additional point of damage or serve as an additional chump blocker. All that in a neat 1 cost package. 1 of these is likely all you need so don’t go picking them too high.
2.5
Constructed Rating: Currently we don’t have a reliable way to put a really strong card into our deck early on but we sure have gotten a pretty reliable way to reanimate it into play thanks to the combination of Hereafter and Knightsbane Ovo. I feel the combo is strong and flexible enough that it’s worth playing around with in a multitude of decks.
2.5
High Infinitrix
Limited Rating: “We shall embrace infinity together”. What the flavor text is saying, is that if you see this in any of your limited pools often enough you’ll have no problem going infinite. It’s not going to auto win you a game but in any old Necrotic deck it should turn it into an eventuality.
4
Constructed Rating: Understandably a lot of hype around this card.It’s a combination of Vampire King and Angel of Dawn which you can parcel into bits, spread around, and rebuild again. But unfortunately it doesn’t steal troops like VK and doesn’t have a chance to come into play free like AoD so it just isn’t on the level of those iconic cards. It goes really well with Deepgaze Champion which isn’t a top tier deck, but where else does it really fit in? It packs so much value it’s going to appear here and there probably in a variety of top decks, but I’m not sure it’s meta defining or something that will spawn its own T1 deck.
3.5
Mesa Totemist
Limited Rating: Mesa Lookout was a very underappreciated card that performed many tasks simultanesouly. This guy is not mesaing around either as he can turn into a ridiculous 2/8 for 6 which gains +6 attack and Swiftstrike when you gain health. Your opponent will be forced to chump block this every turn as multiple healh gain triggers pretty much gives you lethal attacks. As a 1/4 for 3 with a slightly smaller boost ability it’s perfectly fine as well in halting early aggro decks which is why you would choose to play this early on.
3
Constructed Rating: Mesa Totemist is a defensive natured troop but his most interesting ability in constructed is his potential to grow a ton by stacking multiple health gains per turn. It’s probably something more suited for the PvE side of the game but it’s an interesting package nevertheless.
1.5
Midnight Spiritualist
Limited Rating: The Midnight cycle is meant to encourage going Prismatic, and Midnight Spiritualist probably does as good job as any of them to motivate you in that direction. Sadly if you’re thinking about it, this isn’t the type of card that’ll just keep wheeling to you because even in a two shard deck a 3/1 Flight which gets two Phantoms when it dies is still pretty darn decent.
3
Constructed Rating: A potential 8/6 worth of Flight stats for 5 is nothing to scoff at. It also serves as a great sacrifice outlet and an interesting deck could be built around this + Hideous Conversion + Harvest of Sorrow + Sudden Awakenning. Not sure at this point if there’s some great combo lying somewhere around this card or I’m just having midnight dreams.
1.5
Moonwarden
Limited Rating: Windspeaker was an excellent card in Diamond Sapphire decks and Moonwarden could be just as good. This card actually works great pairing with either Wild or Sapphire so it’s something you can feel safe adding into any Coyotle deck. The flexibiility it provides threatening to boost any troop by 1 or give any troop Flight is really great for a 1 drop.
3
Constructed Rating: Stargazer remains the best 1 cost Coyotle card with a dual ability and it’s not even that close.
1
Pale Harvester
Limited Rating: It annoys me this ability doesn’t look at the defense of the troop as you’ll likely not want to place this ability on troops with high attack (which you’d rather attack with). It also annoys me that it costs 2 to activate this ability. Even the art deeply annoys me. I guess having health gain on tap is relevant and you could gain enough health per turn to offset an annoying evasive troop from your opponent. It annoys me to admit I will be playing this card. Did I mention this card annoys me?
2
Constructed Rating: Pale Harvester + Brood Count + Holy Ascension = new T1 deck. Not.
1.5
Pious Paladin
Limited Rating: Oooh this card is nice. Stops opponent’s aggro troops dead in their tracks and can gain life to boot. Pretty sweet 2 drop to play on first few turns in most decks. It’ll be higher picked in the life gain matters archetype as cards like Cheery Songbird get buffed just in time thanks to Pious Paladin’s Swiftstrike life gain ability happening before normal damage is dealt.
3
Constructed Rating: We got a bunch of decent two cost double Diamond cards like Highlands Shinobi and Deathless Guardian which hardly ever see play, we might see that change with a certain somebody at the bottom of this page, but it certainly won’t be Pious Paladin. I heard Lifedrain is good in PvE though, maybe has a nice home there with Righteous Paladin.
1.5
Prairie Trapper
Limited Rating: Was neiter a fan of Canyon Scout nor Ambush Guide. This guy costs 1 more, is double threshold and overall not very attractive. If your deck consists of more than half Coyotle, I guess it becomes pretty good as a one-of. Not something I’d be quick to place my entire fate into.
