Friday , 18 April 2014
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SolForge Tier List Update #3

SolForge Tier List Update #3

Hey everyone! It’s time for another update to the SolForge Tier List! This update includes all the cards released with the four new starter decks (available on the iPad). In this update, I am explaining the new cards with their placement as well as the cards that moved tiers (not just moved within their tier). This is mainly to keep the update a little more concise, since moving one or two spots within a tier isn’t a major deal when compared to the more interesting changes.

Rageborn Hellion (new, Tier 1) – This card creates a huge advantage very quickly over your opponent. It is the primary win condition in a Tempys rush deck that is filled with Swift creatures and Windcaller Shamans. In such a deck, it will be rare that you aren’t getting damage in on your opponent. Getting a +1/+2/+5 Attack buff on each creature you control for each creature that gets through for each Hellion stacks incredibly quickly. Most turns you might hit with two creatures, so you are looking at getting multiple buffs on multiple creatures stacking very quickly. Now, you look at the Hellion’s Health pool to back him up and you have a monster that is incredibly difficult to kill. If you ignore the Hellion because of his difficulty to kill, then the other creatures get bigger and bigger, but spending extra resources to kill him means getting hit with other creatures that are buffed. Either way, Rageborn is accomplishing his job of pushing insane amounts of damage onto his opponent.

Echowisp (up to Tier 1) – This guy has gained value again. He is the bread and butter of an Uterran deck that is designed around global buffing (which becomes easier with Uterran Packmaster 3).  And he is quite effective in the UN deck to fuel a lot of the sacrificing requirements for a large portion of Nekrium’s effects from cards, such as Grave Pact or Scourgeflame. Also, Firestorm, the strongest counter to Echowisp, is hardly played since Firestorm doesn’t fill the rush role that Tempys finds itself having to press regularly.

Cinderfist Brawler (new, Tier 1) – Brawler is your second biggest win condition in a Tempys rush deck. Hitting for double damage creates a situation where your opponent must block and deal with Cinderfist Brawler immediately or risk taking 10/18/28 damage each turn by itself. Not only does this guy have a devastating effect, he has incredible stats in both Attack and Health to make him hard to bring down.

Scrapforge Titan (new, Tier 1) – This is your staple bomb for an Alloyin deck. This is the biggest monster you will crank out (with its raw stats at Level 3 being inferior only to Chrogias and Corpse Crawler [and tied with Scorchmane]). However, the kicker is his Armor 5 and Armor 10 at Levels 2 and 3, respectively. Having Armor 10 at Level 3 allows him to kill creature after creature and not worry about the very minimal damage that he is taking. Additionally, his Level 2 is very strong, unlike a card like Chrogias at Level 2. While it isn’t as powerful as the equivalent Scorchmane Dragon 2, it takes 10 Attack to kill the Titan in one shot, and it has enough Attack itself to at least trade with most creatures. If you combine it with any buff from something such as a Matrix Warden, he suddenly becomes extraordinarily hard to kill for a Level 2 creature.

Corpse Crawler (new, Tier 1) – This is consistently the strongest creature in the game with it only being weaker than one card at one of its levels (Level 3 Chrogias). His only downside is that he has to sacrifice a creature when he enters the field… but, in a Nekrium deck filled with Death Seekers, Vengeful Spirits, Uterran fodder, and Graveborn Gluttons, that is a rather small price to pay.

Windcaller Shaman (new, Tier 1) – This is a must for a Tempys rush deck. He allows you to manipulate the field to continuously hit your opponent for damage to press a win in by the end of Player Level 2. Moving a Cinderfist Brawler to hit twice or Rageborn Hellion to protect it from taking damage creates a situation where your opponent cannot properly block in preparation for the next Battle Phase. Although Windcaller is strong as a Level 1 throughout the whole game for his utility, he also is able to fight off most creatures in the game himself due to his high stats.

Uterran Packmaster (new, Tier 1) – While underplayed to an extent currently, this creature provides a buff very similar to the Rageborn Hellion. On one side, he does not get a trigger for each creature you have, but on the other, he also provides Health so that your creatures won’t be so easily taken down. Unfortunately, he requires a board state in which you are ahead, which can be difficult to obtain sometimes. However, if you can stall to the late game by using something like Glowstride Stag, you can begin to play cards like Echowisp 3, Spring Dryad 3, and Uterran Packmaster 3 to create boards of creatures that are becoming buffed faster than they can be dealt damage.

