http://www.numotgaming.com/author/chapper55/
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 Shadow faction. I
may get around to replacing the text with card images. The power costs
can be interpreted as: 3S - three power with one Shadow 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!
3 S
2 / 1
Amethyst Acolyte
Summon: Deal 2 damage to the enemy
player. You gain 2 Health.
Common Unit — Elf
Draft: 2.0
Ranked: 1
Mediocre filler for your draft deck,
theoretically a card in ranked in some kind of Fire/Shadow burn strategy, but I
haven’t seen it tried.
2 S
Annihilate
Kill a unit with a single faction.
Uncommon Fast Spell
Draft: 4.0
Ranked: 4.0
One of the most efficient removal
spells in the game. Unlike Permafrost, this one can successfully kill a
Sandstorm Titan! There are enough multi faction cards that the card isn’t an
automatic four of, but you will usually play at least two in your Shadow decks.
One of the crucial misses for this card are the Champions. You should be
slamming this in draft because hard removal is very difficult to come by and
anything that can break up a unit stacked with weapons is very valuable.
2 S
3 / 3
Argenport Instigator
When a unit dies, deal 1 damage to its
owner.
Rare Unit — Rogue
Draft: 4.0
Ranked: 4.0
I believe this is the largest single
faction two drop in the game. The drawback is not nearly as relevant as the
body you get for the cost. Most aggressive Shadow decks in ranked run this as a
four of, rightfully. It is also a very strong draft card that can net you some
serious damage in the early game. It can also block most things early on and
buy you time to get to the late game if that is your thing.
6 SS
5 / 5
Argenport Ringmaster
Infiltrate (This does something the
first time it damages a player): Play five random units from the enemy void.
Rare Unit — Cultist
Draft: 3.5
Ranked: 2.0
I have barely played with or against
this card in Eternal, but it seems hard to trigger the Infiltrate at that cost
without built in evasion. Of course the payoff is outstanding, and likely game
winning, if you do. You definitely would want a few cards that can give it
evasion in your draft deck. You also need to make sure you are trading a lot in
combat and killing opposing units regularly. In ranked, it is probably too
expensive to make happen, but the effect is very strong.
5 SS
6 / 3
Ashara, the Deadshot
Deadly, Quickdraw
Rare Unit — Elf Gunslinger
Draft: 4.0
Ranked: 1.5
She is basically unblockable in all
formats, something that is a lot more valuable in draft than ranked due to the
lack of removal in most draft decks. She fails the Torch test spectacularly,
which nearly disqualifies her from ranked play. I won’t call her unplayable
though because if she goes unchecked, it is a lot of damage.
7 S
Azindel's Gift
At the end of the cursed player's turn,
they discard their hand.
Rare Relic
Draft: 1.5
Ranked: 3.5
This is too expensive to be super
relevant in draft, your opponent like likely not have much of a hand by the
time you can cast it. In ranked, it is a game winning play against control
decks. I am currently splashing it in my Time/Justice/Primal control deck and
often surprise opponents by tutoring for it at the end of their turn, play my
first Shadow Sigil on my turn, and then drop the Gift. They basically need to
have Decay in hand, or draw it on their next turn, or they lose. Fun play!
4 S
4 / 3
Back-Alley Bouncer
Common Unit — Rogue
Draft: 3.0
Ranked: 0.0
A very meaty four drop in draft that
will often lock down the ground if behind or rumble for significant damage if
ahead. It is not a windmill slam pick or anything, but if you are Shadow you
will rarely cut it. Probably just too inefficient for ranked as there are more
powerful options at four power out there.
3 S
1 / 0
Beastcaller's Amulet
Infiltrate: Play a 5/5 Beast.
Uncommon Weapon
Draft: 2.5
Ranked: 2.0
This is reasonable in draft if you have
enough evasion units or other ways to give units evasion. This could be done in
ranked in some kind of Shadow/Primal deck with cheap evasive units, such as the
1PS 2/2 Flier. I have yet to see anyone try it though.
