Rise of the Bloodborn is ALMOST HERE, and with that in mind I’ve been having some strange ideas lately… a few new ways to play the game in this week’s set, with Iron Dervishes, Shadow Creep tangles, a Gambler’s favorite new SongHai deck and a monthly set of Fairies!
Vetruvian Cards
Ironside Obelysk / Vetruvian / Common Minion / Structure / 2 Mana / (0/8)
Summon Dervish, Both players summon Iron Dervishes instead of Wind Dervishes.
- Purpose: A cheap, heavier Obelysk that actually slows down the game and emphasizes control instead of facerolling your opponent with dirt (cough cough Fireblaze + Whisper of the Sands). A potentially unique archetype of Dervish Vetruvian that would actually appreciate Windstorm Obelysk (and as a result, Orb Weaver + Sand Howler). Note: this probably makes Allomancer RNG much worse
Anvilhead Imperator / Vetruvian / Legendary Minion / 7 Mana / (5/8)
Provoke, Opening Gambit: Summon 2 Ironside Obelysks in nearby spaces.
- Purpose: Like the above Obelysk, this minion is strong when you’re trying to force a control deck but will screw over a fast Dervish deck. Named after a specific type of cumulonimbus cloud with a head like an anvil (because Vet has a cloud and air theme going on).
SongHai Cards
So here’s how Gamble(X) works. When you cast/summon a card with Gamble(X), you enter an Opening Gambit sequence that tells you to select cards from your Action Bar until you either select all your cards or X cards. Those cards are then discarded, and the effect takes place. The basic idea is trading mana value for card advantage (while typically running lots of card draw).
Scrollbound Golem / SongHai / Common Minion / Golem / 2 Mana / (4/4)
Gamble(1)
- Purpose: Simple example of how Gamble works: trade great stats for card advantage.
Spiritual Seeking / SongHai / Common Spell / 4 Mana
Gamble(1), Draw 3 cards.
- Purpose: Dig for a combo on your off turn and recover some hand health.
Entropic Point / SongHai / Rare Spell / 0 Mana
Move a minion to a random space.
- Purpose: A 0 mana Ghost Lynx, because why not?
Ki Annihilation / SongHai / Rare Spell / 1 Mana
Gamble(1), Destroy an enemy minion.
- Purpose: Oh dear, it seems SongHai has the cheapest, best removal in the game. What a shaaaaame. Trade 2 cards and 1 mana for instant murder.
Relickeeper / SongHai / Rare Minion / 4 Mana / (3/3)
Whenever you Gamble a card, summon a copy of this minion nearby.
- Purpose: Turn lost cards into regained board control
Demonseal Release / SongHai / Rare Spell / 4 Mana
Place a copy of every card you discarded this turn in your action bar.
- Purpose: Late game you can play a bunch of Gamble cards and then regain that card advantage cleanly with this spell. Gives a heavy early game strategy a slightly less feeble late game.
Straticus / SongHai / Rare Minion / 3 Mana / (3/2)
Gamble(2), Opening Gambit: Draw a card for each card you Gambled.
- Purpose: Dig, dig, dig! Gamble it all away to dig for that combo
This minion is pretty much the epitomy of what I wanted Gamble(X) to be: making smart decisions about discarding cards to get what you want.
Livewire Magi / SongHai / Rare Minion / 4 Mana / (4/4)
Gamble(1), Opening Gambit: Deal 5 damage to an enemy minion.
- Purpose: A Gamble card that guarantees a pretty substantial trade. Can trade up like a beast.
Howl / SongHai / Epic Minion / 6 Mana / (2/6)
Gamble(2), Celerity, Rush.
- Purpose: What a wincon
Who cares about losing card advantage if you can win the game in one turn? Admittedly, the Gamble mechanic is just an excuse to print OP minions for fun.
Ash Maiden / SongHai / Epic Minion / 4 Mana / (4/2)
Whenever you discard a card, draw a card.
- Purpose: Get rid of this body, NOW. If SongHai puts two of these on the board, you might as well surrender, because it pairs high Gamble value with massive card draw.
Magmar Cards
Core Communication / Magmar / Common Spell / 2 Mana
Grow all friendly minions.
