Friday, August 12, 2016

Eternal Set Review - Primal

Check out this post with pictures! http://www.numotgaming.com/eternal-set-review-primal/


I have been playing lots of Eternal lately, and with the NDA lifted, it is time to put out my thoughts on the cards! I am going to work my way through reviewing all of the cards, next up is the Primal faction. I may get around to replacing the text with card images. The power costs can be interpreted as: 3P - three power with one Primal influence. I am rating the cards 0.0 to 5.0, with 5.0 being the best. I will have both draft and ranked ratings. Enjoy!

5 P
2 / 3
Aerial Ace
Flying, Aegis
Common Unit — Barbarian Serpent

Draft: 2
Ranked: 0.0

This is a mediocre flier, but one that will usually make the cut in draft. I can’t imagine anyone playing this in ranked at five power.

6 P
4 / 5
Araktodon
Overwhelm
Common Unit — Dinosaur

Draft: 2.0
Ranked: 0.0

This is an okay card to fill out the top end of your curve in a draft deck. This is very far from a playable card in ranked as it is too expensive.

4 PP
2 / 5
Avalanche Stalker
Ambush
Uncommon Unit — Giant

Draft: 3.0
Ranked: 1.0

A decent road block for a Primal based flying deck that will sometimes eat a unit in combat. There is enough ground based aggressive ranked decks that this wouldn’t be heinous to play, but there are certainly better options out there.

2 P
Backlash
Negate an enemy spell and deal 2 damage to that play.
Common Fast Spell

Draft: 2.0
Ranked: 3.0

I would not be super happy to have one in my draft deck, but it is playable in a pinch. This can be an important card in ranked, but there are enough matchups where it doesn’t do enough that I wouldn’t automatically include it in your Primal decks. It is at its best against the control strategies and especially the Witching Hour.

1 P
0/1
Blind Storyteller
Pay 2 and exhaust Blind Storyteller to draw a card, then discard a card.
Uncommon Unit — Explorer

Draft: 3.5
Ranked: 2.5

This is a great card in draft to help mitigate power flood. I like to play more power in my draft decks than most – 18 or 19 frequently – and I love having access to this card to help me discard excess power in the late game. In ranked there is a reanimator strategy that might want this as well.

6 PP
Celestial Omen
Draw a card of your choice from your deck.
Rare Fast Spell

Draft: 2.5
Ranked: 3.5

This is pretty niche in draft and is only really playable if you have a couple of powerful cards or some high impact silver bullets to find. If your deck is mostly average power level, it isn’t really worth playing. In ranked, this is a cornerstone of the Primal control decks. Being a fast spell allows you to see what the opponent does and find the appropriate answer.

8 PPPP
Channel the Tempest
Draw three cards. Then deal damage equal to the number of cards in your hand.
Rare Spell

Draft: 4.0
Ranked: 4.5

I have never cast this in draft, but I want to! It does require a hefty Primal requirement, but at 8 power, you should have it by then. I find it hard to believe you will lose if you kill an important target and draw three cards in draft. In ranked, the card is also a cornerstone of the Primal control decks as it is the often one of a few win conditions. It is usually recurred with Excavate. Andrew Cuneo would be happy to know that his best card draw spell can double as his win condition!

1 P
Chill
Stun an enemy unit.
Common Fast Spell

Draft: 1.0
Ranked: 0.0

Stun is a strange mechanic rules-wise. Here are the rules from the FAQ on the beta forums: “Stun lasts around two turns. There is a visual indicator showing how long it will last, beginning with 2 runes, going to 1 rune, then becoming un-stunned. At the beginning of the stunned unit’s owner’s turn, a rune wears off. If a unit becomes un-stunned for any reason, it skips being exhausted and becomes ready immediately.” So if you cast this on an enemy unit, on the opponent’s combat step, the unit won’t be able to attack. It will then miss its next two attacks, and won’t be able to block either. So it can last quite a while overall. If you have enough stun effects, you could chain them together to disable a unit for a very long time. In the end, if you don’t deal significant damage or win during that time, you are down a card which can be disastrous in draft. I would stay away from this particular stun card, but there are others that are worth playing.

4 P
2 / 3
Clifftop Rider
Flying
Common Unit — Barbarian Serpent

Draft: 2.5
Ranked: 1.0

Bread and butter flying unit for Primal decks. Good for attacking and blocking fliers if necessary. Not really strong enough for ranked, but if a flier strategy becomes good, it might be needed to fill out the last slots.

