Hey everyone! It’s time for another update to the SolForge Tier List! 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.
Additionally, starting this update, the Tier List will be focused only on the cards released in the client, and the interactions therein. On account of this, some cards may be stronger or weaker on the Tier List once more cards become available (even if the cards that “become available” are already known cards, such as Metamind Technician.)
Chrogias (up to Tier 1) – Well, I understand he was weaker than the other bombs before, however, 40/40? This guy is only dying to one of the following: Another Chrogias, Grave Pact, Blight Walker or Scourgeflame Sorcerer. With cards like Metamind Technician that make leveling much easier, Chrogias is not hard to get into a Level 3. With that level, there is no other bomb that compares to him.
Spring Dryad (up to Tier 1) – The buff to Spring Dryad makes it vastly better at staying alive right after being played. Additionally, even without playing multiple creatures (by virtue of Echowisp), Dryad should now be a 6/6, 12/12, or 18/18 at Levels 1, 2, and 3, respectively, before ever reaching combat. Dryad also functions perfectly in conjunction with Uterran Packmaster, since Dryad is nearly impossible to kill when getting buffs from both creatures entering as well as the Packmaster buffs. All the while, Packmaster is buffing the new creatures so that, if the Dryad were to die, the other creatures are already bigger than anything your opponent should have. Essentially, with the changes to Dryad, Packmaster, and Ferocious Roar, it is very easy to have a Dryad become unkillable very quickly (at any player level).
Deepbranch Prowler (up to Tier 1) – Prowler is a prime example of a card that got indirectly stronger by the changes to the rest of the cards. With the change to Uterran Packmaster, it has become significantly easier to time and buff a Prowler. In a midrange deck designed around turns 5-8, buffing a prowler to the size of 11/11+ creates a force that will be breaking through multiple creatures for serious damage on an opponent. If not dealt with immediately, the Prowler will subtlety do consistent and high damage to your opponent to kill them. Since many of the Tempys rush cards like Cinderfist Brawler and Flamestoke Shaman had their Health lowered, that deck has become much weaker and has a difficult time keeping creatures on the field. To solve this problem, the Rush deck has had to turn to cards like Prowler to be their major damage dealer in Player Level 1 (with enough stats to regularly kill two creatures to the one card). The Prowler also provides a major catalyst to consistently proc Rageborn Hellion each turn multiple times.
Ionic Warcharger (up to Tier 1) – While Warcharger wasn’t changed, he is easily Alloyin’s strongest and most versatile creature in the beginning player levels. He is particularly good at fighting a Uterran Packmaster deck since he has the ability to Move around the field and kill creatures such as Spring Dryad, Packmaster, and Grimgaunt Devourer before they get the chance to grow. Also, with its naturally high stats, he is a perfect target to receive Armor buffs from Tech Upgrade and Steelshaper Savant, which makes it so he can continuously play a “clean-up” role for your opponents creatures while taking very little damage. Once you have some Armor on the Warcharger, if you buff up his stats through Enrage, Grove Huntress, Ferocious Roar, or Matrix Warden, then he can continuously get big enough to deal with higher level creatures as you advance in Player Levels.
Scorchmane Dragon (up to Tier 1) – With the buffs to the Dragon’s Level 2 in particular, he is much more efficient at keeping a late game deck alive against the mid-range decks with cards like Utteran Packmaster, Echowisp, and Grimgaunt Devourer. While he still puts you behind in Player Level 1, he will rarely not 2-for-1 in Player Level 2 (even against buffed Level 2 creatures in Uterran decks). This makes playing a Dragon much less of a risk in Player Level 1, as you can start rapidly coming back from being behind much earlier and faster than before.
Steelshaper Savant (up to Tier 1) – He specializes in what Alloyin suffers the most in: surviving. Armor, especially when stacked, creates creatures that don’t die. The best way to survive on Alloyin is by grabbing a creature with Move, like Ionic Warcharger, and stacking Armor onto it. If you are in Player Level 2, and play a Level 1 Tech Upgrade onto a Level 2 Warcharger (with Steelshaper 2 in play), you are looking at a 11/12, Armor 4, Move 1 creature. Nothing is going to kill that Warcharger, especially when you can continue to give it more armor later with the Steelshaper. Moderate amounts of Armor are major hurdles to jump through in any point of the game.
Lightning Spark (up to Tier 2) – Lightning Spark was enhanced to deal 5/9/14 damage, up from 4/8/12. This has a major impact due to the high volume of cards that this allows Lightning Spark to kill. The number 5 is a key number to focus on in Player Level 1. The most-played creatures typically have strong health pools going up to 5. Previously, getting Lightning Spark leveled was a pain, since it almost inevitably meant not killing whatever you Spark at Level 1. A fully-leveled Spark has a high potential to end games with plays that your opponent does not expect, by either clearing the way for a huge creature to hit the player, or directly dealing 1/7 of a player’s life in one unavoidable hit.