2
Constructed Rating: Not much of a trap here, you should know exactly how or why you should avoid this card.
1
Quell
Limited Rating: You won’t want this in an aggro deck as defending is the last thing you want your opponent to be doing. It’s an ok reserves card to deal against decks with aggro evasive troops or bombs. Do remember you eventually have to get past that troop when you go on the offensive end so calling this ‘removal’ outside the Fliers deck might even be a stretch.
2
Constructed Rating: Dude, don’t get defensive, but you’re not so hot in constructed. Basic Action and no capability to deal with threats like Reese the Crustcrawler, Phenteo the Brood Priest, or Windsinger Master of the Hunt? Go home Quell, you’re drunk.
0.5
Radiant Physician
Limited Rating: As a 2/2 for 2 everything written and displayed on this card can be considered an extra. In the Chant decks this card is going to be really good and probably win you the game thanks to his ability to draw you a card every turn. In other decks It’s fine and becomes better with each constant you have in your deck but by no means force yourself into that archetype just because of this guy.
2.5
Constructed Rating: Ok this has some ‘interesting’ art on it, but apparently the person in question is a close friend of Cory’s and one of the biggest benefactors of the game. So I’ll keep my mouth shut as we might be looking at a future Exalted member :P.As for the card itself I find that the best part of heavy constant decks is the lack of troops renders all those removal in your opponent’s decks useless. The ability is certainly powerful and possible to get online in constructed but I have doubts this troop finds a way to stay alive with all the heat it’ll have on him.
1.5
Rally of Kings
Limited Rating: Whenever you play this card and whichever deck you play it in, it’s going to have a pretty big impact. The option to play it as a 6 cost to give all your troops +2/+2 for the rest of the game is something your opponent will likely not be able to deal with.
4
Constructed Rating: How important is buffing your troops in constructed? Super aggro decks don’t have the luxury to cast this and control decks likely don’t have a need for it. So a white weenie deck with small troops is likely its best home. William Rowan forms the base of that deck and a stat boost across the board could be good to push in early damage and remove our reliance on tricks to get through.
2.5
Righteous Heir
Limited Rating: There’s a ton of Necrotic in the set spread across three Shards and multiple archetypes so this standard race hate card is better than most. The body is good enough that I’ll certainly take the potential at stealing an opposing troop and gaining a Phantom on top.
2.5
Constructed Rating: Well we haven’t even established Necrotic as a serious constructed archetype yet so let’s take it easy before trying to label this a righteous heir.
1
Risen Lancer
Limited Rating: 3/1s are given out to every color like free candy. I’ve always had a soft spot for 3/1s for 2 as they put on heavy damage early on and are able to trade up later on in the game or even take out huge fatties as part of a calculated 2 for 1. The fact that it’s a Necrotic and likely to get buffed from potential Shifts could prove benefitial.
2.5
Constructed Rating: Likely to make a cameo in the Game of Thrones as an extra, but needs a few more abilities before we consider him for our decks.
1
Shield Bash
Limited Rating: You can double it, heck even triple it, but a trick remains a trick and is often just a way to mess up your opponent’s combat math and realize a positive trade of your trick for your opponent’s more valuable card. The cheapness and flexibility makes this a pretty good one you aren’t unhappy to include in your main.
2.5
Constructed Rating: This card can’t shield itself from my bashing. Remember the days when Bravery was a barely played combat trick in limited, these days we really miss the permanence actions of that type offered. Wait am I reminiscing about Bravery right now, this card must be super bad!
1
Soul Slaver
Limited Rating: Finally we see some real nice bonuses to gaining health every turn. Unfortunately it comes at the rare spot where we’re unlikely to play with it much. I like how it can even attack thanks to its Steadfast ability and then hopefully exhaust at end of the opponent’s turn if you have a wonderfully unannoying enabler like Pale Harvester on the board.
3.5
Constructed Rating: Trying to gain health every turn is already a hassle you probably want to avoid and the free Phantom every turn is not worth slaving your soul away for.
1.5
Spirit Howl
Limited Rating: I have a big problem with paying 3 resources for a combat trick. It has a chance to catch an opponent off-guard but do you really want to be keeping 3 spare resources every turn hoping to cash this in? Nice try but the Prophecy ability tacked on isn’t changing my mind. This is a no buy.
1.5
Constructed Rating: Hey, don’t make me reminisce about Bravery again ok? Seriously though, where are the cool old permanent combat tricks? What’s that, they were too good in limited? Yea..I guess you’re right.