4 P
3 / 3
Cloudsnake Harrier
Flying
Summon: You may put a card from your hand on top of your deck. Its cost is reduced by 2.
Uncommon Unit — Serpent

Draft: 3.0
Ranked: 3.0

This is a very strong rate for a unit in general in draft. A 3/3 flier is a serious win condition. The ability is often more of a liability, but it can be skipped. You should usually only use it on an echo card or if the card is critical to ramp out early. Missing a draw step is a big drawback. In ranked, this can be a part of an echo deck and can be quite good in it. 1 power Clockroaches is a thing!

1 P
1 / 2
Cloudsnake Hatchling
Flying
Common Unit — Serpent

Draft: 1.0
Ranked: 0.0

This card is too low impact for draft. I could only see playing it if you had a bunch of flying synergy cards, of which there are a few. Certainly stay away in ranked.

2 P
3 / 3
Cloudsnake Saddle
Can only be played on a unit with Flying.
Rare Weapon

Draft: 2.0
Ranked: 1.0

I have not seen this played, but if I had 8-10 fliers, I would consider it in draft. This is one of those flying synergy cards I mentioned that could work with the Hatchling. It wouldn’t shock me if this were playable in some kind of aggressive flying strategy in ranked, but I haven’t seen it yet.

3 P
2 / 1
Cobalt Acolyte
Summon: Give a unit Flying
Common Unit — Mage

Draft: 3.0
Ranked: 1.0

A solid card that pairs nicely with beefy or otherwise solid ground units. In a pinch it can give itself flying. Flying wins a lot of games in draft, so I would take this highly if I were in Primal. It is not really a thing in ranked, but I wouldn’t completely rule it out.

5 PP
Crystallize
Stun and deal 1 damage to each enemy unit.
Rare Spell

Draft: 3.5
Ranked: 3.0

This is a very powerful effect that often ends the game on the spot. You have to keep in mind though that it only really does anything if you are ahead. Being able to pick off tokens and other one health units is nice, but I would want a strong curve of units to add this to my deck. It is not very good in a controlling strategy. I have seen it used to good effect in ranked as well as a finisher for Time/Primal midrange strategies.

4 PP
1 / 1
Deranged Dinomancer
At the start of your turn, transform a unit into a 5/5 Tyrannosaur.
Rare Unit — Shaman

Draft: 4.0
Ranked: 2.0

I have not played with this card myself, but I have been on the losing end of it in draft. You get to pick which unit turns into a dinosaur, and in a pinch you can always target itself. Turning your two drops into 5/5 units is a huge game. I haven’t seen people play this in ranked, but it might not be crazy to try it.

2 P
1 / 3
East-Wind Herald
Flying
Summon: Reduce the cost of the top spell of your deck by 1.
Common Unit — Elemental

Draft: 2.0
Ranked: 1.0

One power fliers are nothing special in draft, but this one has some defensive value which is welcome. I don’t think this is a thing in ranked.

2 P
Eilyn's Favor
You gain an Aegis. Draw a Primal Sigil from your deck.
Common Spell

Draft: 1.5
Ranked: 1.5

This is never that bad, but granting yourself Aegis is often the equivalent of having no text. There aren’t a ton of things that target the player, but if your opponent happens to have one it is pretty annoying for them.

8 PPP
6 / 6
Eilyn, Queen of the Wilds
Flying
After you play a Primal spell, play an additional random Primal spell from your deck.
Legendary Unit — Scion

Draft: 4.0
Ranked: 2.0

6/6 Fliers are very much game winning in draft, and I would take this one highly without the extra ability. The extra ability can definitely do some cool things though depending what else you have. It is more important to play enough power in your deck to cast it and have enough defensive cards to survive to the late game. This is a little too expensive for ranked play, but I could see some kind of combo deck with it – free Channel the Tempests could be fun.

5 P
3 / 3
Elysian Trailblazer
Summon: The top spell of your deck gets Echo.
Uncommon Unit — Explorer

Draft: 3.0
Ranked: 2.5

If you only include good spells in your deck, this is pretty solid in draft. Doubling up on a card draw or removal spell can be great. In ranked, it does allow for some sweet combos but overall it is pretty fringe.

3 P
Eye of Winter
Once per turn, you may pay 2 to stun a unit.
Rare Relic

Draft: 4.0
Ranked: 3.0

This is a very powerful effect at controlling the board but it is even better if you are aggressive. You can shut down two blockers if you have this going by stunning one unit on the first turn and then a different unit on the second turn. It is pretty much great in any Primal deck in draft. It definitely is seeing play in ranked as well, most often in the Time/Justice/Primal control decks but I could see it used in other contexts as well. It is a nice repeatable way to break Aegis shields at no card loss.

