On November 1st the TES: Legends community saw how quickly SparkyPants was willing to give players new content. That’s right! New Content! FrostSpark was a DLC created to “shake” the current meta to make things more interesting for Legends players. Now that FrostSpark has been out for a week, some players may be wondering how to play some of these cards. This Article aims to give a broad overview of all of the cards and hopes to answer some of the play styles for these new cards.
The main point of Piercing Twilight is to get rid of cards from the graveyard, removing the opponent bringing back specific threats or reshuffling.
A lot of players may have thought about using Piercing Twilight to clear single card destruction, such as Piercing Twilight, Edict of Azura, and Cast into Time. The issue with focusing on action single creature destroy cards when dropping down Piercing Twilight is how that move may be inefficient. Let’s say, for example, a player drops Piercing Twilight to get rid of a Piercing Javelin, there are two flaws with making this move. First, it still does not get rid of any cards in the opponent’s hand, so it’s likely that they may already have the second, possibly third, Piercing Javelin. Second, while it gets rid of one of the primary issues when dealing with Willpower, single card destruction, it does not get rid of Cast into Time or Edict of Azura. Dropping Piercing Twilight to get rid of one of these cards may not be the worst decision, but it seems as if there’s more to this card than getting rid of those mentioned above. So, be mindful of what your opponent is playing before getting rid of single card destruction.
Worst case scenario, you need a guard and are unable to get off a card or a better card from your opponent’s discard pile.
Apex Wolf is a high summon card with an intermediate value of return. Apex Wolf does not shake the meta, but it works well in a control deck searching for a response mid to late game.
The effects of Apex Wolf allow the creature Drain, which is already a considerable addition to the healing effects that Willpower has. By round six and having Breakthrough it may not be the best response to other cards of high health. It does, however, do great against token decks as well as a card with low health; for example, using Apex Wolf against Fighters Guild Recruit. The player gets rid of a guard threat, gains health, does damage to the opponent face, and allows the next creature the player draws to have Breakthrough and Drain. When used at just the right time, the reward of Apex Wolf is valuable.
Shadowmarking, or what should have been called Shadow Marketing, does not have a lot of personality, but it is still an impressive card. Shadowmarking can be used in decks trying to draw as many cards as it possibly can throughout their deck to find a card of substantial value. There is not much to say about this card, other than it is good for what it does, which is merely searching for cards.
Torval Extortionist is a valuable card to have for players trying to build Magicka early while still having an intimidating presence on the board. When appropriately used, Torval Extortionist can do well in archer decks that are focusing on tempo builds or slay. Extortionist should be used to kill off 4-6 drops to increase magicka pool as early as possible. One of the negative sides to Torval Extortionist is how it doesn’t fit well with the Current Aggro decks. Aggro decks, with Agility, may not want to consider dropping Torval at all when it’s better to drop Cliff Racer for the same mana cost. Especially when taking into consideration how Extortionist’s focus is on Mana gain. So, despite its massive hit to the face, aggro would not be a wise choice for Extortionist.
So, how can Extortionist work well in the current meta? Extortionist would work well in a control deck expecting to make higher summons around the mid-game. This card seems to work well when a deck is created for Extortionist. The worst scenario is when one draws Extortionist in the late game, but its high power almost makes it worth a late game draw for those massive hits to the face.
Karthspires Scout’s low cost summon works really well for decks that have low cost. The best example would be Petamax Abomination Scout Deck. Here, a member of Legend-Decks has already improved Petamax’s deck with frost spark: https://www.legends-decks.com/deck/52021/petamax-abomination-improved-w-frostpark.
Notice how all of the cards, such as ShadowShift, rely heavily on deck drawing. The main focus of this deck is to kill off as my of your creatures as you can, then drop Journey of Sovngarde to make for a low-cost return to the game. Even Shadowmarking is here for the deck draw, this makes for a beautiful comeback to the game when Journey to Sovngarde is played.
There is not much else that Karthspire scout would work well with unless its sole use is in Market building decks. In which the creature sacrifices its own life hoping to draw other cards; unfortunately, this does not work as well in the market during the later game because you have to summon it and wait to use it for another turn.
Karthspire scout is probably the weakest in The FrostSpark set due to the limitations of actually using it. Its lack of power makes for a soft swing, and the chance of return may be low when playing against opponents that use Silence. That is not to say Karthspire does not have its use in the right deck, but the right deck is rare to make or come across.
