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.

Angel of Agony
Limited Rating: You’re drafting this whatever I happen to write here but for the sake of argument, how good is this card? Turns out it’s pretty damn good. Not only does it allow you to beat pretty much anything in the air but you can also weaken opponent’s fatties on the ground slowly through chump blockers until the point where the Angel of Agony straight up kills it in combat thanks to Swiftstrike. For 4 resources, you’re pretty much asking your opponent ‘do you have a removal, or do I win?’.
4
Constructed Rating: Ruby Blood aggro has had brief stints as a contender in the meta and this card should help get it back on the map as a curve topper. Being able to beat most of the constructed non-Wild troops in battle is definitely eye catching. Having access to Ruby actions also means you can kill opposing troops over the course of multiple turns if you absolutely must. The 3 defense is a big sore spot however which opposing removal will feast upon
2.5
Blood Infusion Device
Limited Rating: Infusion Devices are a very interesting cycle that are probably going to see the largest fluctuation in player assesment. Some are going to love them, others are going to hate them. As with all things it’s on neither end of any extreme but what I’ve found is that they serve best as filler rather than cards you aim to have in your deck. With Blood Infusion Device the life swing is significant and is probably enough to have new players giddy and running multiples. The mistake with that is it provides absolutely no board impact and you’ll almost always be better suited running something like Gnatmares in its place if you can. It’s slightly better in multi-shard decks that want to splash Blood for removal like Reap or Festering Decay (but then again you have Uzzu for that).
2
Constructed Rating: A 6 point swing (or 8 with Yotul Mogak) is considerable when it’s coming in such a small package. It’s also an artifact and gains you a charge so you can get even more mileage out of it with Arena Regular and War Machinist. Probably an interesting deck early on in the meta but becomes less good as players build their decks to be resilient to such strategies.
2.5
Bogberg, the Great Gobbler
Limited Rating: Ruby Sapphire decks tend to run a lot of actions meaning this will likely get pretty huge, but even with one it’s still a 4/4 with Flight that’s likely to bring you home the victory. There are a few cases where you might prefer not to play this if you already have commanding position and the threshold requirement is rather scary so it doesn’t earn a 4 as is usually the case with beefy Flight troops.
3.5
Constructed Rating: Just the ability on this card is alone to justify this card’s cost. When you strap it on a troop that’s likely to turn into at least a 6/6 in the right deck – you’re talking about an extremely powerful card that screams to be built around. The Ruby Sapphire Savvas decks which trade some explosiveness in favor of some extra consistency when compared to the Mono Ruby Benvolio decks will be one of the places where this card can shine. Those decks might get rid of Sunsoul Phoenix entirely and focus more on this card advantage oriented game that Bogberg allows.
3.5
Broom Bot
Limited Rating: A very desperate 23rd card to be playing and one that I hope I will never find myself running.
1.5
Constructed Rating: Take some rest Broom Bot, you should not be entering play so exhausted.
0.5
Bumblebot
Limited Rating: The best home for this card seems to be in Ruby decks that have a ton of quality troop buffs (Seeing Red, Combat Training) but lacking in evasive troops.
2
Constructed Rating: As we will find out shortly, there’s a more enticing 2 cost troop with Flight and Speed to build around in constructed.
1
Carloth Cobblestone
Limited Rating: There are 4 common and 4 uncommon Humans in all of Set 3 and Set 4 meaning you should not be running this in limited.
1
Constructed Rating: There are so many quality Human troops in the format that you could easily fill out a Jank Bot deck with them. Carloth Cobblestone will facilitate both splashing a third color and running some of the early dual threshold cards like William Rowan that are otherwise taxing on your Resource base.
3
Chronodaemon
Limited Rating: In limited this card might as well say “Win the game”. The resource and threshold requirements are a real pain but in this case the rewards are immediately worth it.
3.5
Constructed Rating: This is Purge attached to a Dragon’s body and more, so what’s not to like? Well even if we get by the casting cost for a second, it’s a pretty fragile troop in a constructed setting losing the mass removal ability as soon as it leaves play. You’ll likely need to have troops with come into play abilities to make most of it at which point this feels more like a Johnny combo deck (Mistlord anyone?)than a reliable board wiper. Could be interesting reserves option against R/W Cressida, D/W Banks or even decks with Spellshileded Azurefate Sorceress or Arborean Rootfather.