2 S
2 / 0
Blackguard Sidearm
Quickdraw
Common Weapon
Draft: 3.0
Ranked: 1.0
A solid way to get a unit through for
Infiltrate, but it is susceptible to removal. At least with the Beastcaller’s
Amulet, you can play it and get in on the same turn to get value. This might
let you get a bunch of extra damage in for one turn but at a big risk of card
disadvantage later. In draft, there is less removal so this card can run away
with games if played on a decently sized unit.
1 S
1 / 2
Blood Beetle
Infiltrate: +1 Attack and Flying.
Common Unit — Vermin
Draft: 3.0
Ranked: 2.0
I have been consistently impressed with
this in draft. It doesn’t look like much, but if played on turn 1 it will
almost always get through and become an annoying evasive threat. The price is
right in ranked as well, but I haven’t seen many people trying it.
5 SS
2 / 2
Cabal Cutthroat
Lifesteal, Charge
Infiltrate: Deal damage to the enemy player equal to the highest cost card in their hand.
Infiltrate: Deal damage to the enemy player equal to the highest cost card in their hand.
Rare Unit — Rogue
Draft: 1.0
Ranked: 2.0
It is probably too hard to get through
in draft. However, it does have its uses against unit-less control decks in
ranked as it should get through most of the time and often for significant
damage. It is pretty bad against decks with units though, which comprise most
of the decks in ranked. Could be a cute side deck card.
4 S
3 / 2
Cabal Recruiter
Infiltrate: Play the top unit of the
enemy deck.
Uncommon Unit — Cultist
Draft: 3.0
Ranked: 2.0
Pretty hard to get through in draft,
but worth playing other cards to make it happen. The Infiltrate effect is very
powerful. This could also be a thing in ranked, but probably needs to be one
power cheaper.
2 S
1 / 1
Cabal Rogue
Unblockable
Common Unit — Rogue
Draft: 1.5
Ranked: 1.0
I could see running it in a deck filled
with weapons in draft, but it doesn’t do enough in ranked where there is a lot
more removal.
1 S
Dark Return
Draw a unit from the void and give it
+1/+1.
Common Spell
Draft: 3.0
Ranked: 3.0
A fine card in either format that
really shows of Eternal’s use of digital mechanics. Any abilities added to
units are permanent and will remain with the unit between zones. This can allow
for some powerful things to happen with Dark Return, especially in conjunction
with Haunting Scream (2PS return a unit costing 3 or less from the void to
play. It gains Charge and Flying. Sacrifice it at the end of the turn.)
2 S
1 / 1
Dark Wisp
Entomb: Draw a card.
Common Unit — Elemental
Draft: 3.0
Ranked: 3.0
A fine two drop that can be sacrificed
for value using one of the many spells that require a sacrifice as a cost. Can
also chump block pretty effectively.
4 SS
Deathstrike
Kill a unit.
Common Fast Spell
Draft: 4.5
Ranked: 3.5
Straightforward card that is absolutely
great in draft. It can win you the game on the spot against one of the more
popular strategies of stacking up one unit with a bunch of weapons. It
obviously has its uses in other situations as well. The cost stops it from
dominating ranked, but most shadow decks will play at least a few copies.
3 SS
3 / 2
Desperado
Infiltrate: Kill an enemy unit.
Uncommon Unit — Elf
Draft: 3.0
Ranked: 2.0
Another infiltrate unit worth building
around. If you have a few ways of forcing it through, it should definitely make
the cut in draft. Even without them, at least it forces the opponent to leave
back blockers as most decks can’t afford it hitting them. If they get greedy
and just leave one blocker back and you find a way to remove the blocker…it is
a big game. The card is playable in ranked too, but it faces competition from
better Infiltrate cards.
2 S
Devour
Sacrifice a unit to draw two cards and
get 2 Health.
