The Lost Tomes starter lauches in March! What other good stuff this starter has to offer? Read on to find out!
A 2 cost 600/600 is a basic statline recently, but considering the fact that Viola has quickcast and more abilities to boot might make a little more stronger than your normal 2 drop. When she comes in, Viola is able to pump a J/resonator with +200/+200 and even give it flying, making her able to block your opponents resonator. Turning something into a dragon might not look so strong at first glance, but remember the fact that we are getting a lot of dragon support in this recent set. Also, don’t forget the fact that we have a 1 cost kill dragon spell, so making your opponent’s resonator a dragon might be advantageous for you. To top of all of that, she’s able to banish herself to remove two cards from a graveyard, meaning this would be a good answer to cards like True Blade of Selves and Spinning Aquasol.
Rachel, nephilm contract maker. A 3 will cost 700/800 body is a good card to have in decks in general. The 700/800 body allows this card to block other 3 will cost cards like Commander of the Crowd that is running rampant in the meta. This card however has an ability that can return a targeted resonator from the graveyard of the controller to the field at the cost of resting the card and removing another resonator from the game. Though it can only be used during the controllers turn. This is great to trigger any enter the field effects that could change the tempo to your advantage or to just have a blocker after attacking with another resonator. We can even be a little cute with the card to have it combo with Azathoth or Umr-at-tawil.
A new stone for the new historical themed deck, Historical Magic Stone provides incredible support for the deck by eliminates any sort of will problems when playing historical cards, as historical cards come in all 5 wills. This card is one of few 5 will stones we have seen so far, others being Ayu's possession stone, Star fragment, and Ruler's memoria. And like most of those stones, it seems very powerful as it's condition of only playing historical cards is almost negligible if you are running a historical tribal deck. In addition, it also acts as a darkness light dual stone when performing judgement, which definitely helps. And at worst, you can still produce void to play non historical cards if need be. Overall, Historical magic stone is a solid card that provides essential multi will support for a historical themed deck. Unfortunately, it's very specific condition also means it will almost never see play outside of historical decks. But it is not surprising to see that kind of drawback for a 5 will producing stone.
We are nearing the end of spoiler season for The Lost Tomes starter! But before anything else, this weekend is Grand Prix: Singapore! Our whole team will be participating! Do wish us the best of luck! As such we will be closed this Friday onwards till Sunday! Sorrry for the inconveniece caused!
Heya Players! We are here for a final few cards from the Lost Tomes! Papa Gill is bringing the pain home yoz!
Drawing extra cards has always been the strongest thing in card games, so it comes to no surprise that this card would be ridiculous in the correct deck. Being able to draw 2 cards is strong, but being able to look at the top 5 cards, and choose which 2 that fits best into the situation you’re in is amazing. Considering the fact that everything revealed so far has been Historical resonator type, it seems to make sense that everything else will continue to follow this trend, meaning this card will have a lot of possible hits.
A 2 will cost quickcast removal that requires 1 darkness and 1 light will. The card also has a historical subtype. Is a great card is an instant removal for big resonators or just a threatening resonator in general. This card with null darkness means light/dark/fire decks will most likely see play in a control type deck with either the dusk girl or aimul as the j-ruler. At the same time, this is slightly worse than null darkness due to null darkness having the extra ability to destroy a j-ruler if the condition is met for null. Maybe zero gets a new addition to her deck to bring her back in to the fold. Nevertheless, it is great that we see more powerful light card to once again bring it back to light(heh). Also look at the art. Papa gill is wrecking some dude, who I presume is welser or some random schmuck, for pissing him off.
A New Water Basic Stone! H-to-theO yoz! Well just trying to make it super exciting.... That Art tho......
The Lost Tomes will be out on March 2018! Don't forget to pick it up at the store yoz!
Good morning players! We are back again for some Lost Tomes action yoz! Let's see if this starter has what it takes to shake the meta!
Finally, some card advantage in Fire that is attached to a body. Just like all other previous Alisaris, this one interacts with your removed area by removing from game the top card of your deck. However, as long as you have him on the field, you'll be able to play the card, practically netting you a card draw. He's at a decent Stat line, being a 800/800 means he doesn't die easily to removal such as Lightning Strike, which is excellent since you probably want him around for his last ability. Being able to give any Jruler swiftness is amazing, especially when it means that you don't have to be playing horse in these aggro decks anymore. Being a single Fire will also means that it may pave way for Gill Lapis V2! Although we do not know how effective the starter cards will be on the meta, I am pretty sure they will find homage into certain decks if we are willing to give them a chance to shine! The Lost Tomes starter certainly shows promise, but let's see in the coming spoilers, how good are the rest of the cards!
