Monday, February 05, 2007

Doomguard and Arcane Torrent

For anyone who checks the main World of Warcraft TCG page, you have surely seen the 2 preview cards from the upcoming expansion Through the Dark Portal-Doomguard and Arcane Torrent. For anyone who hasn't seen these cards yet:

Doomguard
Warlock Pet
Cost 7
ATK:8 Health:8

When Doomguard enters play, choose at random a friendly hero or ally other than Doomguard, then destroy that character.

At the end of your turn, destroy target opposing ally.

Arcane Torrent
Instant Ability (Horde only)
Cost 3

Blood Elf Hero Required

Interrupt all other abilities. Opponents can't play abilities this turn.

With no knowledge of other cards in the set, let's take a look at how these may interact with cards we already have and the metagame we are in right now.

The two most important words to remember on Doomguard are hero and random. The first time I read him, I conveniently skipped over the hero part and immediately thought the guy was incredibly busted. Then I re-read it and saw the part where he can cause you to just randomly lose. That's not something I'm a big fan of, but let's look at what he can do should he stick around. If you don't immediately lose the game upon Doomguard's arrival, you should win it pretty quickly afterward. The guy is a Vanquish machine trapped in an 8/8 body. If your opponent doesn't deal with him quickly, he will see his best ally killed at the end of every turn. Doomguard also gives the Horde a true top-end ally to combat the big hitters the Alliance currently has, though only for the Warlock. From an Alliance Warlock perspective, I just don't see this guy getting much play. At a cost of 7, he is in that upper echelon of game finishers. The problem of course is that the Alliance already has several high-end allies that are gamebreakers and don't have the ability to randomly kill you. Some Warlock players who like to push the envelope may play Doomguard as a one-of to tutor for with The Missing Diplomat in games that look like they're slipping away. In this situation, Doomguard can take a game it looks like you're about to lose and swing it back in your favor. The problem with this theory is if you're losing you probably don't have many allies in play. He might actually have a better home on the Horde side, where you can play the somewhat gimmicky Valthak Spiritdrinker to make sure Doomguard doesn't off your hero, and where the Horde is somewhat lacking in high-end allies. If two control decks go long, Doomguard definitely has the ability to win stalemates over any of the Alliance biggies. I think this card is incredibly powerful, but the drawback is probably significant enough to relegate to mostly casual decks and a few high-risk, high-reward Warlock builds. The biggest problem here is that you need a lot of allies to make his drawback as minimal as possible. The more allies you have, the more likely you are to be winning. If you're already winning, why risk the game by playing this guy. If you're in a game that you feel like you need Doomguard to bring you back, well you probably only have one or two allies meaning Doomguard will end these games in favor of your opponent at least 1/3 of the time.

Now let's move along to Arcane Torrent. This one is racial spec'd to the Blood Elves. So far, we have no idea which races the Blood Elves will represent in this set. We do already have a Blood Elf Mage from the Burning Crusade cards. First let's look at the card itself. It interrupts an ability (maybe more than one if you're lucky) and shuts your opponent out of abilities for the rest of the turn. Right now, there are only two interrupt abilities in the game, Shield Bash and Counterspell. IMO, Shield Bash is far better since it can be played for free and is more active in the deck that plays it. The Shield Bashes are in Gorebelly decks to force through their Mortal Strikes and Heroic Strikes when the time comes to combo the opponent. The Mage generally plays Counterspells as a catch-all to stop deadly abilities. 90% of the time this card will be inferior to the 2 previous interrupts when used as an interrupt. The majority of the time it will interrupt one ability. The block on abilities is unlikely to have a major impact on the turn since they can still play instants in response. The overlooked ability here is the chance to use this as an Abeyance. For instance, a Hunter could play this first and then know that his opponent has no answers for his Aimed Shot (assuming all those cards can legally go in the same deck) This versatility will make this card a lot better. The ability of aggressive decks to use this card both reactively and proactively will make it a staple in aggressive Blood Elf builds essentially allowing 8 cards to be put into 4 deck slots. Since I don't play the MMO, I don't even know which races the Blood Elves could be. A quick trip over to the official site though shows us that the possibilities are Hunter, Mage, Paladin, Priest, Rogue, Warlock. Now the question is what would each of these classes do if given an interrupt ability. The Mage (which is one of the heroes we know will be Blood Elf) already has access to the more efficient Counterspell. The only reason I could see them running Arcane Torrent too is if some ability based combo deck comes out of the next set. That would give the Mage 8 interrupts, one of which could stop abilities from being played the rest of the turn. The Hunter could so some scary things with an interrupt. Shutting off Frost Novas and other spells that decimate their board could really give the Hunters a boost. The Paladin (the other hero we know will be a Blood Elf) doesn't really look like it will need this card. It already really has enough prevention. It doesn't stop the Paladins current worst enemy, Medoc + Moira. It could be sideboarded in vs. Warrior combo decks, but other than that the Paladin really already has better tools at his disposal. Horde Priests could probably put this card to pretty good use in a decent mid-range type deck. Rogues are awful and will need a lot of help before they become playable. The Horde Warlock could make good use out of this card as it will make the Gorebelly matchup so much better.