3 P
Flash Freeze
Stun two enemy units.
Common Fast Spell

Draft: 2.5
Ranked: 2.0

This is a strong effect now that we get to stun two things at fast speed. If you have any sort of board presence you should be able to gain a very large advantage off of this card. It also works very well to allow you to win a race with fliers. It is not good as a control card as discussed previously. I haven’t seen much of this in ranked yet, but I could see it working.

6 PP
4 / 4
Hatchery Raider
Summon: Transform all cards in your hand into 3/3 Flying Sky Serpents.
Rare Unit — Shaman

Draft: 4.0
Ranked: 1.0

This is a great effect in draft, especially if you have a number of Wisdom of the Elders (draw two) in your deck. It is a little tricky because you aren’t likely to have a ton of extra cards by the time you cast this six drop, but you only need to turn one or two sigils or other weaker cards into 3/3 fliers for it to be very good. Works really well with echo cards in general. Of note the 3/3 Serpents cost 2 power.

2 P
Herald's Song
Echo
Draw a card, then discard a card.
Common Spell

Draft: 2.0
Ranked: 2.5

This is nothing special in draft, but you can play it as a filler card and it gets a lot better if you are running a higher power count. In ranked it is key to the reanimator strategy as a way to get things in the graveyard at low cost.

3 P
1 / 2
Ice Sprite
Flying
Summon: Stun an enemy unit. (Ice Sprite keeps it stunned.)
Uncommon Unit — Sprite

Draft: 2.5
Ranked: 2.0

This is a fine conditional removal card. The opponent likely won’t want to use a strong removal card on it, but they will need to in order to free their best unit. It is a little too expensive and fragile for ranked, but not crazy to think about playing.

3 P
0/1
Icebreaker
Exhaust Icebreaker to kill a stunned enemy unit.
Uncommon Unit — Yeti

Draft: 1.0
Ranked: 1.5

This card is hard to make work in draft, there just aren’t enough stun effects to build around normally. If you somehow get it to come together, especially if you have an Eye of Winter, it could be sick. It is a little easier to build around in Ranked, but if you don’t draw him you are stuck with a bunch of stun cards that don’t do a ton. I think it is one of those decks where if you draw Icebreaker, you probably go nuts and win in crazy fashion, but if you don’t, you don’t really do anything. More for fun than for ranked.


6 PPP
6 / 6
Jarrall Iceheart
Infiltrate: Draw the top spell of your deck. Deal damage to each enemy unit equal to that spell's cost.
Legendary Unit — Giant Shaman

Draft: 2.5
Ranked: 2.0

You kind of need to be careful not to include too many one cost spells, but if you have mostly two+ cost spells, this guy will do a lot of work in draft. I could see him working in ranked as well, but the triple primal is a rough cost. Getting him through for damage is not necessarily the easiest thing either, but not impossible.

4 P
3 / 3
Jarrall's Frostkin
Summon: Stun an enemy unit.
Common Unit — Giant

Draft: 2.5
Ranked: 0.0

This is a reasonable card for draft that gets a lot better if you are aggressive or are trying to race with fliers. Are you noticing a theme? Primal draft decks are at their best in these styles of strategies, but they can also pair with other factions to craft controlling decks. I have found the aggressive or flier approaches to work a lot easier though. I don’t see this as very playable in constructed.

5 P
3 / 4
Jotun Hurler
Fate: Draw a Snowball.
Uncommon Unit — Giant

Draft: 2.5
Ranked: 0.0

This is a solid enough playable in draft, but nothing special. I don’t see how this is playable in ranked at the current rate.

5 P
3 / 5
Jotun Warrior
Common Unit — Giant Warrior
Draft: 2.0
Ranked: 0.0

Solid filler for a flier deck looking to control the ground in draft. Don’t take it highly, but it will do a fine job blocking. Certainly not worth considering for ranked.

1 P
Levitate
Give a unit Flying this turn. Draw a card.
Common Fast Spell

Draft: 2.0
Ranked: 1.5

This is a cute way to bust an Aegis shield at no card cost and little power cost. It can also let one of your ground units jump up and block an opposing flier. It also provides a fringe way to end a game if you have a large ground unit and they have no fliers. Worst case scenario, it will usually let you just cycle. If you add all of these up, I would say this is a filler playable card but I would play a solid unit or removal/card draw spell over it in draft. I am staying away in ranked.