Boooyahhhhh another new Basic stone! It produces fire will! Bet you didn't know that right? But the art tho.....
Look forward to tomorrow for more Lost tomes spoilers yoz!!
*The Lost Tomes are set to release in March!*
Greetings players! We are all hyped for R3, but let's not forget about the new Starter Deck coming up! The Lost Tomes!
Here we have a one drop that could potentially be a 600/600 on turn 1, or even better, a 700/700. Venus is able to reveal any number of Historical cards from your hand to gain a +100/+100 counter for each of them and be a early game beater. Top decked this when you don’t have cards in hand? That’s fine, she’s also able to replace herself because she also has the ability to draw a card instead of revealing Historical cards. She’s on color with Lumia too, which means that if necessary, she’s a new abusable card for white.
Jupiter, Warlock of the Wood Star is one a two wind resonators in this starter deck. As a 1000/1200 for 5, it is slightly under powered stat wise but makes it up with quickcast a very strong enter ability. With it's choose two ability, it gives players a decent variety abilities to choose from, mostly board manipulation and cancel spells. With quickcast, this card can act as a combat trick, being able to make favorable trades when it is least expected, and combined with its enter ability, can stop your opponents tempo and retake board control. Due to how versatile it's enter ability is, it is able to handle most resonator based threats by locking them down or returning it to hand and with countless other wind cancel spells out there right now, it's not surprising that this card has that ability as well. Even if there is no resonators to send back or no chants to cancel, at the very least this card can be casted to draw a card, replacing itself. Unfortunately due to its high cost, most decks will struggle trying to effectively play this card as a turn 5 1000/1200 is simply not strong enough in the current blazing fast meta. But in certain ramp decks such as Faerur or Lumia, its possible to bring this card out as early as turn 3, making it significantly stronger. The most notable deck that will benefit from running this card is Lumia as the deck runs plenty of ramp cards and can abuse its enter ability, effectively locking down your opponents board and putting them on an extremely fast 4 turn clock.
Saturneus, enchanter of the earth star. A 2 will cost addition removal with a body! The card is a value card if played in the proper situation. It is safe to assume that the starter decks will have some sort of interaction with the historical subtype cards. The stats are also very well balanced with an additional +200 defence for 0 will at anytime once per turn. This card can be a great chump blocker and can even save itself or more importantly your game enders. While it is not as great as destruction of the portal, keep in mind that this card has a body as well. Could become a decent addition to water decks like Charlotte and Shaela to remove annoying additions. We will find out once the full set is released if it has a place in the meta.
THIS IS A NEW LIGHT STONEE!!!!!!! yeah... can't say much about it except it produces Light Will............ woooooo
Tune in tomorrow for more Spoilers from the Lost tome!
*Expect The Lost Tomes in March 2018!*
Hellow players! We have reached the end of spoiler season reviews! Today will be the final day for spoilers as next week the full card list of Reiya 3 will out! From there onwards, it is up to you to decide which cards are best suited for your decks! Experiment with them and crush the meta! Thank you for reading and keeping up with our antics! Expect to see more article for one of the best games right now; Force of Will TCG!!
A cheaper Invitation to Disaster, and the card can’t even be cancelled if our ruler is Scarlet. In a midrange deck, you might want to play a one off of this card due to the fact that it’s a pretty good finisher. Even in control decks, this card could be good as a splash mainly for its single Fire will cost. Sure, your opponent might be able to give himself barrier, but very rarely are cards like Wings of Gold seeing play in the current meta. Although this card is a little steep in its cost, with the vareity of Will Dorks like Saced Elf, Melfie etc, being able to cast this as early as turn 5 usually will seal most games there and then. Of course we need to see how TSW changes the meta. If it goes slower then Ancient Impact will be pretty awesome in a control or midrange deck. The fact that it cannot be canceled is a very big plus!
