Hi everyone, Endo here. Over the past few days I’ve polled 22 current Mythril and Champion ranked players on their perceptions of crafting priority for Mythgard’s Mythic rarity cards.
Cards were scored from 1 to 5 using the following criteria:
” 1) Overall how powerful you view the card to be
2) How many strong decks/archetypes you believe the card should be included in
3) Your perception of the long term utility of the card (how likely is it that the card will still be used in strong decks 3 expansions from now?) “
Additionally, respondents were told:
“Since this guide is aimed at helping players efficiently craft competitively viable decks you should ignore factors such as usefulness in alternate play modes like 2v2, card lore, art style, etc when assigning crafting priority scores to cards.”
Our hope is that the knowledge and experience brought to the table by this group of players can help newer players enter the game and ease the process of collection building.
In this guide I’ll list the average score a card received, the standard deviation of scores provided (a high standard deviation means there was a wider variety of answers), and a brief description of why cards received the scores they did.
Avg: 2.053 Std dev: 1.026
Brising Necklace is certainly a powerful card though it has inherently niche use cases. This is one of the big payoffs for enchantment-based control decks but those aren’t major meta players at the moment. On the flip side, Necklace can also be used as a tutor for an enchantment if it’s the only one you run, making it easier to build decks around a single Mythic or Rare enchantment.
Avg: 2.053 Std dev: 0.621
Draupnir Band saw some play in combo-control decks months ago in Alpha but hasn’t been present in top ladder decks for quite some time. The card has potential, as it will frequently act as a Kolobok variant against creature-oriented decks and could be a decent tech choice for a token meta, however it is far from a must-craft.
Avg: 3.0 Std dev: 0.816
Black Hatter is a terrifying card for opponents that lack high tempo tools, since it can win a game on its own if left unchecked. The card is below curve in stats and investing more mana into moving it can put you even further behind on board, but when the card is good its pretty dang oppressive. Not an auto-include but very powerful in the right meta.
Avg: 2.0 Std dev: 0.917
Loki’s Veil isn’t a tech card that you are happy playing but sometimes you gotta do what you gotta do. In metas where decks are built around a powerful artifact as a win condition, Loki’s Veil can be an important tech card since there are just so few ways to interact with artifacts outside of pushing damage to their face. We aren’t in one of those metas right now though and if you need an answer to enchantments you might be better off just playing Rune of Denial.
Avg: 4.954 Std dev: 0.213
One of the most powerful cards in the game and also one of the safest crafts. Bragi goes in just about anything blue and is a key card across many archetypes. Decently statted Warded minions are scary to begin with and combining that with card filtering that can even get rid of burned cards, a race winning -2 that can be accessed the turn after he’s played, and an ult that can draw you 3 cards gives you a card that isn’t going anywhere anytime soon.
Avg: 2.5 Std dev: —
Junkyard Valhalla was the one card that unfortunately got left off the poll, but a couple of us discussed the card briefly and came to this as a rough number. The card can be decent in reanimator strategies and as a value engine but it is incredibly slow. In a game with so much built in resource extension, this level of slow grind is likely unnecessary. Junkyard is also a card which is noticeably less effective against more experienced players. More novice player may see Junkyard as a constant threat that needs to be kept in check, however in reality since a player can not reanimate another minion while they still have a Thrall in play, more skilled players will often simply ignore the Junkyard and play a tempo-oriented game that can punish the 4 mana tempo loss.
Avg: 4.273 Std dev: 0.550
Kara is a very strong card that makes her way into most aggro and midrange Blue lists. She is very capable of snowballing out of control and frequently forces 2 for 1s. Her biggest downside is that she takes up a midgame threat deck slot but doesn’t have Overrun, meaning that she is often better at fighting for board than she is at racing.
Avg: 3.136 Std dev: 0.990
In my personal testing I’ve found that Odinthrone is frequently a pretty win-more card when compared with more tempo-efficient alternatives like Giant’s Stairway. The card is a win condition and can take games where you are even or ahead and put them out of reach but it is rarely if ever good from behind and generally really slow. Playable but not a must-craft.
Rider of Edda
Avg: 2.714 Std dev: 1.007
Rider of Edda is a good card for Valkyrie decks but it is below a number of other Mythics in importance even for the deck it goes in. If you’ve got the dust for it and want to optimize your Valks deck, go for it, but don’t make it a priority.
The Long Winter
Avg: 1.286 Std dev: 0.463
The Long Winter has seen close to zero play post nerf. I wouldn’t rule it out as a possibility long term but I wouldn’t expect to see the card in top lists in the near future.
Avg: 4.954 Std dev: 0.213
Magnus is one of the most powerful cards in all of Mythgard and a big incentive to be in Blue. I think there is definitely a good argument for crafting Bragi before Magnus though because Magnus’ effect is more replaceable due to the existence of Thunderclap, while there is really nothing that does what Bragi does.
Avg: 2.5 Std dev: 0.913
Tyr is a card that could certainly find its way into some solid decks but is very replaceable and not what I’d consider a safe craft. If you’re building on a budget, just play Blackened Jotun instead. There’s a good chance it’s better anyway.