Death Seeker (new, Tier 2) – This card is the primary catalyst for most of Nekrium’s strategies. He fuels Scourgeflame and Grave Pact to remove other creatures and also Corpse Crawler to make a win-win situation (getting the Spirit Warrior and the Crawler). He even provides a free bonus to Grimgaunt. In the worst case, he can be used to chump block a creature and buy time to delay the board state if you are behind. Essentially he provides the benefits for all of Nekrium’s effects without forcing the negative effects that come with them of sacrificing a creature.

Spring Dryad (new, Tier 2) – Spring Dryad works exceptionally well with cards like Hunting Pack and Echowisp. This is another card that can snow ball way out of control, like a Grimgaunt. Even if you don’t play Echowisp or Hunting Pack, Spring Dryad will often still be a 6/6, 11/11, or 17/17 before it ever sees combat. These stats put Spring Dryad as one of the strongest creatures in all of Uterra. This can most effectively be used in an Uterran rush deck (likely coupled with Nekrium).

Grave Pact (new, Tier 2) – This is the most consistent removal in Nekrium. While it isn’t hard removal like Cull the Weak, it is not a “must-level” card. What I mean by a “must-level” card is that Cull the Weak must be leveled in order to be useful as the game progresses. Grave Pact on the other hand, is useful at any point of the game regardless of its level. Additionally, if you compare Grave Pact to other cards of its same level, there are very few creatures that it will not kill. Essentially as removal at all ranks it deals with almost all cards as well as Cull the Weak does, but has use as a Level card during the game. The only reason it finds itself in Tier 2 is because of the fact that, if the player is unlucky, then it might not be able to be played (due to the sacrifice requirement). However, these situations will be few and far between in Nekrium when the entire faction is designed around benefiting from sacrificing your own creatures (through extra damage or new creatures spawning).

Brightsteel Sentinel (new, Tier 2) – This is one of the most effective creatures in the game at being able to turn a losing game around into your favor. He has incredibly high stats on his body, and when played will (most of the time) give you a combat round of not losing any creatures at all, while killing off your opponent’s creatures. Even though he only applies this buff to Robots, there are more than enough Robots released already to create a deck full of Robots that are effective enough to utilize the Armor from Brightsteel.

Ashurian Mystic (new, Tier 2) – This is one of the more survivable cards Tempys rush decks have. He is a resilient, snowballing creature similar to Grimgaunt. However, he has to hit the opponent to get his buffs, and so can be blocked repeated to be shut down. Even though it is a Swiftness creature, he has considerable starting Health, and he continuously buffs his Health. This guy is great to get onto the board to distract your opponent from other threats like Cinderfist and Rageborn Hellion. Since he cannot be ignored, or else his Attack and Health will get out of control he often lets a Hellion stick around for a couple more Battle Phases or allows Cinderfist to swing in one more time.

Primordial Surge (new, Tier 2) – This card enables Tempys rush decks to squeeze in extra damage regularly. Frequently, Surge will allow a player to push through lethal damage on a Swiftness creature. Additionally, it has an amazing combination with Cinderfist that, if unblocked, will deal double this buff’s damage to the opponent. This is another card that is great at Level 1 in the late game, since its effect is a considerable amount of damage and only relies on you getting an unblocked creature to push extra damage.

Sonic Pulse (new, Tier 2) – This is a requirement for most Alloyin decks. The Armor on most Alloyin creatures will make it so creatures that have lowered Attack stats will hardly do any damage to any of Alloyin’s creatures. The debuff that Sonic Pulse gives at Level 1 and Level 3 are extraordinarily high given the fact that it is applied to each of your opponent’s creatures. Its Level 2 version doesn’t scale quite as well, but with how slow an Alloyin tempo or ramp (by leveling) deck starts, Pulse will often mean the difference of surviving a rush of many creatures or dying too quickly to get going.

Fleshfiend (up to Tier 2) – He has really proven himself with the new Nekrium cards that have been released. You can play him as a monstrous Level 2 or Level 3 and later use him as a catalyst for one of Nekrium’s many sacrifice effects. He feeds Grimgaunt over and over again and blocks lanes for multiple turns to delay board progression (which is one thing Nekrium strives to do). Also, if you have something that has to be blocked (such as a Cinderfist, Flameblade, or out of control Grimgaunt) then you can stick a Fleshfiend in front of it, and even if your opponent uses a removal spell, you still have the opposing creature blocked with a smaller Fleshfiend.