A 3 will costed resonator with a 1000/1000 body is great value. If you meet the requirements of null you get precision on your resonator. The card itself assist in achieving null by discarding a card when thie card enters the field. With all null cards being introduced, this card might see some play in decks that uses null as a major factor to win the game, however, alot more play testing would be needed to see if the card can find a place in these types of decks. It also is made for Scarlet decks as it also helps to empty out your hand to judgement with scarlet herself but again more play testing would be required. In limited formats this card is a great bomb to cast on turn 3. A 1000/1000 on turn 3 will be hard to remove. Even in the late game the card will never be a dead draw as 1000/1000 body will always be a great threat. By which a top deck of thsi card into an empty hand is always a very good thing.
Null Darkness is a new SR chant that removes a resonator or J-ruler if Null is active. It is an UNCONDITIONAL removal towards resonator with quickcast for only 2 cost, which makes it one of the MOST powerful removal in the format, if not the entire game currently. Its effects is similar to the card Stoning to Death which is also a removal for 2. But this card is slightly better as it can also remove J-rulers if Null is active. This is the first unconditional removal in the format, and a very powerful one at that, being very low cost at only 2. This card can cleanly answer any sort of threat instantly no questions asked unlike other removal like Heteroclite Excalibur or True Blade of Spirits which has certain conditions or drawbacks to be used. The Null ability to destroy J-rulers also makes this card a great topdeck later on in the game when your hand size is low as it can act as a J-ruler removal as well, which is something most decks struggle to deal with. This card will definitely be an auto include is most midrange and tempo decks, as well as discard decks because they can easily activate Null. But due to the color requirement of fire and darkness, most control decks will not be able to run this card as control decks don't often run fire. There are some exceptions like Mikage which runs Fire and will definitely run at least 3-4 copies of this card. Overall, Null Darkness is an extremely powerful card with a solid effect which is the first of its kind, and it is also one of the few answers to J-ruler decks we currently have right now.
Another special Magic Stone! With Null in effect, it can banish itself to produce one Fire and one Darkness Will. Doesn't seem like a great card now don't it? But wait, it can produce Fire will at the cost of 200 damage to you.... Hmmmmm Dark elves anyone?? We know Dark elves did not get much love since it was introduced. They specifically need your own cards to deal damage to you for their innate abilities to take effect. Now here is one of them answers to the tough question: How to make Dark Elves work? We do need to create a template for a Dark Elf deck and test it out with this stone. Since Frayla is already in the same will (Fire-Darkness), it does go hand in hand as well! Oooooo I am super pysched to try out the new cards! Prerelease can't come soon enough!!!!
Alrighty players! We have certainly come to the end of our preview-review-spoilers season! Thank you very much for keeping up to date with our rantings and writings! How did you find these reviews so far? Are they good? Bad? Needs more work? Or just great as it is? Do let us know whenever you drop by the shop! We always will try to improve ourselves so that we can bring Table Top Gaming to its fullest and have it accepted as a healthy and joyous hobby! Until then, Happy Gaming! See you guys at Reiya 3's prerelease!!!
P.S: Do look forward to next week where we have a pleasant surprise for you installed!
Hey guys! With the recent announcement of the misprinted rulers, we got to see some 'spoilers' for the unsealed abliities of Rulers from ACN starters! For today, we have much awesome stuff to show you guys! Behold the support for Wind!
This card is effectively another card which digs 3 cards and keep 1, which means it will be a great addition in any combo deck looking for combo pieces. Even if you aren’t playing a combo deck, you can cast this card looking for cards that you need and throwing whatever you don’t need to the bottom of the deck, i.e. removal against a J-Ruler oriented control deck. You can also leave both cards on top if you need them both to set your draws for the next turn. There are many similiar types of cards in many other TCGs. Cards which can instantly search for answers at a low cost is always a very big plus in all types of TCGs. This being a Story chant can also be abused with Scheherazade. We know that this ruler can have 5 Story cards in the story deck. If there is an absolute way to keep reusing these stroy cards, hmmmmmm...... Let's leave it as it is for you all to ponder. Wind seems pretty strong this set! (albeit stronger >.<)
Force of wind strikes again with another cancel spell for wind. The card is a 2 will quickcast chant that counters target chant spell targetting you or a j/resonator you control. This is slightly similar to Faerur's spell which only counters quickcast spells. The card is a spirit magic as well, which pushes it to Gills' spirit magic type decks. This card can stop cards like Lightning Strike and Shaela's Return. While this card cannot become a staple in decks at the moment, with cards like Severing Winds and Otherworld Dreams around. The card will most likely be in sideboard decks to stop any targeted removal from resolving. In limited format the card is not a great pick as it is 2 will costed which slows you down for abit. Now by September, and once Lapis cluster rotates out this card might become a new staple in Wind deck. We will just have to see once my wind passes. No, literally....