2 P
Lightning Storm
Deal 2 damage to each unit.
Uncommon Spell

Draft: 3.0
Ranked: 4.5

This is a strong enough card in draft that you should take it pretty highly. It does work against the fliers deck and any token strategies people might be playing in draft. Where it really shines is in ranked play. Most of the aggressive strategies fold pretty hard to this card if you have it in your opener or draw it early. With best of one ranked play, most Primal decks are incentivized to run 3 or 4 copies to gobble up the free wins you get with the card in the right matchups. It can be paired with other damage cards to take out bigger things in a pinch as well in other matchups. It is certainly one of the premier spells in the set.

2 P
Lightning Strike
Deal 4 damage to an attacking enemy.
Common Fast Spell

Draft: 3.0
Ranked: 3.0

Rock solid removal spell in draft that is passable in ranked. Control decks can have a very hard time with Relic Weapons, and this is a crucial answer to those.

5 PPP
3 / 3
Magus of the Mist
Summon: Play a 6/6 Flying Illusionary Dragon that dies if Magus of the Mist dies.
Legendary Unit — Mage

Draft: 4.0
Ranked: 2.5

This is a very powerful win condition in draft. There is not a ton of direct ways to kill a 3/3 in draft. Most people are lucky to have two. If you can bait out some removal, or even better have a Protect spell, the dragon will win a lot of games for you. I haven’t seen much of this in ranked, but the rate is good enough that it could see play.

3 P
Mirror Image
Play a copy of one of your units.
Rare Spell

Draft: 3.0
Ranked: 3.0

This is a solid effect in general. I like the idea of copying a flier or a bomb unit in draft. You can certainly build around this in ranked as well. The price is definitely right.

6 PP
3 / 3
Mistveil Drake
Flying
Fate: You gain an Aegis.
Summon: If you have an Aegis, Mistveil Drake gets +3/+3.
Rare Unit — Dragon

Draft: 3.5
Ranked: 1.5

As discussed previously, it is hard to break a player’s Aegis. As such, we are looking at a 6/6 flier for six, which will win a lot of games in draft. Take this one highly. It isn’t completely out of the question in ranked either, but it would be nice if it were a little cheaper.

2 P
1 / 1
New Stranger
Echo
Common Unit — Stranger

Draft: 1.5
Ranked: 1.0

This is pretty bad as two 1/1s for four, but if you have a bunch of stranger synergies, I would be more excited by it. I am not sure this is playable in ranked, even if a theoretically good stranger deck existed.

6 PP
3 / 2
North-Wind Herald
Flying
Free if you have played two spells this turn.
Uncommon Unit — Elemental

Draft: 2.0
Ranked: 1.5

The free play ability is hard to put together in draft, but not impossible. If you can land this early, it does provide a good amount of beatings in the air. I have seen it in lists in ranked, but I don’t think it is super strong there.

1 P
Permafrost
Stun the cursed unit (for as long as it is cursed).
Uncommon Curse

Draft: 4.0
Ranked: 4.0

The most efficient point removal spell in the set, but it doesn’t hit Endurance units and can be removed by attachment removal or by an effect granting Endurance. The only thing keeping it from being just the best removal in the set for ranked is Sandstorm Titan. Not being able to kill the best rate unit is a problem. There are also a number of utility units that still contribute a lot while stunned such as Statuary Maiden or Champion of Cunning. Regardless, you should draft it very highly and play many copies in your Primal ranked decks.

3 PP
Polymorph
Transform a unit into a 1/1 Frog.
Uncommon Spell

Draft: 2.5
Ranked: 2.5

This is a fine card, but I like my removal spells to kill things dead. One upside is that if they try to reanimate the card later, it is still a frog.

5 P
0/3
Primal Incarnation
Flying
+1 Attack for each of your Primal influence.
Uncommon Unit — Elemental

Draft: 3.0
Ranked: 1.0

Reasonable finisher for draft decks, but failing the Torch (deal 3 damage for 1R) test in ranked is not something you can do at 5 power.

3 P
Push Onward
Draw one of the top three cards of your deck and reduce its cost by 1. Put the rest on the bottom.
Uncommon Spell

Draft: 2.0
Ranked: 2.5

This is a filler card in draft that is a little better in ranked because you can use it to find situationally important cards or to help put together a combo. Often controlling decks will play it, but I have been cutting it from my builds because there are often more pressing things to do in the mid game. I much prefer the fast spell Wisdom of the Elders which lets you have the option of casting a removal spell on their turn.