Uranti Bolt (new, Tier 2) – This is the strongest removal in the Tempys deck. If you are going to play for a long game, Lightning Spark may be better (same damage Level 3 and can hit players). However, Uranti Bolt not only has higher damage at lower levels, it puts a creature on the defensive. With its high damage and defender effect, it is among the most useful late game removals as a Level 1 card. It can clear the path for your creatures (such as Cinderfist) or stop the Chrogias 3 from hitting you in the face for two turns to buy time.

Ionic Warcharger (new, Tier 2) – Warcharger has one of the highest Health pools among all creatures. He also is the only non-Tempys creature with the Move ability. Additionally, he is a Robot, which allows him to work well with Brightsteel, Matrix Warden, and Tech Upgrade. Often times Alloyin can far too far behind early because of its lack of survivable early creatures that have high Attack. With the Warcharger, even though he only has 4 Attack, he has such a high Health pool that he can block something and then move to another lane. This will allow him to recover a board that has fallen massively behind from playing leveler cards.

Magma Hound (down to Tier 2) – While Magma Hound is still very effective, he often doesn’t provide enough damage on his trigger to a kill off a creature in order to get damage in on the opponent. Magma Hound is best at finishing off cards that are low Health, so that your own creatures can hit the opponent. However, since a Tempys rush deck spends most of its resources on avoiding the opponent’s creatures altogether, Magma Hound often doesn’t get a situation where he can finish off a creature. While he is still a staple in Tempys decks, his use has become more situational than it previously has been. A lot of this is also attributed to several of Tempys creatures need to be leveled to more effectively rush your opponent (i.e. Cinderfist, Hellion, Mystic), which will often put Magma Hound on the sidelines. However, Magma Hound does work exceptionally well with cards like Firestorm (since Firestorm often leaves creatures barely alive). Firestorm is a more defensive card rather than a rush card, which devalues it in a rush deck. So a Magma Hound/Firestorm/Epidemic combo could be found more frequently in a TN control deck.

Epidemic (new, Tier 2) – This is an amazing card for a TN control deck. Unfortunately, most of Nekrium’s strategy is built around having a resilient creature based deck. This means your field should almost always be filled with medium-sized creatures. Playing Epidemic in this kind of deck will often leave you hurt more than your opponent. However, Nekrium also has the ability to play a strong control deck that is mostly spell based with a few high damagers like Graveborn Glutton to finish off an opponent. In a control deck, Epidemic is your best bet at keeping the field clear to allow your slow paced victories. Epidemic is particularly useful against Alloyin’s creatures with Armor (like Grave Pact).

Scorchmane Dragon (down to Tier 2) – Games are going faster and faster so late game bombs such as Dragon have become less valuable to invest in. Particularly with Tempys, games tend to rush to an end so Dragon doesn’t get a chance to show his power. However, if you can manage to get to the end game with a TN control deck or an AT ramp deck, then the Scorchmane Dragon a force of reckoning that acts as a primary win condition in the late game.

Scourgeflame Sorcerer (new, Tier 2) – Scourgeflame, like Cull the Weak, is a “must-level” card. He trades any creature you have for a creature of equal or lower level than the Sorcerer. The great thing about him is that he can sacrifice anything for the same effect (even Level 1 creatures). This means that even if you draw an all Level 1 hand in the late game, the hand can still be useful. He also allows you to sacrifice cards such as Death Seeker or Vengeful Spirit to get a benefit out of the sacrificing so you essentially get the effect you wanted anyway (getting a Spirit Warrior for example) and get a free kill out of it. The only other downside to the Sorcerer other than that he is a “must-level” card is that his stats are very low, which makes him easy to kill off without losing a creature in return.

Flamestoke Shaman (new, Tier 2) – This is another “must-level” card. While he has a great ability to allow Tempys rush decks to force through extra damage faster from other creatures such as Cinderfist, he has to be leveled to be useful. Having to level him might not be a problem since he has such strong stats and a nice ability, but drawing an unleveled version in the late game is just a dead draw. Additionally, in a Tempys rush deck, there are often cards that have a higher priority to get leveled (mentioned earlier) in order to ensure you have the damage potential to win before player level 3.

Graveborn Glutton (new, Tier 3) – This guy has pretty high Attack and slightly lower than average Health. Additionally, he has a death trigger that allows him to be a decent option for sacrifice effects in a Nekrium deck or even to make board clearing more favorable for yourself (from Epidemic or Firestorm). He is probably the second largest win condition in a TN deck, however, you can’t spend the time frequently to level him since he does not contribute much early to control the board. Since your first priority is to survive in a control deck, he will find himself waiting to be played until the late game as some sacrifice trigger. He can also be useful in an aggressive UN creature based deck. This is because he has enough Attack that he will trade with most any creature, and when he dies he gets even more damage on your opponent.