Echowisp (down to Tier 2) – While Echowisp has not been nerfed itself, changes to much of the removal spells as well as the lowered Health of many cards has encouraged the play of cards like Firestorm and Epidemic more which shuts down Echowisp too easily. However, he is still invaluable as a blocker to catch back up on a board in which you have fallen behind, or as major way to grow a Spring Dryad.
Firestorm (up to Tier 2) – With the latest change, multiple creatures’ Health has been reduced. In light of that, Firestorm is a primary way for a late game deck to survive. Previously, the minute damage it did was insignificant enough that it was too hard to find a good time to play it. However, with the increased number of opportunities to level it, the late game version of this card provides a steady method for a late-game deck to live.
Ferocious Roar (up to Tier 2) – Ferocious Roar has always had a monstrous Level 3 version. The only hindrance to Roar was that it was almost impossible to play the Level 1 version without falling massively behind. Double the Level 1 buff and you’ve increased Roar’s uses considerably at Level 1, making it significantly easier to get into its Level 2 version.
Epidemic (up to Tier 2) – Similar to Firestorm, Epidemic’s value has increased from the Health reduction of many creatures. Furthermore, the Health reduction of creatures with high Attack values has led to many decks playing creatures with low Attack and high Health instead. Essentially, cards such as Rageborn Hellion, Riftlasher, or Blight Walker make it easier to reduce many creatures to negative attack, or negative Health in the case of cards like Cinderfist Brawler, Flamestoke Shaman, or Echowisp. In either case, the creature is nullified whether or not it’s on the field. With the increase of cards being played with stats that fluctuate greatly (high on one end, but low on another), Epidemic also increases in play, being capable of nullifying a larger portion of cards.
Lifeshaper Savant (up to Tier 2) – The changes to all of the Shapers to trigger off of Level 2 cards while in its Level 3 form has substantially increased their value. Uterran midrange and late game decks focus on keeping a few–albeit major–creatures alive, which Lifeshaper (aside from Uterran Packmaster himself) is the most effective at.
Cavern Hydra (up to Tier 2) – With the changes to Ferocious Roar and Uterran Packmaster, Hydra has become a lot stronger. Hydra has always been a scary creature due to its ability to stay alive through Regeneration. However, its biggest pitfall was the low natural stats that the Hydra has. Due to its low Attack in particular, Hydra would often traded 1-for-1 against most creatures. Even though most combats would last two rounds, very few creatures didn’t have enough Attack to kill the Hydra through one turn of regeneration after two combats. With the ability to buff creatures much more easily, Hydra can overcome the low initial Attack in order to be able to kill off most other creatures of an equitable Level in one shot, leaving it alive to Regenerate back up.
Graveborn Glutton (up to Tier 2) – Yes he was nerfed. However, he is a necessary card in any Nekrium control deck. A serious control deck (not to be confused with a stall deck that is designed around playing a bomb such as Chrogias, Scrapforge Titan, or Scorchmane Dragon) has very few win conditions. More times than not, a control deck will win by incremental damage from small sources over a very long game. Glutton, not only has enough Attack to trade 1-for-1 (something a control deck is looking to do), but it also provides one of the biggest win conditions for a control deck through its death trigger.
Enrage (up to Tier 2) – Enrage got massively buffed. However, this change is often overlooked in Uterran decks due to the strength of Ferocious Roar early. The strongest use for Enrage is in Alloyin decks. You can use it on creatures with Armor to make sure they are getting at least 2-for-2, though likely they will trade 3-for-2 early game if they have enough Armor. Additionally, late game, the Enrage buff will start trading significantly more than 1-for-1, and if you can get it onto a Moving creature that you have given Armor (yes, we are talking about Ionic Warcharger), then you have a creature that can freely kill off your opponent’s creatures. Also, Enrage can bring Synapsis Oracle up to a stat level that will favorably trade with many creatures on par with its level (when other the Oracle just dies to almost any creature).
Alloyin General (up to Tier 2) – The General provides Attack to the faction that has the lowest overall Attack stats in the game. Since Alloyin is notorious for low Attack and High Health/Armored creatures, combat in these decks often last two rounds and end with a trade. While Alloyin creatures are good at being defensive, if you can buff the Attack on the creatures as well, fights will start happening in one combat instead of two (which leaves your creature alive with a small bit of Health.
Technosmith (down to Tier 2) – Technosmith is still a very strong card, but the Level 2 stat change is enough to make him lose to most any Level 2 creature, not to mention how far he sets you behind in Player Level 1. While his effect is still useful, he has become increasingly hard to play in a reasonable manner while still staying alive.