4 P
Rain of Frogs
Choose a non-power card from the enemy player's hand. Transform each copy in their hand, deck, and void into 1/1 Frogs with Destiny.
Rare Spell

Draft: 1.5
Ranked: 2.0

This is a lot better in ranked than it is in draft, but even then I am not super impressed. It is pretty devastating to the Clockroach deck though.  The problem with the card is that you are really just turning their best card in hand into a frog. For this to be really good, the card you pick has to have been very important or powerful. This assumes that it is stranded in their hand. There is also no guarantee they even have a non-power card to choose in the late game. The fact that this has a chance of missing makes it a huge liability when you could just play another unit or actual removal spell that impacts the board.

8 PPP
7 / 7
Rimescale Draconus
Flying
Summon: Play Permafrost on each exhausted enemy unit.
Legendary Unit — Dragon

Draft: 4.0
Ranked: 1.5

This is clear-cut bomb in draft, standard caveats of 8 drops apply. Make sure you play 18-19 power or more and have a deck that can make it to the late game. This is a solid reanimator target as well in ranked. Playing this fairly probably is too slow though.

5 PP
5 / 4
Sapphire Dragon
Flying
Uncommon Unit — Dragon

Draft: 3.5
Ranked: 1.5

This is devastating in draft and will win very often when you play it. In ranked, it isn’t seeing much play, but I think it is not crazy to try.

3 P
1 / 4
Scaly Gruan
Common Unit — Dinosaur

Draft: 1.5
Ranked: 0.0

This is a mediocre filler card in a fliers draft deck. Don’t get scaly in ranked though.

10 PPP
8 / 8
Scourge of Frosthome
Enemies can't play spells.
Legendary Unit — Dinosaur

Draft: 1.0
Ranked: 1.5

Even I have my limits when it comes to expensive cards in draft. 10 is too much to realistically get to, but if you have enough ramp or flood insurance otherwise, it could be a marginal playable. This is a great thing to reanimate in ranked.

2 P
Second Sight
Draw two cards, then put a card from your hand on top of your deck.
Common Fast Spell

Draft: 2.0
Ranked: 3.0

This doesn’t grant card advantage unless you are putting back an Echo card. It does help you hit power drops if you are in a tight spot. It can also dig you closer to a removal spell or action if time is of the essence. In general I would avoid playing it unless you have combos. It is a staple in the Clockroaches deck in ranked.

4 P
2 / 2
Serpent Trainer
Flying
Infiltrate: Play a 2/2 Serpent Hatchling with Flying.
Common Unit — Barbarian

Draft: 3.0
Ranked: 1.5
This is good in draft as an air force in a can. In ranked it is probably too fragile for a four drop, but at least you get your power’s worth of stats if it connects.

0 P
Shamanic Trance
Reduce the cost of a spell in your hand by 1.
Uncommon Spell

Draft: 0.0
Ranked: 0.0

You would have to be in some kind of trance to play this one.

10 P
5 / 5
Skycrag Wyvarch
Flying
Costs 2 less for each of your other Flying units.
Uncommon Unit — Dragon

Draft: 3.0
Ranked: 1.5

You need a dedicated fliers deck to play this in draft, but those are very possible and this is quite good in it. I wouldn’t rule this out of ranked play if the right flier deck showed up or if changes are made to Sandstorm Titan.

3 P
3 / 1
Skysnapper
Flying
Common Unit — Serpent

Draft: 3.0
Ranked: 1.5

Strong card in draft as there aren’t a ton of cards that can interact with this pretty quick clock. I imagine this would be a part of the fliers deck in ranked, but it fails the Torch test pretty badly.

5 P
3 / 3
Soaring Stranger
Strangers have Flying.
Uncommon Unit — Stranger

Draft: 3.0
Ranked: 1.0

I would usually just play this every time in my draft decks. It obviously gets better if you have some strangers to go with it. This is a card I would expect sees play in ranked if a strangers deck is playable.

5 PP
Staff of Stories
At the start of your turn, draw a card.
Rare Relic Weapon

Draft: 4.0
Ranked: 4.0

One of my favorite Primal cards, or cards period, in the set. I have always had a soft spot for cards that draw you more cards each turn at a cost. In this case, the weapon itself is fragile so you need a board state to protect it. In ranked, you can do all kinds of trickery with gaining armor to build up more protection for it. If you can protect it, you usually win the game.