Glowstride Stag (up to Tier 3) – Glowstride is a major way in which you can ensure that you will go to the late game. For this reason, he is very useful in an AU ramp deck or even an Uterran buff deck. He has relatively low stats, but he buys a lot of time for a deck to be able to forge itself into a late game machine.

Wind Primordial (down to Tier 3) – Formerly named Air Spirit, this guy allows you to be able to Move around the field and sneak in damage on your opponent. However, even though he has Move and high Attack, often times in a Tempys deck there are better ways to force in damage, better cards to level, or both. While he is still a good card to include in a Tempys rush deck, he is no longer necessary or even favored.

Hunting Pack (new, Tier 3) – Hunting Pack has three primary functions. Even though he has very low stats, he clogs lanes, which makes it difficult for a Tempys deck to sneak damage on you, so he buys time. Second, he allows a phenomenal sacrificing catalyst for Nekrium cards. Finally, he provides a swarm that a card like Uterran Packmaster or Ferocious Roar can use to turn the few Hunting Packs who survive a turn into monsters.

Deepbranch Prowler (up to Tier 3) – Buffing has become significantly better and easier with the release of the new cards. Cards like Uterran Packmaster makes buffing strategies work more efficiently. Then, when you add cards like Fangwood Field, Grove Huntress, and Ferocious Roar, you can get a rather large Prowler with Breakthrough.

Volcanic Giant (down to Tier 3) – Giant is another card that has fallen out of favor as a swarm of new Tempys creatures has been released. One of the major attributes of Giant that made him so useful was his beefier body compared to most Tempys cards. However now, you have cards that are either stronger than or just as strong as the Giant, such as Rageborn Hellion, Cinderfist Brawler, Flamestoke Shaman, Windcaller Shaman, and Ashurian Mystic. While his start of turn trigger is slightly more useful (and random), that damage doesn’t typically make up for the amount of utility some of Tempys’s other creatures has to offer.

Cull the Weak (down to Tier 3) – Simply, Grave Pact showed it a better way to remove creatures. Since Cull the Weak is a “must-level” and Grave Pact is not, Cull the Weak often will become a dead draw. More of this comparison is detailed earlier in the Grave Pact section. However, that isn’t to say Cull the Weak isn’t still useful. In a Nekrium midrange or control deck I would still run a couple of Cull the Weak’s in order to deal with ramp decks (such as AU) and a mirror match (such as NU). This is because Cull the Weak can deal with an out of control Grimgaunt, stop an Alloyin deck from getting and advantage with Synapsis Oracle, or be your only answer to a Chrogias 3. However these are unique circumstances that, while it still makes the card useful, hardly makes the card what it once was.

Shardplate Delver (new, Tier 3) – While this guy can grow to become very large (and will grow to be a 6/6, 10/10, or 18/18 before combat typically), it has very little potential of getting “out-of-control” like a Grimgaunt, Spring Dryad, Rageborn Hellion, or Packmaster. Since his buff only triggers once every other turn, he is rather simple to deal with typically. However, if you get a good set up with a high level Packmaster and Delver, you might be able to create a problem that is nearly impossible to deal with.

Lightning Wyrm (up to Tier 3) – Lightning Wyrm proved his worth in the Tempys rush deck. Every Swiftness creature matters when you have a couple of Rageborn Hellions on the field. While Ashurian Mystic is clearly a stronger Swiftness card, it doesn’t remove the value that Swiftness has to the Hellion, which is your primary win condition.

Lifeshaper Savant (up to Tier 3) – The Shapers in general have gotten much more useful since the change to allowing them to be activated by any card lower level than the Shaper. Lifeshaper, since it is in Uterra, tends to get more opportunities to be useful by utilizing cards such as Prowler, which are useful in the late game even at lower levels. Additionally, Uterran buffing strategies have become much more useful with the addition of some key cards.

Enrage (up to Tier 3) – Enrage finds its way up to Tier 3 as a secondary buff proponent for the Tempys rush deck. Typically if you are running an Uterran buff deck, Ferocious Roar will be your better spell. However, in a Tempys rush deck, you need to plan to utilize the Level 1 of the card, rather than the Level 3 version of the card (and Ferocious Roar is primarily for its Level 3 version). Enrage allows you to keep your biggest threats alive for another attack (such as a Cinderfist) or keeps your strongest utility creatures alive for as many combats as possible (such as Rageborn). In particular, since Rageborn has such a low starting Attack, he might often trade with creaures, however, with an Enrage 1 buff, Hellion often gets large enough in both Attack and Health that it can 2-for-1 most creatures and live, and making you Hellion live for as long as possible is the easiest way to win in a Tempys rush deck.