Windcaller Shaman (down to Tier 2) – Despite the serious change to him that requires him to be leveled, he is still a staple in rush decks. He is particularly effective at moving Hellions to give them time to build up Attack before taking the first points of damage to its Health. Additionally, he is one of the very few methods a Cinderfist Brawler will ever get through to hit an opponent (since Cinderfist only has one Health, it will not survive a combat).
Brightsteel Sentinel (down to Tier 2) – With the change to Brightsteel’s Level 3, he no longer is strong enough to warrant play “on his own in a vacuum.” While he is still strong enough to be a staple in any Robots deck, he has become much more conditional than what he was previously (which isn’t bad, but only that he has to be played more carefully, wisely, and with a bit of luck).
Bonescythe Reaver (up to Tier 2) – The use of Shapers has increased, and therefore the Reaver as well. Despite his Attack being nerfed a little bit, his effect to kill another creature is becoming using enough through the consistent play of Shapers and cards like Prowler to encourage a greatly increased play of Reavers.
Tech Upgrade (up to Tier 3) – The increase in Armor is what makes Tech Upgrade more valuable. Armor is significantly better at keeping a creature alive than Health is. Armor applies for every combat, not just immediately like Health would. This change to Tech Upgrade makes is significantly more adept at keeping creatures alive for multiple combats to get multiple trades out of your creature.
Ashurian Mystic (down to Tier 3) – With the decline of cards like Cinderfist Brawler due to their survivability, rush decks have to focus a lot heaving on sustained early damage. While Mystic has the potential to build up over time, Rush decks need beefier bodies from the start, even if lanes are full. Frequently with a rush deck, you are playing to avoid your opponent’s creatures, which means the lanes will quickly fill up with unopposed creatures on both sides. Due to this, it can get much harder for the Mystic to get through to get going.
Scrapforge Titan (down to Tier 3) – While he didn’t get nerfed, the other bombs got stronger. Still, his Armor 10 provides a very hard shell to penetrate (even if it no longer beats a Scorchmane Dragon in an even fight). If you are playing Alloyin to level cards, it is likely in your best interest to be aiming for leveling up a Dragon (to have a more survivable mid-game) or a Chrogias (to have an unbeatable end-game).
Hungering Strike (up to Tier 3) – The increase to the drain is enough at all levels to drastically change combats. If you are playing a rush deck, you can use this to nullify a lane you don’t want to have to waste a creature block, while pushing through damage on a creature like a Deepbranch Prowler. In a late game deck, using Alloyin, your hardest challenge is the low Attack on your creatures. Hungering Strike can remedy the issue of having a hoard of creatures with four or lower Attack, as well as save your creatures with Armor to take even less damage.
Corpse Crawler (down to Tier 3) – While he still is a big body, his two best targets to sacrifice have been reduced in strength (Vengeful Spirit and Death Seeker). Furthermore, other options such as Fleshfiend have also been buffed so that it isn’t as favorable as it once was to sacrifice off the weak Fleshfiend Level 1. Blight Walker will become another major creature to sacrifice (after the Blight Walker kills off an opposing creature) with the decline of other good targets.
Synapsis Oracle (down to Tier 3) – Oracle remains the primary method to level cards into the late game. However, with the Attack changes to Oracle, the Oracle will not be likely to ever get a kill out of it again (unless combined with buffing from other creatures). It does still get its job done for a few turns, even if it leaves you behind for a few turns physically. A key trick for Alloyin players will be to use Metamind Technician to get the same ability on a stronger creature.
Darkshaper Savant (up to Tier 3) – The primary change that has helped Darkshaper is the change to Cull the Weak. With an upgraded Darkshaper, it is significantly easier to get good uses out of Level 1 or 2 Cull’s on higher level creatures.
Flameshaper Acolyte (up to Tier 3) – Flameshaper is most effective when combined with cards such as Firestorm to have multiple burn effects that add up to enough to kill off multiple creatures. However, in terms of removal it doesn’t quite match up to the Darkshaper, who synergizes with the same cards as Flameshaper, as well as cards like Cull the Weak or Epidemic.
Death Seeker (down to Tier 3) – Death Seeker’s Level 3 version has become too weak to consistently deal with most other Level 3 cards. While he is still a strong card in order to fuel Grimgaunt Devourer or Corpse Crawler, he doesn’t stand on his own well enough to earn a top Tier priority in decks.
Grave Pact (down to Tier 3) – While Grave Pact is incredibly efficient at taking down big bombs like Chrogias, the client card pool is heavily favored toward mid-range decks, which makes Grave Pact not as useful. As new cards enter the client that makes stall decks better at surviving and accelerating their leveling, Grave Pact will become a lot more influential.