Leaf Reflector! A new Elemental for Wind, and an odd one at that. This card has a somewhat new mechanic we have not seen recently, damage reflection. As for the resonator itself, it is a 1000/1000 body for 4, which is not too bad. Definitely not the best, but there are worst 4 drops out there. So just as a 4 drop resonator it packs some decent punch and is big enough to block most other resonators and push a significant amount of damage if unblocked. It's ability to deal any chant damage done towards it to the opponent is somewhat gimicky. For starters, there are not many chants that deal direct damage. Most chant outright destroys or removes resonators, and the good ones that deal damage like True Spirit of Selves and Lightning Strike either cant target this card or wont do enough to destroy this card, meaning your opponent wont likely cast it on this card. But that aside, this card can actually punish opponents for using damage base board wipes. This card is also not half bad in limited, even as a 1000/1000 for 4, its considered a big bomb and very deadly in a limited format. Its ability will discourage any sort of removal from your opponent and it has enough stats to contest most other resonators.
Ooooo we get a "Lord" for Elementals! Any leafy leafy resonators gain +200/+200! Have two of these in play and they buff each other! This is very suited in some sort of Leaf-Elemental aggro/swarm deck. It is rather interesting fi you can command a group of leafy dudes to attack your opponent by photosynthses..... (drum roll). Jokes aside, Mighty Leaf Elder is most certainly a very playable card. At 2 Will cost for a decent enough body able to give global stat buffs to all Leaf-named resonators you control, is a big plus in my books! Even on its own, it has 700 defense which is enough to take most blows from attacking resonators of the similiar cost. I would not consider this a first pick in drafts, but will certainly consider this as third or fourth pick if I am sure that Wind is my main colour. (due to its double wind cost nature, it is not advisable to splash this in a non wind main deck). Well consideriing if you have two in play, both are 700/900, making them quite formidable and it escapes most board wipes that deal damage instead of destroying outright. I won't be surprised to see some Aggro-swarm Leaf-elemental decks once TSW is realeased!
Alright folks! That's all we have for today! Tune in tomorrow as we preview the final spoilers for the week and the season! Next week, anticipate the full set of Reiya 3 to be released! Happy gaming guys!
Hello guys! We are nearing the end of spoiler season! We have a few more days to show you what is awesome from Reiya 3! But fret not for prerelease is just round the corner! Anticipate greatness next week for TSW Prerelease happening worldwide! For now let's take a gander on today's greatness!
Lunar prophet is great for any sort of combo oriented deck due to the fact that you are effectively digging 2 cards keep. Being able to check the top card first and having the choice to put it to the bottom before drawing is great in finding your combo pieces. She's also a wererabbit, which means that she can be tutored up by another card that was spoiled today. Being a resonator also means that she is ripe for abuse by Lumia. Although this card seems good, it can't be helped that the will cost is a little on the high side. There are other better 3 drops in the meta currently and they will castly overshadow Lunar Prophet in terms of usability. This is not to say that she will not see play. In deck specific types, most players would play 2-3 copies of her. In limited she is viable at 700/700 for 3 cost with a filtering ability. An extra card draw be it an answer now or later is always good in limited formats.
Guys, Ayu is in her angsty teenage years. Just give her space and time, before long, this will all be over. Now then, Ayu a 2 cost resonator with the ever so good statline of 600/600 and also the super rare for water. She is flying which is great and when she enters the field she gain control of target resonator with total cost 1 as long as she is on the field. This is ability is great with the current meta of Faerur and Lumia as you can now steal their cheap resonator to slow them down. But hey that isn't all, if you are using Ayu (Ruler), this card gains another ability which is to 'mimic' your opponent's J-ruler. What!! This just opened up a new way to play with Ayu instead of just another OTK deck. Now you can copy their J-ruler and use their abilities. For example you can now copy Lumia to flicker your opponents blocker or you can use it on Zero to slow down your opponent until you get the cards you need to win the game. Ayu is a good filler slot in Limited mainly for her stats and cost. Only requiring one Water will is good enough to splash into draft or sealed decks easily. Her abliity to 'steal' resonators are always a plus!