Chrogias (down to Tier 3) – Chrogias isn’t getting much love with the recent changes. Even though AU is a decent combination, Chrogias still doesn’t get played too extensively in that ramp deck. The primary reason for this is that pretty much the only way you are going to reliably get a Chrogias 3 out is by leveling it with Alloyin, and Alloyin has a better option (Scrapforge Titan) that it can get power leveled. Meanwhile the deck is clunky enough that there isn’t much room to branch out into a second late game bomb. That is, your deck gets filled quite quickly with necessary components to the AU deck such as Titan, Oracle, Technosmith, Fangwood, Sonic Pulse, and Stag. Also more times than not you will find yourself playing cards such as Warcharger and Echowisp. While you still have a few more slots to fill, there are a lot of options that tend to take precedence such as an Armor/buff strategy with Forgeplate/Grove Huntress or more survivability early and beat-down later in the game with cards like Prowler. However, Chrogias is still a daunting force with the highest stats in the game when he finds a place in the deck.

Firestorm (new, Tier 3) – While this card can be useful in specific circumstances, it has such low damage that it is hard to make a noticeable effect with it. Often it is useful to run a couple of these in a Tempys rush deck in order to deal with a board loaded with Echowisp or Hunting Pack. Alternatively it can be useful if it clears two or more lanes for your creatures to attack through. Often these situations are rare enough that Firestorm, while a good safety card in a deck, tends to sit unused. However, it also gets some mileage in a TN control deck when coupled with a card like Epidemic. Frequently between the two cards, they can clear any board regardless the size. In the end, Firestorm tends to be a more defensive card that makes it too slow for a Tempys rush deck, though maybe just enough for TN control deck.

Matrix Warden (new, Tier 3) – Matrix Warden has exceptionally low base stats. While he does have the potential to give himself slightly higher than average Health, this tends to let him trade with creatures at best (since his Attack is so low). However, he does give you the ability to shift this buff to another creature that might be able to use it more, such as an armor creature in another lane that is barely going to die in combat. As he gets to higher levels, he can start to give away a rather large buff. However, if you give his buff away, then the turns out to be small creature himself (3/3, 8/8, and 14/14). Even though there are smaller creatures and he could be used to clean up a creature that has already been dealt damage, situations where he can be of the best use are few and far between.

Tech Upgrade (new, Tier 4) – Tech Upgrade can be useful in the right circumstances, but with how low the buff is in all three stats, it is hard to make use out of it regularly. On the flip side of the coin, since it buffs Attack, Health, and Armor, it has the potential to find the perfect situation where it creates the perfect shift in combat to not only change the winner of the combat but also leave a creature on the board that may be very difficult to deal with. Ideally you want to create a situation where the card that you buff will get at least one more monster killed than it normally would have. This could work well with creatures that already have exceptionally high Armor such as Titan 3.

Blight Walker (new, Tier 4) – This is another “must-level” card in order to get its effect. He only kills creatures that are of the same Level as the Blight Walker. Also, if he doesn’t do damage, then he doesn’t kill the creature. This means that if Nekrium uses Epidemic or Alloyin uses Sonic Pulse, then he is unable to get his killing blow off. In addition, if a creature has Armor, then it can prevent damage from occurring from the Blight Walker to avoid the creature death. While he has a powerful effect, there is no reason to use him over a card like Cull the Weak when another removal effect can guarantee a cards removal rather than just hope on a series of factors of dealing damage in combat.

Toxic Spores (new, Tier 4) – This is the only removal spell in Uterra so far. While it isn’t quite a hard removal, it still kills at a decent pace. It does mean taking 1-2 rounds of combat damage in the meantime, but unless you use another faction’s removal, Toxic Spores is the best you get in Uterra. It does provide a little benefit in allowing you to get a free action when it is Level 3, which is a nice consideration at that point. Additionally, it works well with cards like Hunting Pack than can throw a cheap, free creature into the lane with a Spore’d creature in order to buy time as the creature slowly dies.