2
Coins of Kismet
Limited Rating: Coins of Kismet is a random card that doesn’t fit any archetype. You’ll spend a few turns activating it and getting any sort of tangible value out of it is suspect. I rather play cards I can expect certain things from even if they’re weaker and only come with a one time effect.
2.5
Constructed Rating: With the coins being played immediately in artifact form and being voided upon entering play, there’s very few ways to take advantage (eg: War Machinist) and it’s not rewarding enough.
1
Crucible of Morvarth
Limited Rating: Probably only relevant against a few archetypes in limited and even then it’s barely something you’d want to bring out of the reserves.
1.5
Constructed Rating: An interesting way to deal with some of the Crypt interactions we’re seeing in constructed play. Allows you to clean out your Winter Moon or Banks opponent’s Crypt every turn so as to deny them the huge value they can potentially generate. Rise Again was already seeing play and more reanimator cards have been printed since then so using the sacrifice ability to deny them their strategy is something that should become worthy of a spot in your 15.
2
Daarmak
Limited Rating: I’m sure there’ll be those that first pick this in draft and go on to build a 5 shard deck exclusively in its honor but those plans will probably not come to fruition. Never build a deck around 1 copy of a card, especially one that requires 7 resources and 5 thresholds.
2
Constructed Rating: Going 5 shards has never had much payoff and Daarmak, despite his best efforts, doesn’t change that trend. If you’re playing a 7 resource card and hoping for it to stick until your next turn, you’re going to want much more than some random cards being generated. Daarmak is like a doormat, nice to own one but it’s not making it inside the house.
1
Diamond Infusion Device
Limited Rating: Reverting a card has never really been all that desirable in a single card form. Here we have some threshold fixing on top but the revert ability coming at Basic speed is a deal breaker.
1.5
Constructed Rating: Better cards are available if you’re looking for reversion or Diamond threshold fixing.
1
Eagleclaw Orb
Limited Rating: As I always say, hopefully your deck is good enough that you already have cards socketed with the gem that you want as oppose to having to spend a card and resources on it. Has some narrow applications where it might seem good but you always have to consider the situations where it can be poor as well.
2
Constructed Rating: I can imagine this being used in A LOT of fun T3 decks. Giving a Reginald Lancashir Speed or a Fist of Briggadon Spellshield. Such combo decks always lack consistency compared to the well-oiled machines that dominate the meta (and are susceptible to the slightest of disruption) and therefore remain T3 decks.
2.5
Flickering Gobbler
Limited Rating: Obviously a very powerful card but one that you will pretty much need to build around. This guy won’t just fit in into a random R/S deck as you’ll need a ton of actions, many of them cheap and repeatable such as Combat Training, in order to keep playing this. In such a deck, it’s obviously very good.
3
Constructed Rating: Ruby Sapphire aggro decks have seen many different incarnations from the GoreKnights to the Azurecannons but the one that has been on the verge of breakout prior to Primal Dawn’s release is a version revolving around Actions and Sunsoul Phoenix. The Flickering Gobbler fits right in this deck capable of salvaging value out of those Scorch and Burn actions and works great with Arcane Focus. It’s like a Ragefire that keeps coming back to hand. Don’t be surprised seeing this ‘thing’ gobble up your Constructed Gauntlets.
3.5
Forever’s Child
Limited Rating: Lifedrain on big bodies is excellent in limited where races are a common occurrence. In the case of Forever’s Child you’re likely creating at least one Orchin too so getting 8/8 worth of troops and likely more with Lifedrain being a big part of these Shards’ archetype makes this an easy bomb to draft around. Threshold requirement is the only thing keeping it from scoring higher.
3.5
Constructed Rating: Many players love life gain decks and Forever’s Child is likely to be a popular casual card to build around. Diamond Wild has certainly a lot of ways to gain life and make sizable Orchin but the competitive Diamond Wild decks prefer simply playing cards that are good on their own rather than getting involved in children’s fantasies.