Green Pact Ambusher
Green Pact Ambusher is one of the best aggressive cards to date and rewards smart play. Unlike most aggro cards, the nature of Green Pact ambusher may be worth keeping in hand due to its lovely description,
“At the end of your opponent’s turn, if they have a full lane and Green Pact Ambusher is in your hand, summon her to that lane.”
This right here can be a game winner for aggro decks, especially when going against conscription. This costs nothing, and being that it’s at the end of your opponents turn, it allows Green Pact Ambusher to hit the face, assuming that there are no guards in the way.
What’s even more unique is how Green Pact could protect another creature that has high power and low health, which can be useful for saving with Green Pact’s low cost and guard, even allowing the player to summon other creatures.
A more advanced play style may be to drop it in early. This allows the player to see what the opponent has in hand. If the opponent uses Sorcerer’s Negation that shows the player the opponent does not have fire bolt and is willing to sacrifice action cards early in the game.
The Prophecy for this card can also protect the player from taking heavy blows from the opponent to save in for a victory on the player’s turn.
This card is truly versatile and can be used for nearly any deck using Strength.
Destruction Tutor is a card that you build a deck around. It’s not very versatile except for actually making decks that heavily rely on action cards. Destruction Tutor is also hard for most opponents to get rid of due to its high health value. Due to its lack of flexibility for the ladder, it may even work best in an Arena deck that focuses on making Action cards as its primary use. Sadly, for right now, this card does not work best in the current meta.
Much like shadowmarking, there is not much to say about this card, but it does have extraordinary significance. Harmony works excellently when dealing with both aggro and conscription because of its ability to give “ALL” creatures -2/-0 until the start of the player’s turn. So, not only does this allow the player to attack in for catching up, but it also doesn’t enable the opponent to respond strongly on their turn. For a low-cost card, it should be heavily considered for use in most Willpower Decks.
Sword of the Inferno
Sword of the Inferno is probably the best card in the FrostSpark DLC. It’s exceptionally versatile to many different play styles and allows for Strength to have early card removal equivalent to fireball.
Sword of the Inferno can be used as Lethal to get other cards off of the field. As a Ramp Deck, much like Warrior7’s, it can be used on the Slay ability to put in for massive damage to the face. One of the things to note about this card is how it does two damage to “another” creature, so its ability to self-harm creatures can be great for the Last gasp. Sword of the Inferno can be placed with creatures that have ward allowing for no damage on the creature, but another creature of the players choice. The versatility of this card is almost endless.
The only instance in which it may not be wise to add sword of the inferno to a deck is when the deck is already carrying low health creatures. Other than that, the card is excellent and should highly be considered when making a strength deck.
Death Hound is a rather weak card from this set, but it does have its use in some minor instances in which it would work. One must carefully observe its description of “power equal to its health,” which means when damage is done to Death Hound its power also goes down. The fact that Death Hound also has guard means the player cannot protect it in the shadow lane. So, if the player manages to keep it alive after turn five, which already has a lot of removal cards to worry about, the player can then buff Death Hound up. One thing worth considering for death hound is the player’s ability to silence it, so it maintains six damage, but in doing so it also loses its card’s ability to gain power equal to its health.
So, for right now, Death Hound is a rather weak card, but it does have some of its uses in limited instances.
As Justin Larson said in one of Team Rankstar’s recent articles, “Moose (Wilds Incarnate) is a Powerful card.” Incarnate is very versatile in its design and its health keeps it on the board. Killing Wilds Incarnate will be difficult for most players. The fact Incarnate allows for players to draw cards based off of runes will force the player to make less greedy plays and more trades when this card is in a deck, but it is worth it. When playing a control deck and dropping Incarnate, this allows the player to stop damage from the opponent for one to three turns while drawing cards. Playing an aggro deck, this allows the player to respond to the game when it has been going on for way too long. The icing on top is how it responds well to conscription. Most two drop cards only have two for power, Wilds Incarnate stops the opponent from using three of their creatures, and if the player maintains their runes, they get the draw!
Wilds Incarnate works well for players willing to make those smart plays and get into the late game.
Use the code “TRS12” to get 12% off your order at InkedGaming.com and support Team Rankstar directly!