0.5
Starlight Pathfinder
Limited Rating: Quick Strider was happily played backed in the day and Starlight Pathfinder becomes extremely good once Prophesied as long as you have Winter Moon_ as your champion. In fact you could say it’s a path to victory. In case you’re not aware how the ‘combo’ works: if this card happens to get a Prophecy buff when you put it back in your deck post death through Winter Moon you will immediately put it into your hand at the start of your turn. There will be an extra card draw buff attached each time it goes through the death->Winter Moon-> loop. With that said, it does require all 3 Coyotle thresholds and does take a bit of work, hence the score.
3.5
Constructed Rating: Winter Moon decks love value and this recurring troop will provide that in droves. Likely a nice addition to the SWd Coyotles deck Jeff Hoogland recently popularized.
2.5
Stern Infinitor
Limited Rating: There’s a lot of talk about going infinite with these new Necrotic cards and I’m not surprised because there’re some sweet limited cards here. A 2/1 with Flight or even a 2/1 with Swiftstrike I could see myself playing but you’re telling me I get both and I get to pass around the abilities to others as I see fit? How nice of you Mr. Necrotic.
3
Constructed Rating: If that Deepgaze Champion / High Infinitrix deck is going to be a thing they need more troops with Shift don’t they? An efficient troop with two shift abilities might just do some work in that deck.
1.5
Totem of Lanupaw
Limited Rating: A 2/1 for 1 that has relevant abilities in the mid to late game is, as we saw with Hatchery Tormentor, something we want to be associated with. In this case the Totem of Lanupaw can just pass Prophecy abilities left and right like his namesake card. Can’t really expect more out of a 1 drop.
3
Constructed Rating: As much as I love Totems (by the way this guy looks more like a bad ass Wolf but I’m not complaining) Totem of Lanupaw is not nearly as good as the Living Totem. The abilities are all randomly given and only the +1/+1 ability stacks which is a big problem. You can’t really build a game winning strategy around that. But perhaps the Diamond weenie deck I’ve been talking about doesn’t need anything besides another 2/1 besides Valiant Escort? What do I know.. I haven’t played the damn set yet!
2.5
Totem Trap
Limited Rating: Excellent removal, this really is. Cheap, quick, and dealing with the red zone which is what limited cares about. Pairing with the plethora of Swiftstrike troops in the color, you’ll be able to deal with bigger troops as well.
3.5
Constructed Rating: A 1 cost removal that deals with all the aggro troops should instantly earn this a place in certain reserves. It even deals with Vampire Princess, Sunsoul Phoenix, Mesmeric Hypnoscientist and more. In the early weeks of a meta likely dominated by aggro, don’t be surprised to see a few copies maindeck either.
2
Venerable Mystic
Limited Rating: Don’t feel the need to pick this out of a sense of necessity. You’ll probably end up with 1 by default and bring it in if your opponent happens to be unlucky enough to be playing a Chant oriented deck. Mind you, the Ruby/Diamond aggro version could be pretty effective and this card deals well with that but who’s going to know about it, it’s not like anyone’s talked about such a strategy…
1.5
Constructed Rating: You know I was going to diss this card for having us need to pay an activation cost to destroy a constant but looking things up, it seems like this is the first time Diamond is able to flat out destroy a constant. So um, yea, not bad I guess? Will surely prefer Solitary Exile for its increased flexibility but this is a dude worthy of some respect after all.
1
Whirlwind Scout
Limited Rating: I thought Windbourne Disciple would be an amazing card in fact I gave it a 3.5 when I reviewed the last set. It didn’t end up being as good as I originally imagined but my fondness for 2/2 Flights for 3 hasn’t waned. Here we only get a potential 3 health on top but as an evasion deck who’s looking to race, you’ll take every point of life you can get.
3
Constructed Rating: I don’t care how strong your allegiance to the Coyotle is, leave this in your collection and don’t touch it again.
1
William Rowan
Limited Rating: Last but certainly not least, William Rowan emerges and boy does he make a splash. A 3/2 for 2 is above curve and the creation of Rowan means your opponent is never too far off from a serious beating. The moving up 5 spaces when you’ll likely have 30 cards or less in your deck is a significant upside in limited. Hopefully you’ll have some tricks to keep this in-play and attacking. In the late game this card maintains relevance with Rowan going into your deck and even fewer cards left for him to move past.
4
Constructed Rating: William Rowan was the hero of the Hex novel, and he could be the hero of Primal Dawn. Or he could just fizzle out and be a nobody as he once was. I’m cheering for him but Unique troops are usually not great build-arounds in aggressive decks. Dieing to burn, and being easily blocked does not help his cause. But I’m not going to sit here and give you ‘dies to Kill, it sucks’ arguments. After all, Rowan could pounce at any time to his rescue.
2.5

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