Title: 25 allies to watch
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Blog Entry: Everyone seems to be talking about all the abilities! Abilities this! Heroes that! Let's look at the other cards already. Note that I'm mostly avoiding rares here. This game uses two formats, and not everyone has all the money rares for constructed anyway. Yes, we know Akama is powerful, and High Instructor Campbell lets you re-use your talent spec cards. Let's talk about everyone else that might have an impact. Allies Alliance 1. Brodien - a 4/4 for 4 that can be elusive or untargetable? Um, wow? Blue man rush may have seen better days, but I'm not sure they really needed this. 2. Defender Nagalaas - 0/3 protector for 1...that becomes 2/3 on your opponent's turns. Talk about a 1-drop killer...I'll be the first to say it, though: still dies to Vexmaster. (Everyone loves to say that for some reason, so I'll beat them to the punch.) 3. First Responders Avaressa and Margan - who needs Alhas? These two are extremely hard to kill. One is much better in a defensive setting, and the other in an elusive offensive setting. 4. Kathia the Quick - Maybe only 1/3 for 2, but spreading around free damage is always a plus. Having 3 health rather than 2 makes her better than Mojo Doctor Zin'tar. I expect to see ranged-only decks using Trueshot Aura, and I expect to see her in them. 5. Lord Cindervein - Angelista for abilities. The Angelista + Predatory Gloves combo flew mostly under the radar, but I expect some abiliity bouncing tricks to be very relevant, since there are plenty of ongoings that have an enters play effect as well. 6. Ol' Stonewall - May as well say: pay 2, deal 4 damage to target attacking ally. 7. Raena the Unpredictable - I commented on Brodien. I actually think he's better since it's a stronger frame for the cost, and very clearly fits into an offensive theme. (Or works defensively the way Vexmaster does.) Raena is a bit more flexible, but a 5/5 elusive or a 5/5 protector for 6 is not unwelcome. 8. Talian Bladebender - Here's a quaint little anti-solo card if I ever saw one. Can't strike with weapons!? Better hope you packed some solid removal, cause his 4 health isn't going down to a Jackknife. 9. Wimbly Tinkerton - The newest face in the line of gnome protectors, I think this guy will be quite good. 3/5 for 4 was a benchmark in the last two sets. 2/5 for 4 with protector and card drawing is an amazing trade-off. Horde 10. Brok Bloodcaller - probably doesn't need an introduction. Outrider who? 11. Dawn Ravensdale - yeah, plenty has been said about her. Notice I avoided High Instructor Campbell, though....why? Because she's rare and Dawn is common . Usually the faction-equivalent cards are rarity-equivalent too, but expect to see Dawn in your limited games. 12. "Eyeball" Jones - A 1/2 for 1 doesn't seem like that big a deal, however this guy is actually quite good. Gouge on a stick can be very handy...anyone who's managed to use Spider Legs effectively can see the usefulness here immediately. 13. Forager Hoofbeat - 3/5 protector probably will ready the next turn and draw you that card. His little brother, the 1-drop, not so much so since a 1/1 probably won't live til your third turn. 14. Lu'ka de Wall - 6/5 for 6 is awesome to begin with, but the effect is what really kills it. Free exhaustion every time he takes damage means he can basically lock down two guys each turn. Better hope you have a 5-atk ally laying around so you only have to suffer this effect once. 15. Offender Gora - This card is amazing. 2/1 for 1, ferocity. Granted, fodder during your opponent's turn, but this is a great way to start a game on the draw. I can see tons of ways to work a Gora/Nar'jo opener. 14. Ra'waza Stonetusk - If ever there was an ally in the early game that is simply not going to die...the funny part about this ally is putting attachments on him that you want to stay out. Someone at the pre-release was attacking with him to trigger warlock training -- and the opponent couldn't get rid of him. 15. Roger Mortis - If nothing else, he's great in limited to neutralize a neutral board. He's also got some good potential with cards like Ra'waza in play. 16. Tusk - Tusk is actually really good. 1/4 ferocity for 3 means he will almost always attack his first target and live, and lets your other allies dogpile in to finish the job without fear of dying in the process. Neutrals 17. Anchorite Ceyla - 6/7 for 7 isn't bad enough, she also has to turn your other allies into zombies that rise from the grave to take up the fight for brains once more. 18. Anchorite Kilandra - Versatility here. Ready a protector over and over. Ready a resource. She may end up being more niche, but she's a great niche card. 19. Instructor Giralo - 2/3 for 2, and makes random protectors. Who said Bloodsoul couldn't do anything but attack heroes? Great effect to complement the high health aldor clan. 20. Arcanist Bartis - not easy to get on-line, being a 1/1 for 2, but if you can early on, it's lights-out. Usually a win-more card, I imagine, but still a strong effect to seal the deal. 21. Arcanist Renaan - You know what I hate about search quests? You know, where you reveal 3 cards and then maybe put one in your hand? You miss out on stuff that doesn't apply to the card, or you see two good cards and can't have both. Now you can put stuff on the bottom, know exactly what it is, and grab it when you want it! 22. Historian Firana - 3/3 for 3 stealth, plus recon on your opponent's hand. Scryers definitely got a few very solid cards this set. 23. Magistrix Valthin - 4/2 for 3 is on the fragile side, but I played against her and got wrecked. Stealing your ongoings is nasty. It doesn't help that my defense against my opponent's rush was Stoneclaw Totem... 24. Ambassador Jerrikar - 4/5 for 5, maybe ferocity. Sounds solid to me, especially for Alliance! Who needs Fury? 25. Collidus the Warp-Watcher - Each person that got him in sealed at the sneak used him to GREAT effect. He might not be nearly as good as constructed, but he still clears the board, which means a stall deck might really be able to use him. Your opponent commits to the board the next turn and you bringer, or they don't and you darkness...ah, the possibilities.
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