A very unique chant that has an ability you would not expect in water. Treachery gives ALL your J/resonators +200/0, precision, and damage immunity towards enemy resonators for the very reasonable cost for 3. This card effectively turns all your resonators on board into removal, being able to use your resonators to pick off key targets in extremely powerful in the current meta where board pressence is king. Not to mention precision also means you can attack opponent's J-rulers and can act as a J-ruler removal, which not many other cards allow you to do. And if combined with cheap removal chants like Zero's Magic Light and True Blade of Spirits, any sort of blocking attempt from your opponent will be meaningless. This chant is also quite versatile in the sense that you can even use it to push for damage if your opponents board is empty. +200/0 to all your resonators for 3 is not too shabby. I expect to see this card in Midrange, Tempo decks that run water, Rulers like Valentina 3.0, Flute Dragon and Kaguya 3.0 comes to mind. Technically, any deck that runs decent resonators with on-par stats will find use for this card as it turns all of your resonators into removal, which is great!
This is a very good tutor if used in a proper deck. So far wererabbits in New Frontier seems to be getting the short end of the stick ever since The Moonlight Saviour rotated out. But having an option to tutor for a different card other than wererabbit (albeiton a lesser cost) is always great utility! In Wanderer where wererabbits thrive the greatest, this could find its way into some decks either a 3 or 4 off. Of course you will want to make the most of it because being in the 3 will cost range, it is considered pretty slow for a fast meta. Most of the time you will be tapped out on turn 3 to cast this which puts you in a rather dangerous situation from aggro or even saving up the will for a cancel chant (if you run Wind as well). In limited this is not a great card as you will not 100% be going into Water (the secondary option searches for a 2 cost water resonator). Even if you are, searching for a 2 cost resonator (unless it has a decent ability, an example like Ayu above) is not a good play in limited where the highest stats seals games. But I digress, Witch's Shadow may be a diamond in the rough waiting to shine when Reiya 3 is fully released and we can see if Wererabbits make a comeback in TSW!
So how are the cards guys? Pretty decent ain't it? TSW seems to be unfolding really really well. We have seen answers to some of the top tier meta decks currently. But whether or not they will work depends on how you craft your decks! Let not a few cards limit you to greater possiblities! That is why TCGs are the funnest and bestest table top games out there! Tune in tomorrow for more spoilers from Reiya 3! Happy Gaming!
Hello Players! Today is another great day for spoilers as we shall see the power of Fire and that Wing Chun Dragon! What good stuff R3 has brought our Martial Art loving Friend? Lets read on to find out!
We finally see our other super rare for red. She costs 2 for a 500/500 body, but has the effect of putting two strength counters on your jruler. These strength counters can be put to good use since she can remove 1 to pump herself for +200/+200 until end of turn. However, the ability is limited to twice a turn, otherwise we may be seeing a turn 3 otk with this card. Even with that down side, the ability is good due to the fact that you'll be able to escape removal such as lightning strike. To add to her usefulness, she has awakening of 2 Fire and a Void to search for the pig that will be reviewed down below and put it into play, which, you will see is a pretty good resonator too.
Before we begin just stop and stare at how majestic piggy is. This is a pig with a mission and he ain't failing. Costing 2 will to cast with a very balanced out statline at it is not the perfect statline for 600/600 but instead 500/700. When piggy enters the field he puts two strength counter on you j/ruler. That is pretty good. Remove two strength counters and you give a resonator or ruler swiftness or flying. Hear that folks? That is the sound of an aggro train with a piggy as the conductor. The card is perfect for resonator aggro as you almost have a near endless supply of strength counters with kiriks ability to gain strength counters by resting himself. Even in limited formats the card is a good pick as it can give your bomb cards swiftness or flying. Great card overall and we will probably see this card is aggro decks.