Hungering Strike (new, Tier 4) – Hungering Strike hasn’t found much of a home yet. Typically it might be better to simply kill the opposing creature rather than steal some of its attack. However, this can be useful to use in a rush deck that needs to both protect its creatures and push through damage. A card with this effect might be of more use to a faction like Uterra or Alloyin that didn’t already have multiple options for creature removal.

Bonescythe Reaver (up to Tier 4) – Bonescythe is a pretty good way to kill Shapers since he kills cards of a lower level than he is. Since Shapers require you to play lower level cards, Bonescythe can find himself being able to use his trigger more often. Shapers did get buffed, which means this effect can become more useful. However, Shapers did not get buffed enough to make a noticeable impact on the game. Even so, since the Reaver has moderate stats to begin with, it can be useful as back up for a rainy day.

Fangwood Ravager (new, Tier 4) – Ravager is not the largest vanilla creature at early levels, but it does make up for it with its Level 3 version. As his Level 3 version is among the larger creatures available (that aren’t obvious bombs like Scorchmane or Chrogias that suffer from weaker early levels). Ravager tends to survive a round of combat after killing another creature, which makes him fairly easy to spend some time buffing up with cards like Packmaster and Roar in order to get multiple kills out of him.

Soothing Radiance (new, Tier 4) – Healing spells haven’t been the most useful to date. However, Radiance allows you to heal all your creatures for a moderate amount, as well as yourself. The key thing here is that most of Uterra’s buffs are global now (through Packmaster and Ferocious Roar) or the buffs are permanent in each lane (Fangwood Field). On account of this, Radiance has a high likelihood of being able to provide a full healing effect on a board full of creatures that have survived a couple of combats from being previously buffed.

Scout Drone (down to Tier 4) – While this guy can become useful in an AU leveling deck by placing him on Fangwood Fields for free, the AU deck tends to not have much room leftover in the deck design for weaker and more conditional cards like the Scout Drone.

Munitions Drone (new, Tier 4) – Munitions Drone is pretty weak compared to most any creature. It has some of the lowest stats in the entire game, and it can’t use its ability the turn it enters the field. This makes him liable to be a dead draw and never get his ability off. A major issue with him is that he isn’t effective at fighting most creatures on his own, and he is not survivable. Alloyin does have some of the lowest Attack creatures in the game, which makes Munitions Drone more likely to become relevant in buffing something enough to kill a creature. However, at that point you are essentially trading 2 cards for 1, since you have to use Munitions Drone to make another card trade.

Riftlasher (new, Tier 5) – Riftlasher doesn’t provide anything that another card can’t do better. In terms of creature removal, it is much more effective to use a Flameblade Champion. In terms of a beefy survivable creature, there’s a larger number of creatures who have higher Attack and high Health that you can use. Essentially, since he has such an all-around base, he doesn’t do any one thing well enough to make him useful.

Electro Net (down to Tier 5) – This got shot down by Sonic Pulse. Electro Net provides a bigger debuff to a single creature, but the difference between the two debuffs is negligible. The key is that Sonic Pulse does it to everybody which allows Alloyin to survive past the early game.

Xithian Hulk (new, Tier 5) – Similar to Riftlasher, but he doesn’t even have an effect to go along with him. There are a large number of creatures that are better to play for survivability, power, or effects.

Stonefist Giant (new, Tier 5) – Stonefist has the highest power among creatures across levels. However, he has no Health to let him survive anything. He is best as an aggressive card, but he often won’t even trade with another card since collateral damage effects from things like Magma Hound, Firestorm, or Epidemic will make him just die.

About grim2103

Hey everyone, I'm grim2103! I have played Magic: the Gathering for over a decade and play competitively. I also play League of Legends (close to four years now) and have been high silver/low gold along my solo queue ranked track. I play an very wide assortment of PC games and often stream on Twitch (http://www.twitch.tv/grim2103). If you are interested in watching me play, follow me on Twitter (https://twitter.com/grim2103).

3 comments

  1. I think you are undervaluing tech upgrade. As long as you always play it on a robot that already has armor, it can create some serious pillars for the wall of robots.

    • I think the biggest problem with Tech Upgrade is the fact that you have to play it on Robots. I mean, aren’t all Alloyin Robots in some way? Can’t they all use a little Tech Upgrade? ;) Seriously, though, that limitation can make it a dead card at times if you’re not playing “The Robot Deck” (and sometimes it can be if you are, depending on what other Alloyin you may be playing). Lots of other good uses for Alloyin these days besides just the Robots…

  2. I may have undervalued Rageborn Hellion and Ashurian Mystic. Hope it doesn’t bit me too much in the tourney.

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