2.5
Freak of Nature
Limited Rating: The threshold requirements will make it tough to get this out by turn 4, but that’s ok because this card is a freak of nature whenever you manage to get it in play. If your opponent kills it then you can bring it back in a buffed state, if not it will slowly wither away your opponent’s troops. Not a windmill slam bomb that will outright win you the game, but one that a skilled player will sow and reap for ultimate victory.
3.5
Constructed Rating: Not since the good old days of Tu-Pact has Blood Wild had much prominence in the meta. Freak of Nature isn’t freaky enough to reverse that trend all by itself but it’s definitely a good start as a troop you can keep building in your Crypt until you ultimately want to bring it back in an overgrown state.
2.5
Ghost Howler
Limited Rating: Above curve in a vacuum, it becomes a bomb in your D/W lifegain decks. In that archetype, you’re capable of gaining life once or maybe twice per turn and that translates to a ridiculous buff for your board that your opponent will have a hard time withstanding.
3.5
Constructed Rating: Too slow and conditional of a strategy to be building around in constructed.
1.5
Hextricator
Limited Rating: This is a pretty decent card if you have all sorts of threshold requirements you’re worried about hitting and is very important in a prismatic deck.
2.5
Constructed Rating: Usually by the time you’ve hit 3 resources, threshold becomes less of a concern. Even if not, you probably don’t want to be paying 3 resources to achieve this effect when there are more efficient options. Does provide a body though and I’m not sure what 5 shard decks might look like so I’ll refrain from discounting it entirely.
1.5
Infinity Engine
Limited Rating: Don’t know what you’re thinking of doing with this card but get it out of your head and remove it from your deck.
1.5
Constructed Rating: Infinity Engine allows for easy exchange of troops into direct damage through something like Burn to the Ground or Life Siphon. It’s also a nice way to ramp into expensive cards by using early troops like Thunderfield Seer or Worker Bot. Costing 4 resources though, it’s going to have to be a part of some combo deck to be viable.
1.5
Lazgar Chul
Limited Rating: Lazgar Chul gives your Ruby / Blood decks a nice finisher to push the last points of damage with. On stalled boards it’s not a downright game winner but it’s sizable body and relevant Speed ability still make it something you’ll always be happy seeing.
3.5
Constructed Rating: Tempestuous Bladedancer saw the occassional play but that was probably more of being in the right shards at the right time. Lazgar Chul only makes sense in a pretty aggressive troop based R/B deck which has yet to prove itself. With the opponent capable of chump blocking and then playing their sweeper, Lazgar Chul doesn’t provide much to strengthen its archetype.
2.5
Lightning Skyhunter
Limited Rating: Whether you’re deep into the D/S Flight archetype or not, this is a card that’s going to get fit right into any deck that can play it. You’ll ambush at least one of your opponent’s troops or potentially save one and you can even block a massive threat for a turn with the Lightning Skyhunter itself which will have Invincible and prevent any Crush damage.
4
Constructed Rating: Ah if only they’d removed a point of attack and brought down its cost to 4… Sadly, that was once its exact state and would have been a very exciting card to bring D/S decks into top tier discussion. As it is, it’s very hard to justify paying 6 cost for and stands puny next to an Arborean Rootfather.
1.5
M.A.P.S. Bot
Limited Rating: I got so much value out of this little 1 drop at times that I’d find myself saying over and over again “M.A.P.S Bot OP”. Then I faced stalled boards where the opponent had a ton of Swiftstrike blockers and the overpowered feel quickly dissipated. Still a playable filler but won’t shine in every deck nor against every opponent.
2.0
Constructed Rating: M.A.P.S Bot ain’t no Adaptatron and he shouldn’t be either.
1
Mecha Hive
Limited Rating: A reasonably costed shardless troop that just does work. Over the course of a game it keeps on growing and creating more Flight troops for you and that should either buy you enough time through chump blocking or give you enough troops in the air to win.
4
Constructed Rating: It’s a troop but has some resiliance to the removals in the format capable of avoiding everything from Burn, Totem Trap, Repel, Pride’s Fall, Meek, Crackling Bolt, and Kill. We already have a ton of game winning troops like Reese the Crustcrawler that can come in with less resource investment but Mecha Hive does offer a neat package that might fit in somewhere, someday.