Common Fast Spell
Draft: 2.5
Ranked: 2.5
Certainly a playable card in either
format, if a little durdle-y. Combos in a great way with Madness (3S Unexhaust
and gain control of a unit until end of turn, it gains Charge), but the combo
is perhaps a little too expensive for ranked right now. Devour goes nicely with Dark Wisp in both
formats as well.
3 S
Devouring Shadow
Give a unit -1/-1 for each of your
Shadow influence.
Uncommon Spell
Draft: 4.0
Ranked: 3.0
This is an underplayed card in ranked
for what it does. One great thing it does is keep Dawnwalker from ever
returning as the -1/-1 effect is permanent across zones. If you build your
power base correctly it will also just kill most things. In draft, I will take
whatever removal I can get even if it can be a little tricky to power up.
1 S
1 / 1
Direfang Spider
Deadly
Common Unit — Vermin
Draft: 3.0
Ranked: 2.5
A fine unit to play in draft to stop
large ground units. Probably a little underplayed in ranked as it is pretty
reasonable against Time based units. One big problem is the number of silence
effects being played that will render it a very bad card.
3 S
1 / 1
Direwood Beastcaller
Infiltrate: Play two 5/5 Beasts.
Rare Unit — Elf
Draft: 3.5
Ranked: 3.5
This is likely a game winning effect if
you can force it through early in draft. Not a small task given its size, but
there are enough effects that can give it evasion that I would take it early
and try to find those combos. In ranked, it is a cornerstone of the Haunting
Scream deck, but unfortunately the deck really struggles against silence
effects that are rampant.
6 S
6 / 4
Direwood Rampager
Common Unit — Beast
Draft: 2.0
Ranked: 0.0
A mediocre filler card if you want
something expensive to do in draft. Leave this one in the Collection in ranked.
3 S
Execute
Kill an exhausted enemy unit and deal 2
damage to the enemy player.
Common Spell
Draft: 4.0
Ranked: 2.5
Removal is hard to come by in draft,
especially removal that removes things regardless of size. It is a little
conditional, but worth the wait. Remember if they block with an Endurance unit,
it will be exhausted after combat and then can be Executed. It is a little too
slow for ranked, but I won’t call it unplayable.
1 S
Ghostform
Give a unit Lifesteal and Unblockable
this turn.
Uncommon Spell
Draft: 2.0
Ranked: 1.0
If you have enough Infiltrate cards
that are powerful enough in draft, I would play this. Otherwise, it doesn’t do
enough. I would much rather play Cobalt Acolyte 2/1(3P Summon: Give a unit
flying), but sometimes you just need another way to help the Infiltrate units.
There are better ways to get things through in ranked.
5 S
Grasping at Shadows
Play a unit from the void.
Rare Spell
Draft: 2.5
Ranked: 3.5
Individual units usually aren’t that
big in draft, thus this feels too expensive for what it does. In ranked, it is
the cornerstone of the reanimator deck as it is the only card that can return
any unit right into play. I don’t think the deck is tier 1, but it certainly is
playable.
1 S
1 / 1
Hair-Trigger Stranger
Strangers have Quickdraw.
Common Unit — Stranger
Draft: 1.5
Ranked: 1.5
Really bad card on its own, but if you
have enough stranger synergy cards it can be playable in draft. In ranked,
again, I don’t think there is a viable stranger deck but if there was this
might see play.
6 SS
5 / 3
Horsesnatcher Bat
Flying, Quickdraw
Uncommon Unit — Beast
Draft: 3.5
Ranked: 1.0
This card wins games in draft as it is
nearly impossible to block. The cost keeps it from being too dominant, but I won’t
cut them from my Shadow decks. Horsesnatcher Bat is too fragile for ranked
given the cost which should please Khal Drogo.
4 SS
5 / 5
Impending Doom
Flying
At the end of your turn, Impending Doom deals 1 damage to you.
At the end of your turn, Impending Doom deals 1 damage to you.