There should be a new preview card every Friday. I will try my best to review each one the next Monday from now until the previews either get more frequent or the set gets released. Until then, take care.

5 Comments:

At 10:39 AM , Anonymous Anonymous said...

First I would like to say I enjoy reading your blog posts. Keep them coming.

Second I would like to ask a question to you and anyone else who reads this.

Arcane Torrent
Instant Ability (Horde only)
Cost 3

Blood Elf Hero Required

Interrupt all other abilities. Opponents can't play abilities this turn.


Ciunterspell
Instant Ability
Cost 2

Interrupt target ability card.


Okay. So the word we are looking at is card in Counterspell. Since Arcane Torrent does not say this does that mean it will also interrupt abilities in general such as a hero flip ability or an ally's triggered ability? If it does that is kind of insane.

As for your statements I find them very true. The Doomguard does not seem very feasable without Spiritdrinker or a lot of allies. And if you have a lot of allies you probably have board advantage. And board advantage normally means your winning.

Arcane Torrent is going to be amazing. I don't know what other cards Dark Portal will bring but mages are now going to have 8 "counterspells". Warlocks will have a counterspell which was one hinderence the control build had. And (depending on what else is released) the horde hunter may become better than the alliance. The loss of Aimed Shot when switching to horde (and that is only if the Blood Elf Hunter isn't marksman!) doesn't hurt so bad when you can counterspell a fourth turn Frost Nova.

Thanks for the info.

~Holliday

 
At 2:13 PM , Blogger B Lyons said...

That's a very good question. Arcane Torrent will not interrupt anything but ability cards since ally and hero "abilities" are actually considered powers not abilities. The reason, I think, that Counterspell uses the word card and AT doesn't is because Counterspell also targets. AT doesn't target so you can play it anytime you want.

 
At 10:17 PM , Anonymous Anonymous said...

Yo BLyons, I was just wondering if you knew of any format for a 2 man draft. My friend and I want to hone our limited skills, but we only have 2 people. What is the best way in WoW to do do 1v1 limited play?

 
At 10:02 AM , Blogger B Lyons said...

As far as 1v1 limited, I would say if you want to work on skills needed for tournament play, your best option would be to just play sealed pack. Drafting with only 2 people isn't going to help you become better drafters since the most important abilities that are draft-related are almost impossible to improve when you know exactly which cards got taken out of the pack in front of you. If you want to have fun (and also work on some of your game skills) try Solomon draft. In Solomon draft, player 1 opens a pack and splits it into 2 face-up piles. Player 2 picks a pile for his deck and player 1 gets the leftover pile. Then player 2 opens a pack and so on through however many packs you want to use. 4 per player would probably be the best. Outside of those, I would try to get a few more people to draft with. 4 works a little, but I think 6-8 is what you're really looking for.

 
At 11:15 AM , Anonymous Anonymous said...

Yeah. From what I understand draft in WoW is 4 packs.

Sealed pack I believe is 6 packs.

Both sound pretty fun.

Six of us may be doing a 4 pack draft this weekend.

The solomon draft sounds interesting. Never heard of that before. It would require good decision making since you can't just put all the good cards in one pack because you may give that to your opponent. The goal will be to balance the good, bad, and mediocre into two different stacks.

I may have to try this out.

 

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