2 P
Static Bolt
Deal 1 damage.
Fate: Increase the damage dealt by all Static Bolts in your hand and deck by 1.
Common Spell

Draft: 3.5
Ranked: 3.0

This reads a little strange, but it actually will always do at least 2 damage, because the fate effect affects itself. This is fine enough for draft as it will kill a flier or small Warcry unit. I believe this card is underplayed in ranked and is probably pretty good, especially if you use Second Sight or other effects to buff it.

4 PP
Stormcaller
Exhaust Stormcaller to deal 1 damage.
Uncommon Unit — Shaman

Draft: 3.0
Ranked: 1.0

Strong draft card that makes combat a bit of a nightmare for your opponent. Probably too expensive to be relevant in ranked.

3 P
2 / 2
Thunderbird
Flying, Aegis
Uncommon Unit — Bird

Draft: 2.5
Ranked: 1.0

This is a solid addition to a fliers draft deck but not really viable in ranked.

7 PP
5 / 5
Thunderstrike Dragon
Flying, Echo
Rare Unit — Dragon

Draft: 4.5
Ranked: 3.0

It is hard to lose if you draw/cast this in draft and I find it to be a very reasonable finisher in ranked control deck as well. I like that most relic weapons have a hard time killing it.

2 P
2 / 2
Tundra Explorer
When Tundra Explorer attacks, if the top card of your deck is a spell, draw it.
Uncommon Unit — Explorer

Draft: 2.5
Ranked: 2.5

This strikes me as a little underplayed in ranked. This sort of effect on a two drop is pretty strong. It is certainly a fine play in draft.

1 P
Unstable Form
Echo
Transform a unit into a random unit that costs 1 more.
Uncommon Spell

Draft: 1.0
Ranked: 1.5

The big combo with this is to Madness an opposing unit and then to Unstable Form it so that you keep the transformed unit. This is pretty hard to pull off in draft, and it is not really worth playing otherwise. It is not the worst combo in ranked though. 
Apparently this combo was removed in a recent patch. I'd say the card is unplayable in all formats at this point.

2 P
Violent Gust
Deal 5 damage to a Flying unit.
Common Fast Spell

Draft: 1.5
Ranked: 1.0

This is clearly a side deck card, but none of the current formats allow side decking. You might consider running this anyway in draft because fliers are pretty common and they win lots of games.

5 PP
2 / 2
West-Wind Herald
Flying, Aegis
Infiltrate: Play a spell from the void for free.
Rare Unit — Elemental

Draft: 3.0
Ranked: 3.5

This is a fine card that gets better the more powerful spells you have in draft. It is also a big part of the reanimator strategy in ranked.

2 P
1 / 2
Whispering Wind
Flying
When Whispering Wind attacks, you may discard a card to draw a higher-cost card from your deck.
Rare Unit — Elemental

Draft: 3.5
Ranked: 3.5

This is a very good card that is underrated in ranked play. Depending on the curve of your deck, it could be a defacto tutor. It also lets you pitch unwanted power for real cards. I plan on playing more of these.

2 P
1 / 1
Wild Cloudsnake
Flying
When you play another unit with Flying, Wild Cloudsnake gets +1/+1.
Uncommon Unit — Serpent

Draft: 2.0
Ranked: 1.0

Flying synergy card alert!! If you have the fliers deck in draft, you probably want this, but it is pretty bad in the late game.

5 P
2 / 5
Windshaper
Your Flying units have +1/+1.
Uncommon Unit — Barbarian

Draft: 2.5
Ranked: 1.0

The alert continues! This one is actually great whenever you cast it in your flier synergy deck.

3 PP
Wisdom of the Elders
Draw two cards.
Common Fast Spell

Draft: 3.0
Ranked: 4.0

There are not a ton of ways to draw extra cards, and even fewer at fast speed. This is a staple in most Primal ranked decks and solid in draft.

2 P
2 / 2
Yeti Snowslinger
Infiltrate: Draw a Snowball.
Common Unit — Yeti

Draft: 2.0
Ranked. 1.0

Solid two drop in draft…pretty mediocre in ranked.

1 P
1 / 1
Yeti Spy
Infiltrate: Draw a card.
Common Unit — Yeti

Draft: 0.5
Ranked: 0.0

It is too hard to get your card back with this one but if you train wreck hard enough in draft you might have to play it.




More to come soon!

-Ben  @bchap55


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