Friday, July 13, 2007

Fires of Outland Previews

It seems like just yesterday we were talking about the first round of Through the Dark Portal previews and here we are now getting our first taste of Fires of Outland. I, personally am hoping for some good control stuff to balance out the game a little bit, but I'm sure most of you already knew that. We actually got 4 previews today, so I'll just get right to it letting you know what I think of them.

First up is Shawn of the Dead

Horde Ally
Cost: 5
ATK/Health: 5/3

When Shawn of the Dead attacks, you may put an ally card from target opponent's graveyard into play under your control.

If you swtiched Shawn's stats, he would probably be busted. As he is I think he's got a lot of potential. There are a couple of things worth noting here. First, his ability triggers when he attacks. He doesn't have to deal damage to an opposing hero, just attack. This also means you get the guy immediately. This means if you get a Ka'lai or something similar, Shawn will have the bonus for that attack.

I could see this ally making it into a lot of Horde decks. He will have his uses in both rush decks as a top end of the curve to recycle all the protectors your control playing opponent has used on you early in the game. He also poses in immediate problem for Pagatha decks that like to drop a Lok'helar into their graveyard for recursion. Notice also, that he has no drawback to the ally such as coming in with damage on it, going away when Shawn leaves play, or you needing to have the requisite amount of resources to have played him.

I can also see this guy going into protector heavy control decks. If you can run this guy out against an aggressive deck and get him one attack, he can start ressurecting their army to fight for you. He will be especially good against Horde decks where you can take their guys with Ferocity.

His 3 health is a concern as that opens him up to many of the removal spells in the game and also a lot of the allies as well, but like I said earlier if his stats were reversed, he might be too good.

Our next doesn't suck either.

Latro's Shifting Sword
Cost: 4
Used by:Rogue, Hunter, Warrior
ATK: 3
Strike: 2

Your hero has dual wield.
You pay (2) less to strike with other swords.

There were a lot of people who were ready to declare dual wield the best card in Dark Portal when it was new. There were several problems with Dual Wield that made it rather ineffective and just not that good really. Fast forward to Latro's Shifting Sword and we have a much better dual wielding ability. This is only one of a cycle of weapons that have dual wielding built in. This removes the two biggest problems with the card Dual Wield. 1) The card disadvantage associated with getting Dual Wield blown up, and 2) The fact that you actually had to draw the Dual Wield and two different weapons to make it worthwhile (assuming of course it didn't immediately get blown up).

Latro's sword (and the rest of the cycle presumably) remove the card disadvantage as getting your ability to dual wield removed will require removing one of the weapons anyway. Also, you now just need to draw the two weapons with no need for the Dual Wield card as well since one of the weapons will now grant it instead.

There is a drawback though. You will stay have to pay extra for the ability to dual wield, as Latro's sword costs 4.

Now just remember all the cool stuff that everyone said about Dual Wield when it premiered in Dark Portal except now it actually has a chance. When you look at the classes who can use this, the Gorebelly aggro/combo decks seem like a natural fit as two weapons makes Heroic Strike ridiculous. Warrior control decks will probably still prefer a shield in their off-hand slot though.

I can also see Azarak control decks making use of these weapons. They now have the ability to play two melee weapons and a ranged weapon (Warriors have this ability as well, but only Bulkas uses it and I think they will stick with Shields unless one of the Dual Wield weapons is really good). Wraith Scythe will have all kinds of ways to trigger in Azarak decks now, which could mean good things for the Orc Hunter after U.S. Nationals.

I'm not really going to say anything about Rogues here. They've made some top 8's but they're still really the bottom class in the game. I know there are a lot of people who like Rogues, but every time I say something good about the class, they go and continue to suck.

Corki's Ransom
Quest

Put Corki's Ransom in it's owner's hand and pay (2) to complete this quest.

Reward: Draw a card.

This card is ridiculous. There's no reason to run an Alliance deck and not run this card. Once you get to the point in the game where you don't need anymore resources, this is simply an extra card every turn for two resources. Sadly, this is a great card for Phadalus decks. They may still want to ramp up to 9 resources to play Magni, but at the same time they get cheap, recurrable card draw in quest form. Cheap card draw in quest form is one of the main reasons rush decks are so good in this game. Go ahead and make it recurrable and indestructible and you've got a ridiculous card. It's going to be really good in control decks as well as they also like cheap recurrable card draw. The inability to keep playing resources and using the Ransom hurts the control decks far more than the rush decks since they will usually want more resources to work with, but that's still no reason not to play this quest. I have a feeling this may soon be considered the best quest in the game.

And finally:

Chen Stormstout
Ally
Cost: 7
ATK/Health: 6/6

When Chen Stormstout enters play, say "I bring PANDA-MONIUM!" and opposing allies can't attack this turn.

(3), Say "Another round?" --> Target ally can't attack this turn.

