Now that the entire Core Set for SolForge has been released, it is my job to review it! The rating system is as follows.
0 – Unplayable – These cards should never ever be placed in a deck ever (ever ever never ever).
1 – Niche – Under regular circumstances, this card should not be played, but in certain decks may serve a key purpose.
2 – Playable – Most cards fall under this category.
3 – Strong – Not a staple, but certainly better than average.
4 – Staple – Most of the cards here will be the centerpieces of many decks.
5 – All Star – Very rare that a card will be rated this highly. Cards that appear in here should nearly always be included in decks that contain that faction.
So without further ado, the Alloyin faction:
Should you choose to conscript this into your deck, you better be using the Armor on a creature you must protect. The weak stats and not being a robot mean that this card won’t be passed down through the aegis.
I really like this card, while its own attack stat is not fantastic the buff it gives to other creatures generally makes even a weak creature’s attack stats on par with ones of a higher level.
The Christopher Lambert of the Alloyin faction is almost as badass as the Highlander himself. While it is a “build around me” card, its decent base stats make it nearly playable on its own. Activate its ability, and you will be screaming, “There can be only one!”
Playing spells for Free is very powerful even if it’s just limited to Iron Men. If you are playing Robots, it is likely you’ll be slamming the full squad of 3.
This tech is going to be a format staple. Just play in the center lane and have an Alloyin General that affects everyone. The fact it trades with most everything during battle is just icing on the cake.
The Gargoyle is always watching… then it kills you. This card is no slouch (heh heh, hunchback reference), it levels very well and can single-handedly wreck boards because it’s so difficult to kill. Definitely a very powerful asset in many Alloyin decks.
It’s a Robot Epidemic, literally. By itself, Sentinel does a pretty good impression of a removal spell. With other Robots, its one of the highest value cards in the deck. Because of the Robot only stipulation in the ability, the card by itself is only a bit above average; but in Robots, I’ll be slamming 3 of these every time.
While not unplayable, Bulwark isn’t going to be bashing in most decks. You are going to need many high Armor creatures before you can consider adding this into your 30.
I love the Free keyword, but the center lane stipulation plus the weak Level 1 means that this often will not augment your deck.
This card is pretty weak. It would be a net plus to not include this in your decks.
This is a fantastic removal spell. Permanently locking down a creature from attacking is very good against a large majority of the creatures your opponents could play. Abilities like Mobility or other things that can interact with your board are the only things keeping this from being a lock for a solid 4.
This is a great role player in any deck with levelers or any card that allows you to play spells for Free. After leveling, the selection this card provides means you will be unlikely to miss your leveled cards.
Prototype indeed. It lacks synergy with similarly leveled cards and while it has a big butt, it doesn’t have any inherent way to gain Armor or Health. I’m sure it will be fine as a way to make better use of low level creatures in the late game, but I don’t expect this to be a powerhouse.
If there is a creature you want to protect, there are other cards I’d much prefer in this slot. However, if you are forced to field this, I’m sure it will do the job it’s supposed to.
Forge Guardians Alpha, Beta, and Gamma
If you really want to try to summon Exodia, have fun. I however would guard against your Greek incantation and warn you that this is actually just never going to happen.
Note: Beta is actually a 2 on its own, but don’t play the others.
Forge Guardian Omega
The card to which all Robots are judged. Funny thing, with just one more point of Attack and Health at Level 1, I’m pretty sure this card would be played in most Alloyin decks. As it stands, the card is merely fine.
Ghox, Metamind Paragon
Rating: 4 Ghox, Metamind Paragon of Looking at Your Entire Deck and Always Finding the Correct Answer is a fantastic card. The combination of good stats and a valuable ability will make this a format staple.
The mirror of Electro Net. Giving your own creatures a permanent Attack boost is much better than reducing an opposing creature’s attack.
By itself this card is not very good. I still need to point out that this card combos really well with Heavy Artillery, a two card combo that creates a 10/10 Armor 5 Mobility 3 is something that needs to be watched.
Rating: 2 Warcharger’s stats are still quite solid through all levels. While ironic that this is mainly a defensive creature, the combination of Mobility, decent Attack, and high Health make for a very playable card.
Even though it’s niche, this card’s ability is strong enough that it will probably see play as a way to counter Energy Prison in some decks.
At Level 3, it’s a monster, but you are never going to get it there. So, shield yourself from playing it in the first place.
The Warden is a nice little value card that can be slid into many decks. It’s nice that it can buff itself as an easy way to trade with many creatures.
I like drawing cards, and the stats here are solid if unexciting.
This card is a good meta-play for preventing disasters before they happen. It helps sculpt your defense against Arboris or any of the Grimgaunts, it removes Defender from your creatures, it’s even free at Level 3! I expect to see this played in a majority of Alloyin decks.
The ability has potential to be powerful, but it’s slow and can’t target itself. It’s just not giving me enough ammunition to rate it any higher.
Bro, it blocks Chrogias for one whole turn!
Actual Rating: 0
Essentially it’s a vanilla creature that you have to pilot to the center lane. Next please!
One of the cards that makes Bulwark Bash not unplayable. Pump his Health with Ferocious Roar and you’ve got a pretty good card.
Rating: 2 It’s boots were made for more than just walking. If you can protect it, one of these days those boots are gonna walk all over you[r opponent’s face]. Otherwise, it just trades with something else of equal level.
I feel my cards weakening… To the point where Pulsemage might trade with something… Maybe.
I could drone on about this, but even with Free attached, cards are just too powerful now for a Level 3 6/6.
It’s time to scrap the Titan. Chrogias and Scorchmane are better bombs and the Level 2 doesn’t generate enough value anymore.
Some people love Sonic Pulse, it however has never caused my heart to stop.
Cute vanilla. Don’t play in Constructed.
Its Level 2 stats are good, but don’t be shocked when this card fails to assassinate anyone.
If you have a bunch of spells, this is a good Defender. I like that it can ward your own stuff as well.
This is the best of the Avatars because of the combos with Ghox and Energy Surge. He’s just stronger than all the others.
He’s gotten pretty nuts. A potential 4, then 8 Armor in a turn just walls pretty much anything your opponent can throw at it.
Nice health pool, great ability. While I foresee difficulty getting more than one activation out of Levels 1 and 2, the sheer power of Level 3 Oracle pushes this to be a very playable card.
Don’t let the text fool you, it can upgrade anything into a cyborg monstrosity. And that’s no bug, it’s a feature.
The smaller but more immediate cousin of the Synapsis Oracle, he really upgrades after Level 1.
I hear vaults are limited on resources, but that doesn’t mean you have to be.
This card can end games out of nowhere, just be sure to level it.
Best 5 Alloyin Cards for Constructed
5 – Energy Prison
4 – Metasculpt
3 – Brightsteel Gargoyle
2 – Battle Techtician
1 – Ghox, Metamind Paragon
Ghox is a beast, and Techtician makes everything else a beast. Both have static abilities that work even when under Defender. Brightsteel Gargoyle? Have you seen the stats on that thing? He’s a combination wrecking ball and Forcefield on a stick. Energy Prison is very flexible. It buys you time or protects one of your own powerful creatures (Ghox? Techtician? Anyone?) from attacking into blockers. Metasculpt shuts all of this down single handedly, doesn’t need to be leveled up until Player Level 2, and will have more impact on the game than most people realize.
Stay tuned for time when I review Nekrium! Bring out your dead!