2.5
Monsagi Lily Pad
Limited Rating: Just like Carloth Cobblestone, there are only 4 common and 4 uncommon Shin’hare in all of Armies of Myth and Primal Dawn meaning you should not be a in position to profit from this.
1
Constructed Rating: Even with Rune Ear Hierophant and Monsuun, Shogun of Winda’jin being parts of top tier decks, the Shin’hare race is far from being a viable tribal archetype in constructed.
1.5
Orchi-noko
Limited Rating: A 3/3 for 3 on the surface but capable of growing up to 8/8 in size with some of the quick speed life gain effects in the set. It’s always going to be above curve in D/W lifegain archetype and should always make your opponents scared to the bone.
3.5
Constructed Rating: If the +1/+1 buff was permanent as some might assume from the way this card is worded, this would have been interesting. With the requirement to gain health on each turn to push through solid bits of damage it gives opponent less pressure to immediately have/play their removal and that’s often enough of a difference to make or break cards/strategies in constructed.
2.5
Pactmaker Heretic
Limited Rating: Pactmaker Heretic is the highlight of an otherwise mediocre B/W Kagulichu archetype in limited. He’s big, can gain you life, and draw you cards.
3.5
Constructed Rating: The second ability is more relevant than anything else in constructed and it’s a shame it’s on a such a sizable body as it needlessly makes this too expensive to take advantage of in Shin’hare decks.
1.5
Primal Essence
Limited Rating: Another rare shard that you should never be playing in limited. Even if you miraculously had 2 of these.
0
Constructed Rating: I really have loved how the rare shards in Hex have been designed and this card is right down the same alley. Usually you’ll only be able to fit in one of these types of effects and the Primal Essence is particularly interesting if you’re going down some mono-shard or shardless path which requires a lot of resources. Sadly unlike a lot of the other rare shards this one you only get a benefit after seeing a second which makes its use unpredicable and hence less desirable.
2.5
Psionic Flame
Limited Rating: In limited this is probably not as bomby as a card like Burn to the Ground would be, but it’s still a card you’re guaranteed to get a ton of value out of. Since the card only gets better later in the game, don’t be afraid to splash it even if you’re only in one of the two colors of this card.
3
Constructed Rating: As the first X card draw action in the game, Psionic Flame is bound to get a ton of attention from all types of deckbuilders. You can cycle this card for 3 resources essentially so it’s bound to see play in some Ruby Sapphire decks. The value of the card starts being apparent when you do things like pinging off a Howling Brave and getting a card out of it, and only gets more crazy as the turns progress. Being Basic speed prevents this from being a staple all-star.
3
Quash Ridge Rubble
Limited Rating: Only 7 common/uncommon Orcs this time around for Orcs. Still very little probability you would have enough in your limited pool to make use of the rare shard ability.
1
Constructed Rating: R/B haven’t really meshed well for constructed purposes as of yet but this shard should help address a lot of the problems the R/B aggro Orc strategies were having. It’s probably still not enough as aggro decks will be running fewer shards and that makes it more risky to go into 2 different shards.
2.5
Recoiler
Limited Rating: A 3/3 body is great for 3, especially when it comes with no threshold requirement. The ability can be both a negative or positive depending on your deck however. You’re likely to get most use out of it in multi color chant decks where it not only bounces the chants but also the Infusion Devices.
2.5
Constructed Rating: All the bounce to hand and replay shenanigans you might want to get up to with Recoiler will likely either be met with disruption of some kind or be punished with tempo and aggro.
1.5
Rotten Rancor
Limited Rating: Getting back your bomb and using it as a form of removal is two of the best things you can do in limited tacked onto one card. If you’re playing B/W you’ll add this in no doubt but it’s probably not worth building around either as the rest of the archetype falls a bit short compared to others.
3.5
Constructed Rating: Less flexible than Rise Again but ultimately packing more potential, Rotten Rancor is a nice way to both create a massive board presence and remove one of your opponent’s biggest threats. If your Crypt happens to have different types of troops like say a Crocosaur / Arborean Rootfather / Eternal Guardian you can choose to bring back the exact card which you might need in that situation making it a slow but powerful reanimation tool.