Rare Unit — Nightmare
Draft: 4.0
Ranked: 4.0
This is a great card in both formats.
Impending Doom is one of the better units on rate in the game. It has a few
challenges in ranked, Sandstorm Titan and Permafrost, which are very widely
played. You can safely windmill slam it in draft.
2 S
3 / 2
Jungle Prowler
Common Unit — Beast
Draft: 2.5
Ranked: 1.0
A fine two drop in draft, but with the prevalence
of the factionless strangers that provide influence, they are all 2 cost 2/2,
it means that it matches up poorly with the most common two drops. However, if
an opponent fails to produce a two drop, you can beat down pretty effectively.
The card doesn’t do enough for play in ranked.
1 S
2 / 2
Knifejack
Summon: Knifejack deals 2 damage to
you.
Uncommon Unit — Rogue
Draft: 2.0
Ranked: 2.0
The benefit of getting this down on
turn one is not enough to be too excited by it in draft. It plays mostly like a
2/2 for 2 with a drawback. It is still playable if you need early action. In
ranked, you can craft a very aggressive deck where it coming down early is
relevant.
4 SS
3 / 1
Lethrai Falchion
Overwhelm, Lifesteal
Rare Weapon
Draft: 3.5
Ranked: 1.0
I can see this winning a lot of games
in draft, especially if played on a flier. It is too risky for ranked play
though.
3 S
2 / 2
Lethrai Nightblade
Unblockable
Uncommon Unit — Elf
Draft: 3.0
Ranked: 1.0
A fine evasive threat in draft that is
probably too slow for ranked.
2 S
2 / 2
Lethrai Ranger
Infiltrate: +2/+2.
Common Unit — Elf
Draft: 3.0
Ranked: 2.0
A powerful two drop all the way around.
If you can trigger it early in draft, it is very hard to deal with.
3 S
2 / 2
Lifedrinker
Summon: You get Lifesteal this turn.
Uncommon Relic Weapon
Draft: 3.0
Ranked: 2.5
A fine way to kill a flier in draft. It
has combos in ranked where if you play this and then equip a larger weapon or
cast spells, you retain the Lifesteal effect. This can gain a large amount of
life. Combos very well with Lightning Storm as if you have Lifesteal, all of
your spells will gain you life.
5 S
4 / 2
Lurking Sanguar
Lifesteal
Free if two units dealt damage to the enemy player this turn.
Free if two units dealt damage to the enemy player this turn.
Uncommon Unit — Beast
Draft: 2.0
Ranked: 2.0
The body is just not that good in
either format as nearly all cheaper units are happy to block it.
3 S
Madness
Ready and steal an enemy unit this
turn.
Uncommon Spell
Draft: 2.5
Ranked: 3.0
This is not great to play if you have
no combos with it, but if you can pick up some sacrifice effects this can be
great. It is a little expensive for ranked, but still worth running in a deck
with plenty of sacrifice effects.
3 S
2 / 2
Nightsworn Slayer
Killer
Uncommon Unit — Nightsworn
Draft: 3.0
Ranked: 1.0
Another reasonable card to kill fliers
with. Too low impact for ranked play though.
5 SS
0/5
Oblivion Spike
+1 Attack for each of your units in the
void.
Rare Relic Weapon
Draft: 3.5
Ranked: 2.0
This can do a lot of work in draft
either killing one larger unit or a few smaller ones. It is a little expensive
and slow for ranked, but I don’t think it is unplayable.
1 S
Pilfer
Steal the top card of the enemy deck.
Common Spell
Draft: 1.0
Ranked: 0.0
Odds say that this will most often hit
a Power card, which isn’t that great, but at least you will never be truly down
a card. Stolen cards have their influence requirements removed, so you will be
able to cast anything you take. This doesn’t do enough for a slot in ranked
decks.
3 S
Plague
Enemy units get -1/-1.