- Purpose: Pretty basic. I’m not sure why this doesn’t already exist.
Abyssian Cards
Murderous Flight / Abyssian / Rare Spell / 3 Mana
Give all friendly minions Flying this turn and +0/+2.
- Purpose: Fly my pretties! Your Wraithlings won’t instantly die on the enemy General (which could cause minor problems), but they can also generate tons of value and wing their way towards enemy value minions.
Pox / Abyssian / Rare Minion / 3 Mana / (3/3)
Deathwatch(3): Deal 1 damage to a random enemy minion 3 times.
- Purpose: Plague your opponent’s minions with free pings.
Drider Sentry / Abyssian / Rare Minion / 4 Mana / (2/3)
Ranged, Enemy minons that move into or through friendly Shadow Creep are Stunned.
- Purpose: Sadly, Shadow Creep still isn’t as positioning oriented as we wish it was. Here’s a spider thing that webs up enemies who ignore Creep defenses
Arachne / Neutral / Legendary Minion / 5 Mana / (6/5)
Frenzy, Nearby enemy minions on Shadow Creep cannot move or attack.
- Purpose: Drop the Arachne and a Shadow Nova on the same turn. All of a sudden you’ve locked down the entire enemy fleet and set them up for a massive Frenzy attack.
Neutral Cards
Gol / Neutral / Rare Minion / Battlepet / 3 Mana / (4/3)
Ignores enemy minions if the enemy General is in range.
- Purpose: Go for the goooooooooal! This Battlepet will dive straight for the enemy General all the time, which can put crazy pressure on the enemy to maneuver away. At the same time, its stats are notably inferior to Yuu (waifupet numero uno)
Python Priestess / Neutral / Rare Minion / 6 Mana / (5/3)
Frenzy, Opening Gambit: The enemy General cannot move next turn.
- Purpose: You better have removal for this honey
It’s such a weak body but it’ll certainly put Ophidiophobia in your opponent if they aren’t ready.
Giftgiver Thanatos / Neutral / Legendary Minion / 5 Mana / (5/5)
At the start of each turn summon a 1/1 Gif Battlepet nearby each General.
- Purpose: Named after the Redditor who runs the Duelyst Reddit and loves linking to Imgur .gifs. We love you Thanny
The effect is sort of symmetrical but massively benefits decks that like a lot of cheap bodies on the board. Play in Deathwatch Abyssian or with Kelaino to make your opponent tear their hair out.
Fairy Cards
Fairies! Fairy cards are cards that generate and interact with Glimmer, a new board effect that temporarily dispels all minions standing on it. Minions can regain all their abilities (including stackable buffs) just by walking out of the Glimmer, and it can be used against your own minions. Still, decks of minions with naturally strong bodies and Opening Gambits can out value opponents fantastically thanks to this ability.
Pixie Dasher / Neutral / Common Minion / Fairy / 2 Mana / (2/2)
Opening Gambit and Dying Wish: Turn this space into Glimmer.
- Purpose: Isn’t it adorable? Send the little bastard into the fray and start setting up dispel zones.
Fairy Fogspinner / Neutral / Rare Minion / Fairy / 3 Mana / (2/2)
Opening Gambit: Turn a 2x2 area into Glimmer.
- Purpose: Another board effect, Glimmer
Use it to clear Shadow Creep, decimate Wall formations, block buff heavy decks and snuff Ranged minions for a turn. 2x2 is a small enough area for enemy minions to just walk out of, but the immediate effect is a strong comeback mechanism.
Oberon Agent / Neutral / Epic Minion / Fairy / 3 Mana / (3/1)
Opening Gambit: Move a nearby minion to a random Glimmer space. Dying Wish: Turn this space into Glimmer.
- Purpose: A situationally random Repulsor Beast. I’m just really going ham on these fairy minions
Named after Oberon, the fairy king of Medieval Europe.
Fae Regent / Neutral / Legendary Minion / Fairy / 6 Mana / (5/6)
Opening Gambit: Turn all spaces nearby your General into Glimmer.
- Purpose: Similar to the above Fogspinner, this is a strong comeback card for breaking up enemy formations and shaking off Provoke minions.