Uranti Bolt (down to Tier 4) – While Uranti Bolt is still useful at delaying a creature from attacking for a turn, Lightning Spark has shown itself to be a significantly better option for a Tempys removal spell since it does comparable damage with the option of hitting the player to help finish games. Uranti Bolt isn’t to be under-looked, however, since in a control-based deck it can still buy you time to draw a better answer to a big card.
Cinderfist Brawler (down to Tier 4) – While he can still be used in combination with cards like Windcaller Shaman and Flamestoke Shaman, his one point of Health makes him incredibly unreliable on getting damage through. He still is a heavy hitter if you can reliably push him through, but playing him poses a great risk and gives a vulnerability to simple removal.
Flamestoke Shaman (down to Tier 4) – Flamestoke has had its Attack increased at the cost of its Health. This made the Flamestoke too vulnerable to removal to counteract the increased damage of other cards. Flamestoke needs to stay alive to get his utility, and with decreased Health, that is a difficult task.
Volcanic Giant (down to Tier 4) – While Volcanic Giant has a good sized body, he doesn’t provide the utility that would be needed in most decks he would find himself in. In a rush deck, the damage done to the player doesn’t help keep you ahead on the board position, which is the biggest struggle for rush decks. In more late game decks, there are bigger bodies available for the end game, and the extra damage isn’t appetizing for a deck designed around dragging the game out anyway.
Vengeful Spirit (kind of new? Wasn’t in last Tier List update – oops, Tier 4) – The nerf to Vengeful Spirit has seriously hampered her ability to be used favorably for effects like Scourgeflame Sorcerer and Corpse Crawler. She is still very efficient at killing creatures, but she is a poor method of reducing threats based on her death trigger alone. However, there are many other options to just kill a creature (especially in Nekrium), so he finds the sidelines compared to other removal.
Matrix Warden (down to Tier 4) – Matrix Warden has little to no survivability at any level. He does help provide one thing that Alloyin is missing: a decent Attack statistic. Though, there is a problem when you essentially use the whole card to buff another, since his meager stats on his own are hardly worth mentioning.
Hunting Pack (down to Tier 4) – While you have the potential to get lucky with Hunting Pack and subsequently get a large number of buffs from a Uterran Packmaster or Ferocious Roar, the Hunting Packs have such low stats that they are not a threat, even in large numbers.
Magma Hound (down to Tier 4) – The changes to Magma Hound heavily impacted his utility for any deck. In a rush deck, he isn’t enough of a threat from his own Attack, and he doesn’t have enough burn to make up for it. In a more control type deck, there are much more efficient ways of removing creatures.
Riftlasher (up to Tier 4) – Riftlasher’s change to be based on his Attack rather than a flat amount is a massive boon to him. However, he can still only proc on your turn, and still has a low base damage. You are significantly better off running Flameblade Champion.
Stonefist Giant (up to Tier 4) – Stonefist got reworked into a more defensive creature. While he still doesn’t put up nearly the stats that other creatures have, his high Health makes him survive quite well and he’s receptive to buffs from a creature like Rageborn Hellion.
Primordial Surge (down to Tier 5) – Primordial Surge’s only use now is to end the game on a particular turn. Lightning Spark is much more efficient at doing this. So, since the buff from the Surge is not permanent, the only value you are aiming to use this card for is to close a game that has gone longer than a rush deck would like.
Toxic Spores (down to Tier 5) – While this is Uterra’s only removal, buffs to Utteran cards have made the faction much better at trading favorably, simply based on their creatures. The removal is a wasted slot in the deck except in very fortunate circumstances, and the card slot is better spent on other cards that buff and keep your own creatures alive.
Scout Drone (down to Tier 5) – Without the use of cards like Fangwood Field, Scout Drone becomes a lot less of a benefit to have leveled. While he is a free play at Level 2 and Level 3, more times than not you are better off having just leveled a stronger card. This fact is exemplified by the decline of card-levelers due to nerfs to Synapsis Oracle and Technosmith.
Lightning Wyrm (down to Tier 5) – The stat nerf to the Lightning Wyrm was unnecessary. Lightning Wyrm already had low Attack, and lowering it further for increased Health (which is still far below the average) is useless bonus. The Wyrm will not survive better than it had previously, and now deals even less damage.
Munitions Drone (down to Tier 5) – The Drone now buffs any other creature, not just Robots. It can’t buff itself anymore, and its stats have been lowered. It is too easy to kill by being blocked with any creature, and so cannot live long enough to make an efficient use out of its buff.
Sonic Pulse (down to Tier 5) – I honestly don’t know what to say about this one. Reducing 3 Attack is powerful at Player Level 1, but I would rather level a Deepbranch Prowler than Sonic Pulse.