Thursday, August 02, 2007

FoO previews keep chugging along

Counting the new previews on UDE's site with a couple more leaks from some other sites, we've got 5 new cards to look at today. Well, maybe 4 1/2. First, let's take a look at the official previews from UDE.

Megamorph
Mage Ability
Cost: 8

Target any number of allies in one party.

Ongoing: Those allies can't attack or protect, lose all powers, and are Sheep.

Now, I'm sure everyone knows I've ripped apart some cards that I didn't think were very good in the past. And I'm sure there are a lot of people expecting me to hold nothing back when talking about how bad this card is. But bashing on this cards kinda feels to me like making fun of someone who is mentally challenged. It's just wrong. We can all see this card is bad. I'll just leave it at that and move on.

Avenger's Shield
Paladin Ability
Cost: 4

Protection Hero Required.
Exhaust up to three target heroes and/or allies, and each of them can't ready during its controllers next ready step. Your hero deals one damage to each of those characters.

This card is certainly better than Megamorph and it was really close to being incredibly powerful. If this card were an instant it would be absolutely nuts. As is, it's a Talent Spec'd ability that is probably slightly worse than Frost Nova. It's versatile enough to be used in either a rush or control deck. In a rush deck, it can shut off protectors for two turns, remove small allies, and tie up larger ones long enough for you to finish the game off. In a control deck, it can still kill those small allies, but now it can also stop three allies from attacking for a turn which can move you into the mid-game more reliably. If it were an instant it would be great for Paladin control decks. I can definitely see this card finding a home in Nimaasus rush, but my initial thought is that it doesn't quite do enough to make a control deck. It definitely deserves consideration though.

Immolate
Warlock Ability
Cost: 2

Attach to target hero or ally, and your hero deals 1 damage to it.
Ongoing: At the start of your turn, your hero deals 1 fire damage to attached character.

I'm not going to talk a whole lot about this card. I will say that it is almost Corruption. Corruption is an instant, but doesn't deal damage as soon as it attaches, but does force a discard when you use it on an ally. This card is also Moonfire without the spam ability. It's not great, but I'm sure someone is already working on their uber-Curse deck.

Misdirection
Hunter Ability
Cost: 4

Ongoing: At the start of each opponent's turn, choose an ally in your party. Opposing allies can attack only that ally this turn if able.

While there are a lot of really fun potential targets for this (Saurfang anyone?) and the whole Katsin Bloodoath soft lock, I just don't quite think an ability to give you Sarmoths is that good. Unlike some other bad cards, this card does have some nifty combo potential. In the end, though, I think Survival Hunters will probably look to better abilities to stay alive.

Slow
Mage Ability
Cost: 3

Arcane Hero Required
Attach to target hero.
Ongoing: Attached hero's controller can't play more than one card per turn.

Holy crap, this card is good. First thing to notice is that this card attaches to the hero so it isn't Purge-able. This card could singlehandedly put a major crimp on the plans of those nasty Draenei rush decks. When you only have to face off with a single Jeleane into the mid-game things aren't so bad. Even the Horde decks that like to "curve out" won't like seeing this card played against them. There are also very few answers being played to this right now. I think this card so far has the potential to have the biggest effect on the metagame. I absolutely love this card. Between this and Dragon's Breath, Mages may finally be movin' on up.

6 Comments:

At 4:04 PM , Anonymous Anonymous said...

Definitely agree about Slow being a huge metagame effector. That's a card that says you have to run ability hate mainboard. When I read that card I had to double-check the cost as it seems far more powerful than most other control cards UDE will print at that price point. Maybe it's a sign that the rest of the set will see some solid control options.

Or it could be that this one just slipped through the cracks and the remaining control abilities will all resemble Megamorph.

-Gath

 
At 4:41 PM , Blogger Unknown said...

You're right, Avenger's shield is not powerful enough for a Talent Spec'd card.

Even you, looking for a good situation to play it in forgot that Nimaasus can't play it. He's retribution. ;)

I'm getting ready for some mage love... even if Slow isn't enough to make a 25 health control strategy viable I'm ready to sligh out with the new Draenai mage.

Burn + Cheap Untargetables + Card drawing = Fun times

 
At 5:20 PM , Anonymous Anonymous said...

Slow
Mage Ability
Cost: 3

Arcane Hero Required

Target player playing Gorebelly Twig combo scoops.


-scm2117

 
At 9:28 PM , Blogger Grant76 said...

I think that the new undead mage with arcane spec might be the way to go.


Slow + Canabalize + Arcane Power FTW.

 
At 8:31 AM , Anonymous Anonymous said...

Ongoing: At the start of each opponent's turn, choose an ally in your party. Opposing allies can attack only that ally this turn if able.

does this mean that if i target steelhorn with it, then they kill steelhorn with their hero, their allies still can't attack?

since Opposing allies can attack only that ally this turn if able. and you of course can't since the ally is dead.

 
At 9:03 AM , Blogger B Lyons said...

If the ally you pick dies, they can then attack again freely. It's the same concept behind giving Sarmoth elusive. Since they aren't able to attack that ally, they can then attack freely. A less confusing wording might have been, as long as this ally can be a legal defender, no other ally you control can be a proposed defender.

 

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