Uncommon Spell
Draft: 4.0
Ranked: 4.0
A great effect in draft, remember it is
permanent. It plays a huge role in ranked play to kill Grenadin tokens and to
shut down Dawnwalker. I killed three Dawnwalkers at once on stream the other
day, and it was glorious.
1 S
Rapid Shot
Give a unit +4 Attack and Quickdraw
this turn.
Common Fast Spell
Draft: 3.5
Ranked: 2.5
A very efficient combat trick, but it
does require you to be attacking to get value. Pairs very nicely with
Infiltrate cards as your opponent will be forced to try and block them. Even
sees play in ranked in the aggressive Shadow decks.
3 S
3 / 3
Ravenous Thornbeast
Summon: You may sacrifice another unit
to give Ravenous Thornbeast +2/+2.
Common Unit — Beast
Draft: 3.0
Ranked: 2.5
A fine body even without sacrificing
anything in draft, but if you have some Dark Wisps or other expendable cheap
units, it gets very good. Not the worst in ranked either as you can include
enough value things to sacrifice.
1 S
Sabotage
Choose a spell or attachment in the
enemy player's hand. They discard it.
Uncommon Spell
Draft: 2.5
Ranked: 3.5
It is a little risky to run in draft,
but I think you hit enough that you will play it most of the time. Powerful
card in ranked as it can be game winning to take their Harsh Rule or other key
spell or attachment.
2 S
1 / 1
Scavenging Vulture
Flying
+1 Attack while you have a unit in the void.
+1 Attack while you have a unit in the void.
Common Unit — Bird
Draft: 2.0
Ranked: 1.0
It isn’t that hard to turn this on in
draft, at which point it is an evasive threat at a reasonable cost. While the
rate is okay in ranked, there are better things to do generally.
3 S
3 / 1
Shadowlands Guide
Summon: Play a unit with cost 1 or less
from the void.
Rare Unit — Cultist
Draft: 2.5
Ranked: 4.0
I think it might be too hard to find playable
one drops in draft, but if you had 3 or
4 I would be excited to have this. In ranked, you can build around this card
and have it be quite good. One of the cooler things you can do is play
Pyroknight (1F 2/1 Overwhelm, Ultimate: Pay 5 to give +4/+4) use its Ultimate,
have it die, bring it back with Shadowlands Guide, and then use its Ultimate
again! 10/9 Pyroknight!
1 S
Sickness
Give a unit -1/-1.
Common Fast Spell
Draft: 1.0
Ranked: 1.5
This doesn’t kill enough things in
draft to be worth considering, but being able to answer Dawnwalker for 1 Power
is something I wouldn’t rule out in ranked.
5 SS
3 / 3
Sinister Warlock
Summon: Give an enemy unit -1/-1.
Uncommon Unit — Cultist
Draft: 2.5
Ranked: 1.5
Similar to Sickness, the effect doesn’t
excite me very much in draft, but at least you can attack and block afterwards!
Again, a card that can answer Dawnwalker and leave a body is at least playable
in ranked, but the rate is weak enough that you won’t run this very often.
1 S
Slumbering Stone
Entomb: Play a 2/2 Flying Gargoyle.
Uncommon Unit — Gargoyle
Draft: 2.5
Ranked: 2.0
Pretty good to play early in the game
in draft, though kind of bad late in the game. Usually you will end up with the
Gargoyle which is a fine place to be. Works very well with cards that require
sacrificing as a cost. Can certainly build around it in ranked, but I don’t
think the Entomb decks are very strong.
4 S
1 / 1
Soul Collector
When another unit dies, Soul Collector
gets +1/+1. Entomb: You gain Health equal to Soul Collector's Health.
Uncommon Unit — Cultist
Draft: 3.5
Ranked: 0.0
Pretty slow card, but will get large
quickly if you play it early on. The Entomb ability is kind of just gravy. Too
slow for ranked and very susceptible to silence effects.