This guy's funny and the flavor is nice, but there's no way he's going to make it into any constructed deck.

14 Comments:

At 2:41 PM , Blogger Scrappy Kid said...

Are these previews all on the UDE site? That article is currently busted.

 
At 2:43 PM , Blogger Shane Irons said...

Just looked at the UDE site and sorry to dissagree with you; however, Mr. panda will be playable. Last time I heard 6/6 bodies that are instant are pretty good. Throw in the bonus of negating your opponents attack and this guy seems pretty ok.

 
At 2:47 PM , Anonymous Anonymous said...

I consider mage to be dead last rather than rogue. I also think the weapon with dual wield built-in concept would benefit rogue moreso than any other class. Warrior usually prefers a shield, and hunter usually prefers ranged weapons or efficient weapons (Krol or Arcanite Reaper). I've been working on a Daspien dual wield deck, and weapons like Shifting Sword is just what's needed to really make that deck work. Flipping for 8+ damage for 5 resources is no joke.

 
At 4:02 PM , Anonymous Anonymous said...

kysuke I thought the same about rogues. Daspien will become viable. We need to see the new weapons as they can be even more powerful than latros sword. and panda will be a common choice in constructed. he is just a semi-time-walk and he has built in dwarven quest stopper. it is really good as that doesnt require exhausting chen

 
At 4:30 PM , Blogger Unknown said...

Corki's makes me happy and sad. It's an amazing card, but as you pointed out it really shines in rush...

If there are some good control builds after FoO, I think the Panda is a viable Finisher. Tewa is huge but she doesn't keep the control tempo going. Zy'lah helps keep your control tempo going, but is busy killing off men.

At least Panda stops their men and attacks for a good chunk. Close to a Lady Jaina for Horde with a bigger health.

 
At 7:06 PM , Anonymous Anonymous said...

Also, Shawn of the Dead doesn't Target.. this is pretty sweet as opponent can't respond with chasing a-me or such.
I have to agree with Shane here, Pando has promise in constructed. While I don't know if he'll make the cut, he's certainly playable. 6/6 instant dude that stops attacks for a turn with a solid activation ability is definitely playable.

 
At 11:51 PM , Anonymous Anonymous said...

Arms warrior is going to be where its at. Latro's Sword + Sword of Zeal + Anger Management could become a viable strategy. of course i play weird shit, so who knows...

(Speaking of weird shit, 3rd Place Berkeley Regional (NorCal) Timmo Shadestep, ain't that funny ^^)

 
At 6:39 AM , Anonymous Anonymous said...

yea the panda is very playable but would be very bad if you happen to run into a solo deck. but hey, it wouldnt be the first time people main deck hate for rush over hate for solo.

 
At 4:33 AM , Anonymous Anonymous said...

I happened to win that Berkeley regional (held on 07/07/07) that Sets mentioned, running Phadalus DMF-style (whodathunkit, right?) and yes I did play a game against a Timmo deck that ended up placing 3rd, as well as facing off against none other than a Zenith (!) deck in the finals. The Timmo deck was a basic untargetable rush, though it had some interesting ideas. I'll give the tiny dude props for wiping the board in Game Three (about 5 or 6 total allies including my fresh Lord Grayson, and a few of Timmo's own allies to boot) with Cold Blood combo'd into Rammsteins Lightning Bolts...'Du Hast' indeed! I truly believe I only won that match due to a few critical play errors on the part of the Timmo player, but it goes to show that potential can really be found anywhere. Read as: Watch your back... and ankles... at Nats next month 'cuz those crazy ninja midgets might just bitecha!!!

'Vylokx' AKA Jaron Tomsky

 
At 5:10 AM , Blogger Ghost said...

congrats on winning Vylokx. That 3rd place Timmo deck sounds very cute. Im gonna have to build something like it and give it a try. Cold Blood sounds like it could be quite nice with some of the newer cards avaliable to rogues now.

 
At 11:44 AM , Blogger Aron said...

can you send me the deck list for timmo? steindesign@gmail.com is my email.

 
At 9:43 AM , Anonymous Anonymous said...

I just don't get it when you say that self-dual wield weapons make Heroic Strike ridiculous. The rules say that you can strike with only one weapon per combat...

 
At 10:01 AM , Blogger B Lyons said...

Rule 303.2d. While a hero has dual wield, its controller can strike with two Melee weapons per combat. This is an exception to 303.2c. He or she can strike with those weapons multiple times if it can be readied during that combat. If a player strikes with two different weapons in the same combat, the combat damage is associated with both weapons (405.3d).

Basically, the one weapon per combat rule is to keep people from swinging a ranged weapon and a melee weapon in the same combat or swinging a melee and then playing an instant melee and swinging again. Dual wield circumvents the one weapon per combat rule.

 
At 4:40 AM , Anonymous Anonymous said...

Oups, missed that one... Had to update my comprehensive rules version :)

Thanks for the tip

 

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