A new 1 cost fire resonator, Piggy's Child is a 200/400 body beast that has a very specific niche ability of dodging attacks as long as you control piggy, Hoelle's Great Hero Pig. It also has an activated ability that gives another beast +200/+200. Overall Piggy's Child seems pretty lackluster compared to other 1 drop fire resonators. It performs poorly as an early aggressive resonator due to its low ATK, and its first ability does not do a whole lot as there are tons of cheap removal chants that can kill it without having the need of attacking it. Essentially, you can consider Piggy's Child as a +200/+200 extra damage on a stick as long as you control another beast. And that assumes the best case scenario of it surviving the plethora of low cost removal spells like True Blade of Spirits and Lightning Strike. And due to its activated ability having the cost of resting itself, this cant attack or block without giving up it's activated ability for 1 turn which makes it somewhat counter intuitive. The one saving grace of this card is it is still a fine pick for a limited environment where Synergy and Tempo is the name of the game. Thus, Piggy's Child is a welcomed addition in any beast orientated deck as it is not too difficulty to construct or draft a deck of that kind. But aside from that, i do not see this card being played in any of the current meta decks.
Mmmmm its like you are chosing the best piece for that sweet bacon or when you do go to KFC: Kak! Tak nak kepak atau drumstick! Yes.... Selection always happens in our everyday lives. And this does stop them dragonoids from chosing the best of the best. Drawing two cards for the prices of one card is ok. But if that one card is a beast you get a little upside in terms of Strength counters for your Ruler. Selection is great in more decks which requires you to cycle through your draw deck to seach for specific cards. Notice you draw before you discard. This is a very good sturctured ability as this way it allows you to make most out of your draws! For the low cost of 2 Will as well, this will be very good in constructed and limited formats. I wouldn't say it is a limimted bomb nor a first or second pick. But this card can be a filler for most drafts and sealed games!
Alrighty dudes! With these new (and cute) cards for Kirik what decks can you all come up with? Anticipate R3's release soon in the next two weeks! And do keep track of our group for prerelease events! PREORDERS are also up on the 23rd February when we open after CNY break! Happy Gaming guys!!!
Greetings Rulers! Another week of awesome spoilers await thee! What have we instored for you today? Read on to find out yoz!
This card seems like a broken combo piece at first glance, It seems good but on the other hand it seems a little underwhelming. The best consolation it can offer is that is cheap to cast and it can be cast instantly with quickcast. You get to destroy a resonator, but only if it has no abliity. It seems to work some other cards we previewed today. But it may also be too much work just to get that one effect: to destroy it. Being cheap to cast is defintely a plus for this card. Alternatively you can destroy a non-magic stone entitty you control. Maybe in response to a certain card which forces your J-ruler to loose all abilities like imperishable (see preview card below) you can cast this and destroy it first keeping your imperishable status? I forsee this card being a key combo piece in a precise deck. Well in my experience dealing with TCGs, this could very well be broken in a combo-ish meta. Yes, Wanderer comes into mind. We just have to wait and see what other cards are due in this set then only we can get a strong foothold of Karmic Retribution and where it stands in meta.
A one will cost that removes abilities for resonators and J-rulers!! Sign me up! The card even replaces itself due to the fact that it also draws you a card. A great card that stops any shenanigans from happening with resonators and rulers. It wouldn't be surprising if a playset of the card would be played in decks. While it can not go past barriers, it can stop rulers with imperishable, like Ayu and Mikage, and let them stay dead. While any sort of pumps are still able to resolve as it is not an ability rather a replacement effect, it is still an awesome card to slow down the meta somewhat. While the card might not be a first pick in limited formats it is a decent pick to stop any weather shenanigans from happening. Will this card change the fate of the meta? Or will it just separate the big boys from the crowd? Whatever it is, we will find out soon enough with the release of TSW!
Treasure Knight Panda is a new 3 will panda resonator that becomes stronger with the number of gems you control. With all the new gem generation cards, the amount and speed that you can gain gems is absurd. Finally we have a card that can make use of all those gems. Initially a 500/500 for 3, Treasure Knight Panda does not look too strong, but it has the ability to grow according to the number of different gems you control, ideally on turn 3, you would have at least 3 types of gems. So most of the time this card would be a 800/800 - 900/900 for the cost of 3, which is still not great, but this card had the potential to be a 1000/1000 body later on in the game when you control 5 different gems, which is considered by most to be premium stats for a 3 drop. Most of the power of this card lies in the second ability, being able to gain multiple keyword skills anytime, as long as you control multiple gems. The most important skill that this card has is Piece. Pierce is an extremely powerful keyword ability and is mostly reserved for only certain resonators or rulers due to how strong it is. Pierce makes this card a great attacker as opponents will struggle to block it with smaller resonators. This card will also be very hard to trade against due to having first strike. And precision allows it to remove key targets at will. Not to mention it can gain ALL the keyword abilities with 1 trigger, as long as you control 5 types of gems and all of its abilities does not consume gems, which is the best part of this card as u can hoard gems to be used by other cards while still reaping the benefits of this card. Overall, with the correct support of gem generating cards, Treasure Knight Panda becomes a premium 3 will resonator that by far, outshines most other 3 drop resonators in the game.