3
Ruby Infusion Device
Limited Rating: Honestly I’d probably prefer a Deadeye Ripper over this just about every time as the extra body is that important. Having said that, being able to give +1/+1 to a certain troop of your choice can be nice too. I guess I could see myself playing one of these, but probably never more than that.
2
Constructed Rating: Similar to Eagleclaw Orb, Ruby Infusion Device pairs up very well with certain troops. If you really want to deal combat damage or activate a troop’s ability before your opponent can respond, then Speed is the keyword for you. However by playing an artifact like this you’re telegraphing your intentions, giving your opponent ample of warning to keep enough resources ready to respond should you try to pull off your combo. That probably won’t deter eager combo-happy players but it will keep such decks from having the consistency to reach top tier levels.
2.5
Sapphire Infusion Device
Limited Rating: Giving troops minus attack has felt lackluster from the moment it was introduced as Sapphire’s non-premium form of removal but we’re slowly being conditioned into accepting it. It’s an ok late addition to your deck or something to bring from reserves against troops packing evasion, but if you have better removal in your deck don’t let this stand in their way.
2
Constructed Rating: You probably need at least -3 attack in constructed to deserve consideration.
2
Scrap the Endless
Limited Rating: You get 10/10 worth of troops for 7 cost which is pretty great I suppose. The problem is they’re divided up into bits and never amount to much more than an endless barrage of chump blockers.
3
Constructed Rating: The Scrapyard Magnetron + Hideous Conversion + Sudden Awakening + Harvest of Sorrow combo never took off and Scrap the Endless isn’t enough of a parts upgrade to make much of a difference.
1.5
Scrios Limestone
Limited Rating: Dwarves like Orcs only get 7 common/uncommon in this block as well. Likely not enough for you to benefit from this shard.
1
Constructed Rating: It’s been a while since R/S Dwarfbots were relevant, but they’re never too far away from blowing up an unsuspecting meta. The Scrios Limestone takes the strain from the resource base and provides a very relevant Worker Bot to feed construction plans, allow Electroid to attack, chump block aggro decks, or benefit from an untunneled Reese the Crustcrawler.
3
Sepulchra Fleshreaver
Limited Rating: Will definitely want to run this in any of your prismatic decks where it becomes one of the toughest cards to handle in the format. Sapphire Blood or Ruby Blood decks should consider playing it too as their abilities synergize very well.
3
Constructed Rating: At this cost, our Flight troops are usually looking for more than barebones keywords.
1.5
Servo Servant
Limited Rating: The Servo Servant is a nifty card that is rarely going to leave you disappointed. Early on it helps you ramp into your expensive cards and then he still has use as a troop you can activate at any time either screwing your opponent’s combat math or perhaps blocking a troop that’s been socketed a certain way.
2.5
Constructed Rating: I don’t think this type of card is so far removed from the likelihood of seeing constructed play. I’m hoping we see variations of this card in the future where perhaps a higher activation cost can earn us slightly beefier troops. In such scenarios, control decks would be able to get hidden troops on board that survive mass removal and only get activated when backed by protection.
1.5
Shard Prism
Limited Rating: Useful both in multi-color decks and in single/dual color decks that have light threshold requirements. As great as powering up a Champion power is, I’d still prefer that card draw every single time in flood situations.
2.5
Constructed Rating: As the first bonafide cycling shard, Shard Prism is going to see a ton of play from a variety of different decks. We’ve seen players go to great lengths to splash a third color and Shard Prism will faciliate that playstyle even further. It even goes into your crypt so it plays nice with champions like Winter Moon.
3
Shrine of Xinlurgash
Limited Rating: If you have the luxury to sacrifice cards in play in limited you’re probably already in a great position to win.
1.5
Constructed Rating: At 4 resources, we’re almost expecting a flat out card draw ability with no drawbacks, which Tome of Knowledge nearly provides. Sacrificing a card can be pretty brutal and you’re opponent will probably make it their life’s goal to force you to sacrifice the Shrine of Xinlurgash as soon as possible.