6 SS
Spirit Drain
Lifesteal
Deal 4 damage to a unit.
Deal 4 damage to a unit.
Common Spell
Draft: 2.0
Ranked: 0.0
This is one of the worst, but still
playable, removal spells in the set for draft. Don’t feel bad cutting this
though as most decent units are better. It is very hard for this card to be an
efficient play. This is far too expensive for ranked.
2 S
1 / 2
Sporefolk
Summon: Discard the top five cards of
your deck.
Uncommon Unit — Sporefolk
Draft: 0.0
Ranked: 2.5
I don’t think there are enough void
synergies for this to do anything in draft, but it does work in the reanimator
ranked deck.
4 S
3 / 5
Steward of the Past
Deadly
Summon: Silence all units in the enemy void. When an enemy unit would be killed or discarded, Silence it.
Summon: Silence all units in the enemy void. When an enemy unit would be killed or discarded, Silence it.
Rare Unit — Radiant
Draft: 4.0
Ranked: 4.0
This is a powerful unit that locks down
the ground, and can often be a strong attacker. The anti-void ability is very relevant
in ranked, shutting down Dawnwalkers and other shenanigans.
4 S
2 / 2
Stonescar Magus
Entomb: Give an enemy unit -2/-2.
Common Unit — Mage
Draft: 3.0
Ranked: 1.0
A fine card in draft that will often
slow down ground attacks altogether. It is a little too slow for ranked play.
5 S
3 / 3
Subtle Stranger
When a player plays a Stranger, their
enemy discards the top three cards of their deck.
Uncommon Unit — Stranger
Draft: 1.0
Ranked: 0.0
The body is pretty bad in draft, and
the ability doesn’t really do anything.
4 S
Subvert
Steal a random card from the enemy
player's hand.
Uncommon Spell
Draft: 2.0
Ranked: 2.0
A very bad topdeck in the late game,
but this at least gets you a card in the mid game. Unfortunately, it also means
you aren’t advancing your board which can be a death sentence in the mid game.
It is hard to find the time to cast this and not die. However, it does provide
card advantage which is a valuable thing if you can find a window for it.
1 S
Suffocate
Kill a unit with 3 Attack or less.
Uncommon Spell
Draft: 3.5
Ranked: 2.0
A fine way to kill an evasive threat in
draft and can be efficient in ranked as well.
9 SSS
1 / 1
The Deathstroke
Deadly, Quickdraw
Ultimate: Pay 9 to make The Deathstroke's attacks deadly to players.
Ultimate: Pay 9 to make The Deathstroke's attacks deadly to players.
Legendary Relic Weapon
Draft: 1.0
Ranked: 1.0
It is super powerful, but all it takes
is one damage from the opponent’s attack or spells to kill it. You should be
able to take down their best thing first though, which is good. Of course if
you can kill all of their units, you will also get to one shot the opponent.
This is cool, but usually “win more” as you were probably winning anyway after
killing all of their units. The big problem is the 9 power cost. This is just
too expensive for what ends up being a Deathstrike a lot of the time.
24 SSSSSS
The Witching Hour
Play four Pale Riders. When you play
another card, reduce the cost of The Witching Hour by 1.
Legendary Spell
Draft: 5.0
Ranked: 4.5
This card is awesome! The only real
downside is the hefty Shadow requirement, but I will happily skew my Power base
to make this work in draft. Strangers that provide influence really help this
along. It is very hard to lose when you cast this card, so often it is just a
matter of playing enough cards to make it castable. Luckily, power cards count
towards this as well as any token producers. Assembly Line (3R put three 1/1
Grenadins into play) reduces its cost by 4 alone. This is also a very strong
card in ranked for heavy Shadow decks. One of the best things to do after they
Harsh Rule.
3 S
Torrent of Spiders
Play a 1/1 Deadly Spider. Play an
additional Spider for every three units you have in the void.
