Saturday 20 November 2010

This time with keywords

More previews today - I'll try and keep it a little shorter this time!

Block number in set image


It's strange how such a simple idea will eventually make the game's formats so much easier to explain. Core is blocks 3-5. Sorted. Including this information on crafted cards and prestige sets shows the idea is well-thought out.

Professions


Heroes no longer having professions is a shame but won't affect me personally as I have never had enough crafting materials to get hold of any meaningful number of one particular crafting card. Things like Tankatronic Goggles and Khorium Boar make sense thematically and it's disappointing to see that no further heroes will be printed that can make use of these cards, but I think this will be all but forgotten not long from now.

New Flips / Static Powers

The idea of flipping for an ongoing benefit has been explored previously with the heroes from the Arena Grand Melee sets, Emmi Sprinklestrike and Kauno Stonehoof. Both the previewed flips (pay 3 for static Mend 1 and pay 4 for static Assault 1) are not exactly exciting but these have the potential to be very powerful. Protection Warrior flips and becomes a Protector, maybe? An Orc hero gaining Hardiness, or a Troll gaining Berserk?

Worgen / Goblins


Not being an MMO player, the new races are still exciting but aren't getting me quite as moist in the pants as they are for some. The new races have brought their own keywords to play, and they're getting a bit ridiculous now - when Magic introduced 'Proliferate' some turned their noses up, but...

An ally with Aberration prevents all non-combat damage that would be dealt it; this has the potential to give heavy control decks (such as Varanis) nightmares if a Worgen with more than one health is printed! Vexmaster Nar'jo has been used for this purpose in the past but providing the Worgen aren't generally terrible, then...

Ferocity for the Alliance is also a pleasant surprise. Classic Leeroy Jenkins plus Worgen rush go!

A Goblin ally with Time is Money (yeah, that's really the new keyword) will be able to use their exhaust powers on the turn they enter play. This is a really nice themed keyword despite the name, portraying the Goblins as a smart, efficient race. Initial impressions seem to be pointing towards a fear of a Myriam Starcaller-style effect on a TiM Goblin, something which I seriously don't expect to happen. I'm not going to go as far as offering to print out this entry and eat it if I'm proved wrong, but I really hope the designers have learned their lessons from Myriam.

Dragonkin


Remember Arena Allies? They were bad. Dragonkin appear to be what Arena Allies should have been in the first place. I'm not sure what the logic behind confusing the card border colours is all about though - considering the amount of work that has gone into simplifying a lot of the game, a needless flavour change such as this really strikes me as odd.

You appear to be able to combine different colours of Dragonkin in your deck - how does that tally up with the MMO? Are all the Dragonkin flights allied with one another?

Stash


Stash is a great idea - cards that have normal effects, but if you choose to place them as resources, they have an additional effect before being consigned to the row. This also ties in with the new Heirloom equipment, which is simply equipment that gains a bonus for each Heirloom counter on it; you gain Heirloom counters by Stashing other Heirloom equipment. Great idea - the previewed Arcanite Reaper (why can Hunters not use this one?) will be playable in limited formats even with no other Heirloom equipment to use with it, and if there is enough stuff available could easily get ridiculously powerful - all at the expense of card advantage of course, as you won't be placing quests while you're powering up your Heirlooms...

However, you will still gain the benefits from Mounts as you are technically placing a resource face up. On Ruby Wings is the first thing that jumps out at me as offering a huge gain in conjunction with Stash, also providing assistance with the card advantage issue mentioned earlier!

Damage type still matters (in limited)


I don't see many of the damage type cards receiving too much constructed play at first sight, mostly due to Silvermoon City and the few ways of getting rid of it, especially for the Alliance. Still - about 240 more cards to be seen yet!

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