1.5
Silver Rook
Limited Rating: I know this card is going to be extremely popular as it’s the combination of Ebony Pawn and Ivory Pawn both of which players liked playing with. I personally think it’s particularly good in the D/W lifegain deck as having a repeatable lifegain trigger whose timing you can control is extremely useful. In the R/B Yotul Mogak deck, it can be decent but don’t bother with it in other decks – there’s going to be better cards suited to activating your archetype’s synergies.
2.5
Constructed Rating: I hope this is setting the table for a Chess inspired PvE dungeon where there are no cards or resources, just a bunch of chess pieces which we have to activate in the ideal order to beat the AI.
1
Spellstone Gargoyle
Limited Rating: The dual-shard cards are inherently powerful archetype enforcers and this card is no exception. Since Spellstone Gargoyle can grow itself, it’s always going to be very dangerous. The sky is the limit if you have a few other fliers around.
3.5
Constructed Rating: With Lightning Skyhunter costing 6, the Diamond Sapphire Flight strategy died before it was ever born. Spellstone Gargoyle might have lacked the immediate size and pressure to be constructed playablye but perhaps with some Spirits and other cheap Flight troops it would have had a chance. Now, sadly, we’ll never know.
1.5
Spine Scuttler
Limited Rating: If you’re playing Uzzu the Bonewalker_ as your champion then Spine Scuttler is a troop you’ll be able to fit in. It’s likely going to take its time to grow into something significant but never complain if your 1 drop has the ability to be relevant in the late game.
2.5
Constructed Rating: Probably a bit too slow in an aggro deck, and lacking the support that something like Forbidden Tomeseeker can have in a dedicated Sapphire control deck.
2.5
Tomb of Nulzann
Limited Rating: It’s good in a dedicated 5 shard deck but unplayable anywhere else.
1
Constructed Rating: If you’ve jumped the hoops to gather all the Power Rangers, it’s rather anti-climatic to be creating a random Nulzann every turn isn’t it?
1.5
Twin Eternities
Limited Rating: Seven cost is usually my limit in limited play, 8 if I’m feeling funky, but never 9.
1.5
Constructed Rating: This card takes eternity x 2 to get into play and for it you get some powerful effects, but effects that might be a tad too slow on their own to swing the game in your favor. One of the obvious combos would be pairing this up with Azurefate Sorceress and the damage gem to immediately deal 12 damage, gain life with the Eternal Mender and draw a bunch of cards with Eternal Scholar but the high cost seems like a big hurdle (unless you can cast it for free thanks to Indigo Dreamwalker or somehow get the cost reduced).
1.5
Whirling Brutalizer
Limited Rating: I’m still trying to figure out ways to take advantage of this guy’s ability because it seems pretty darn difficult. If you have enough resources for this and Cleave you can deal 5 damage to up to 3 troops (with Yotul Mogak) which is incredible. I usually just play it for a 3/2 Speed for 3 which is good enough for me.
3
Constructed Rating: Again the most obvious combo is with Cleave or Heat Wave but if you’re playing R/B you have access to better sweepers. I guess it adds 2 to your damage spells like Burn or Scorch and that might be pretty good with otherwise hard to deal with blockers like Vampire Princess or Vampire King.
2.5
Wild Infusion Device
Limited Rating: I’ve played this card and gotten some use out of it but it just feels wrong to me to needlessly add 4 cost to a Smashodon when you can just play a Smashodon in its place. Don’t feel hastened to pick these up if you’re lacking fatties, the third pack is likely to have you covered.
2
Constructed Rating: Dinosaurs were born to be Wild, and I don’t like this concept of them coming out of Christmas ornaments.
1
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.

2 COMMENTS

  1. I’m a bit confused how Cobblestone is 3.0 because you can use humans to splash into Jankbot (not specifically using it for the human archetype)

    But doing the same thing is 1.5 for Lily Pad? It’s not letting you get a 3rd shard but having 8 dual resources is great in BW. 4 Cottontail Explorer + 4 Rune Ear Hierophant + 2-4 other good shinhare (Sensei, Monsuun, etc)

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