Uncommon Spell
Draft: 3.0
Ranked: 2.0
It is actually kind of hard to get more
than one spider with this in draft, but if you do it is reasonable. You can
build around this a bit easier in ranked, but probably not super worth it.
8 SSS
Touch of the Umbren
Lifesteal
Steal the cursed unit (for as long as it is cursed).
Steal the cursed unit (for as long as it is cursed).
Rare Curse
Draft: 4.0
Ranked: 1.0
This is a game winner in draft, but you
need to build your deck to survive to cast it and have plenty of power (18+).
It is too slow for ranked play.
5 SS
5 / 1
Umbren Reaper
Flying
Entomb: Deal 5 damage to the enemy player and you gain 5 Health.
Entomb: Deal 5 damage to the enemy player and you gain 5 Health.
Rare Unit — Radiant
Draft: 4.5
Ranked: 4.0
This is crazy powerful unit that will
often win the game in draft and does enough in ranked to see play. A very nice
thing to reanimate with Vara, Fate Touched.
2 S
1 / 1
Vampire Bat
Flying, Lifesteal
Common Unit — Beast
Draft: 2.0
Ranked: 1.0
Cool thing to suit up with weapons, but
I think it is playable in draft without combos. Doesn’t really do enough in
ranked.
2 S
Vara's Favor
Lifesteal
Deal 1 damage. Draw a Shadow Sigil from your deck.
Deal 1 damage. Draw a Shadow Sigil from your deck.
Common Spell
Draft: 3.0
Ranked: 4.0
There aren’t quite enough X/1’s for
this to be dominant in draft, but it is never that bad. In ranked there are
plenty of targets and gaining the extra sigil means this is a powerful value
spell.
8 SSS
6 / 6
Vara, Fate-Touched
Deadly
When you play Vara or another Shadow unit, play an additional Shadow unit from the void.
When you play Vara or another Shadow unit, play an additional Shadow unit from the void.
Legendary Unit — Scion
Draft: 4.0
Ranked: 4.0
This is a great finisher in draft and a
cornerstone of the reanimator deck. This is often the first thing you bring
back, which either chains out more Varas and eventually Umbren Reapers.
2 S
1 / 1
Venomfang Dagger
Deadly
Common Weapon
Draft: 1.0
Ranked: 0.0
This essentially reads – two for one
yourself. Not text I like on my cards. At least you will usually kill something
good in the process.
7 SSS
7 / 7
Venomspine Hydra
Entomb: Kill all enemy units.
Legendary Unit — Beast
Draft: 3.5
Ranked: 3.0
Another solid reanimation target and a
powerful finisher in draft.
5 SS
2 / 2
Whip Chain
Killer
Uncommon Weapon
Draft: 4.0
Ranked: 1.0
This can team up with a large unit to
take down just about anything in draft, or with a smaller unit it can take down
a flier and leave a larger body to rumble with later. This is a good weapon
because it allows you to get value right away so there is less risk of getting
two for one’d. It is likely too expensive for ranked play.
6 SSSS
Whispers in the Void
The Tormentor appears in the void.
Legendary Spell
Draft: 4.0
Ranked: 2.0
The Tormentor reads: 10 8/8 Flying,
Overwhelm, Charge At the start of your turn, if it is in the void, play a 1/1
Spiteling. Spiteling 1/1 Entomb: Deal one damage to the enemy player.
Unless you are returning this to your
hand or play with other spells, this card will generate a Spiteling every turn,
which ultimately will spell doom for your opponent. It does require a hefty
Shadow cost, but it is worth paying for the effect. This is a little slow for
ranked play unfortunately.
3 S
3 / 3
Xenan Destroyer
Lifesteal, Reckless
Common Unit — Radiant
Draft: 2.0
Ranked: 1.5
This can do good work in draft as the
units are rarely all that large in the early/mid game. It is pretty bad if they
play something that can block it profitably. Pairs very nicely with Rapid Shot.
It is probably not good enough for ranked play.
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-Ben @bchap55