One of the rare vanilla cards you can find in FoWTCG. Although not truly a vanilla as it still can do some combat tricks but due to its lack of quickcast, I don't expect to see it being played too often. No doubt you can abuse An Unwanted Visitor by pairing Light with Water but it still doesn't feel worth it to be putting a play set in any deck. Of course with instant speed this card will be the ultimate tax card which Light can offer. However being able to blank out a resonator and leaving a body to deal with is never a super bad thing. Maybe in TSW there are other ways to get this beast out instantly? If you do and can find a way to achieve that, White Sacred Beast will most definitely be an auto-include in all Light based decks. The wonders it can do with Zero oooooo just gives me the shivers!
Many utility cards were shown today. R3 seems very likely to shake up the meta from all the cards we have seen thus far! What more do we have to show you tomorrow? Tune in to find out! Reiya 3 will be on shelves 9th March and prerelease events are on 2nd - 4th March! Don't forget to register with us! (please enquire at the shop for details). PREORDERS are also up starting 23rd February where we re-open after CNY break! Until then, Happy Gaming!
Greetings players! Before we begin, we would like to wish all of you Happy Chinese New Year! On this auspicous day we will preview more awesome stuff from Reiya 3! Let's go yoz!
As of writing this article, there are 12 Dinosaurs in New Frontiers. Most of them cost more than 4, meaning that if you manage to play this card, you will be definitely getting a 2 for 1 at least. Combine this with a card like Mosasaurus or Dino Rider, we get into some interesting territory. Mosa will be able to lock up the game by locking 3 stones that the opponent controls and Dino Rider will be able to clear the board of cheap creatures like sacred elf. This could very well be a 2 off in most Darkness based Dinosaur decks. If I am not mistaken, there is one dinosaur which gives Mystery counters to Reiya herself. And being in Darkness, this could very well be a synergy. Pairing this with some Will-ramping like Saced Elf/Melfie, you may be able to get a large body on the field as early as turn 3, of course keeping an extra will for Otherworld Dreams in case Dark Impact gets countered. Awesome stuff!
Its a huge-ass Dinosaur. Yup thats about it for my review. Jurrasic Park meets FoWTCG.... Honestly, what more is there to say about a 1400/1400 rampaging beast from the east? At 6 Will cost its not that signficant... But wait! Null. Hmmm what does Null do... Let's have a look at the oracle text of the card.
Null: This card gains the following text as long as you have NO CARDS in your HAND.
Oooo snap! A brand new mechanic! This beast will be discounted down to 2 Darkness will instead of the hefty 6 to cast if you have no cards in hand! I would most certainly like to top deck this card! Null plays very well in a Limited format as well in my opinion. Most of the time your will be starved of resources (be it Will from stone, or cards from draws). Being able to trigger this dude's Null ability is pretty awesome and kik-arse! Now the following cards we preview today will also feature this new Null mechanic. Let's head on over and see what other cool Null stuff we have for R3!
A 3 will cost card that discards two of your opponent cards. Look at that art though. Creepy yet you just cannot look away (fetish of the muff). It also has an interesting new ability Null which makes your opponent discards three cards instead. This card is decently cost even though it costs more than Dark Night Butterfly, but you do save two mystery counters. Imagine this though, turn one cast Scorn of Dark Alice, turn two The Nameless Mist and another The Nameless Mist or Scorn of Dark Alice. Then turn three you cast Look of Despair. Just a very cute way to play this card. Two copies of the card will most likely be in control decks in New Frontier. In Limited formats, this could be a meta pick because emptying an opponent's hand at the most curcial time is always of extreme improtance. Nevertheless this card is not a super good form of discard as there are way better ones to chose from. However, if this hits its mark, it could very well be devastating for your opponent. The name of the card will describe exactly how your opponent will look like when you cast it.