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Subject: chrysotic plague preview 2

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EldritchSoul
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01/03/2007 8:41 PM  
some interesting things in this preview, 2 that i like a lot and 1 which i think is potentially amazing, yet tragically likely to be ineffective.


Tattooed squashbug
3M
1 4/8
shapechange- whenever you would spawn a creature, you may sacrifice this creature to spawn that creature here instead

This piece works very well as a beef placeholder.  for 4 (or 3!) spawn, this piece has great survivability,  and the chance to bring your beef directly into the center of combat could give you a huge advantage early on.


Aviax cowboy
6M
2  2/6
Mindlock - (X) take control of target local creature with spawn cost (X) until the end of the turn (no breaking stacking limit)

The aviax cowboy needs a higher defense in order to be useful. If you're going second, his defense isn't a hindrance, however, you still need to be able to spawn the next turn, and spawn enough points, to make him worthwhile. if your spawn rolls come up short, or you're going first, the cowboy is going to prove almost worthless, and with both of those being good likelihoods, this poor guy sadly won't be seeing much play.

Gutsoup Golem
8M
4  4/8
(b) Warpstrike 3
(6): Respawn- You may spawn this creaure from your graveyard as if it were in your reserves without paying it's spawn cost.

This creature has one VERY obvious synergy: corpsebuilt. you can corpsebuild this guy into your graveyard and then spawn him all game long for only 6. and he's a very nice package for 6 spawn points, even though I'm not a big fan of warpstrike. This guy might become a MUST for weenie bands, simply to ensure that there will always be something to spawn.


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London

01/04/2007 3:56 AM  
Those are more playable than the units in the first preview.

Squashbug;
defense of 4/8 for a spawn of only 3 is pretty good. And shapechange has to be usefull occasionally. (e.g. with the Axiax Cowboy)

Axiax cowboy;
Should be usefull in a warband with Heartsblood temples.
One obvious tactic is to use a spawn phase movement ability (e.g. Pearlthorn castle, Voodoo Manipulator) to get it in the same cell as a unit you want to take over.
True, the low defense will get it killed fairly quickly after that. But just one turn of controlling the right enemy could ruin your opponent's whole game. It might be a strong unit in the current metagame, just for it's spoiler effect against a Brighthammer Avenger.

Golem;
Good point, corpsebuilt is a good combo with this unit. For it's spawn cost of 8 this is an overpriced unit.
For it's "corpsebuilt" cost of only 6. It's an OK warpstriker.




Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

Faragdar the Wise
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01/04/2007 3:33 PM  
For spawn 6 (essentially) I'd say the golem is better than okay--he looks like the best warpstriker, so far. By that, I mean the best all-around piece with warpstrike.

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London

01/05/2007 2:20 AM  
Posted By Faragdar the Wise on 01/04/2007 3:33 PM
For spawn 6 (essentially) I'd say the golem is better than okay--he looks like the best warpstriker, so far. By that, I mean the best all-around piece with warpstrike.

I agree that compared to existing warpstrikers it's the best so far.
But warpstikers generally are below-par in cost-effectiveness. So "better than any other warpstriker" isn't as good as it first sounds.

I meant the term "OK" in comparisson with the majority of units (i.e. non-warpstrikers).
So on a scale of 1 to 10, it's about a 5 i.e.;
Above all the existing warpstrikers
And well below the Scarab Warcharm.



Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

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Albuquerque, NM, USA

01/05/2007 3:23 PM  
I'll start playing around with the guy (by proxy), because I'm thinking he may be exactly what is needed to make a viable Warpstrike Deathtrap band. I wasn't able to make it reliable before, but you might be able to make it work with Gutsoup. Relying on corpsebuilt lets you get beef on the table relatively early, which could give you the breathing room to drop a Darkheart Cottage w/Fleshless Reaper in a scoring cell and then bring up the Gent/Gutsoup combo to really make use of warpstrike. The relative toughness and recyclability of the golem makes the combo a lot less vulnerable. I wonder if it can be done in such a way that lets you get an advantage over Kitsune Rage?--you just need 1 or 2 devastating warpstrikes before the Brighthammers build up steam.

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Neutral Grounds philippines

01/06/2007 7:21 PM  
i think the comboy works great with the citadel of torture. controll an opponents monster and sacrifice him on the citadel.

i just dont know if its effective. but kinda fun to experiment with.

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London

01/08/2007 3:52 AM  
Posted By Faragdar the Wise on 01/05/2007 3:23 PM
..., because I'm thinking he may be exactly what is needed to make a viable Warpstrike Deathtrap band.

New spoiler on the WotC forum (I'll post a link when that site back up)

Octorilla
spawn 11M 4/4/10
spawn phase ability, cost spawn-3; make a power 5 attack on every non-local enemy creature in the same column.

One of those in a DHC would ruin anyones day. Unless that spoiler is missing a serious weakness in the ability, that's an utterly awesome "warpstrike".  The suspision would be that something is missing from the wording. Since comparing that to a warpstrike. Is like comparing a machine gun to a bow & arrow.


Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

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Albuquerque, NM, USA

01/08/2007 5:45 PM  
Good Lord! If you have one of those in your reserves, a DHC in the spawn row, and a way to generate extra spawn on a moment's notice (like the Citadel of Torture), you basically own the DHC's column. Wow! That could be really nasty.

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EldritchSoul
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01/09/2007 7:29 AM  
That also depends on if it's the octorilla making the attack. if it is like the buzzclaw's ability, the DHC won't help.

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01/10/2007 12:39 AM  
Posted By Boyet on 01/06/2007 7:21 PM
i think the comboy works great with the citadel of torture. controll an opponents monster and sacrifice him on the citadel.

i just dont know if its effective. but kinda fun to experiment with.


I was thinking the same thing. That could be a huge payoff with the right spawn phase movement abilities.

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01/10/2007 12:42 AM  
Posted By XAos on 01/08/2007 3:52 AM

Octorilla
spawn 11M 4/4/10
spawn phase ability, cost spawn-3; make a power 5 attack on every non-local enemy creature in the same column.

One of those in a DHC would ruin anyones day. Unless that spoiler is missing a serious weakness in the ability, that's an utterly awesome "warpstrike".  The suspision would be that something is missing from the wording. Since comparing that to a warpstrike. Is like comparing a machine gun to a bow & arrow.



That might be the best Madness Creature I've ever seen if the wording is right.

Spawning a DHC in the spawn row seems odd though.

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EldritchSoul
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01/13/2007 9:19 AM  
at that point, you're also putting the creatures you do spawn further from the action when they come in, meaning that while you might be killing things, your opponent may very well be able to double shift his way to win turns, or just start working on collumns that don't have your DHC in them (assuming that combo even works)

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