Avg: 3.5 Std dev: 0.913
Ingrid is one of the biggest payoffs for Valkyries and should be your highest priority craft if you are trying to build that deck. Valkyrie decks are also quite good and I expect them to stick around for a while, so investing in it isn’t a bad idea.
Avg: 2.5 Std dev: 0.859
Great for reanimator lists but unlikely to see much play elsewhere. Maybe this can sneak into some control lists as a top end. Reanimator is a pretty solid deck and I think there’s an argument for playing this even in non-Blue reanimator since it will just end the game if the opponent doesn’t have an answer.
Orbital Jamming Satellite
Avg: 4.182 Std dev: 0.852
Suppression effects are far stronger in Mythgard than in most games of the genre. In addition to removing a creatures abilities and stat buffs suppressions in Mythgard also negate any passive buffs/abilities a card would receive from another source like a Giant’s Stairway, Ollama Ring, or Infuse. This high degree of flexibility combined with the ability to be used multiple times means that Satellite has been finding its way into most competitive Yellow lists so far. It is also an easy splash if you are dipping into Yellow for Bulwark or the like.
Avg: 1.381 Std dev: 0.669
Thunderbird really is just too slow. There are some cute grindy things you can do with it but I would be very surprised to see the card in a successful tournament list at any time in the future. This one is pretty safe to unmake.
Model of Duality
Avg: 2.6 Std dev: 1.142
Respondents were quite split on this card overall. It has no immediate impact on board and relies on you doing other powerful things to generate any value of its own which I think makes it quite easy for many competitive players to brush aside. However, Model, when paired with cards like Serpent’s Den is a win condition in its own right and can allow the right decks to bury the opponent in card advantage while maintaining board parity. If decks like YO token control are up your alley you should be heavily considering this card.
Avg: 2.4 Std dev: 1.231
Sacrificial Altar performs a very similar role as Model of Duality in a very similar style of deck but is in my opinion noticeably less powerful since it actually requires you to start your turn with it occupied to do anything. This does take the win-more downside of Model to the next level and, while I don’t think the card is unplayable, I would certainly try Model first.
Bob “Banzai” Vaquero
Avg: 1.591 Std dev: 0.796
Bob is a super slow value engine and can perform that function well enough if you’re about the Jayemdae Tome life, however I think there are simply better options available for optimized lists. If you happen to open Bob and you need a win-con for a Yellow control deck give him a whirl, but don’t craft him.
Avg: 3.091 Std dev: 0.684
Holcan is your textbook flexible midrange threat. It isn’t super efficiently costed but it lets you prioritize which stats to give it when and can act as a solid Mana sink while still being decent enough if you have other things you need to spend your Mana on. Not a priority craft but likely to make it into a fair amount of decks during Core set constructed.
Zolea, The Unclean
Avg: 4.045 Std dev: 1.046
Zolea is likely the card where I most disagreed with the majority of respondents. She is certainly powerful if left uncontested and like most of the game’s Planeswalker-esque cards has an ult that threatens to win the game. However she is a massive tempo loss and in my opinion very comparable to Bob, with the primary difference being her uptick’s minor ability to protect herself. Zolea is a decent win-con for Yellow control decks but I personally think there are better options available. Clearly the competitive community at large thinks highly of the card so I can’t fault you for crafting her, but I don’t recommend it.
Avg: 4.182 Std dev: 0.664
The Twins are a major standout of any heavy Yellow deck and currently make their way into just about everything that can support their triple Gem requirement. The stats for the cost is close to unrivaled and splitting them across two bodies is even better.
Avg: 4.136 Std dev: 0.639
Sapo, The Devourer
Avg: 5.0 Std dev: 0
Sapo was the only card to receive a 5.0 rating and that fact speaks for itself. Sapo is one of the biggest incentives to be in Yellow and is a card whose existence will change the way you play against Yellow and build your decks. Removing opposing threats, creating a threat of your own, and providing resilience against opposing interaction, Sapo does it all.
Scourge of Serpents
Avg: 1.8 Std dev: 0.768
Scourge hasn’t seen too much play as of yet but the card is priced to move in certain metas, particularly when combined with Serpentine Empress. For 2 Mana, Scourge starts looking pretty appealing once it’s making 3 or more Snakes but that can be harder to do than you might think. I wouldn’t prioritize crafting this card but you can consider it in a wide aggro meta.
Xelhua The Builder
Avg: 2.238 Std dev: 0.944
Xelhua is a super pushed card and if Yellow artifact decks start picking up steam it is almost certain to make them. Some players like Tune Star have worked a lot on artifact control but nobody’s really been able to push the archetype up to top tier yet. I wouldn’t prioritize crafting this card but don’t be surprised to see it all over the top tables if anyone ever cracks an artifact build.
Avg: 2.25 Std dev: 0.910
Serpentine Empress is a great tool for Serpent Den control builds but that’s the extent of her utility. If you are working towards an optimized list definitely consider her but there are other more widely applicable tools to craft first.
Avg: 3.318 Std dev: 1.041
Tangleskein can be easily mistaken for a card solely aimed at the causal player, but don’t let it fool you, its a tempo efficient top end threat that provides its controller with a decent value infusion.
Sea Lord’s Trident
Avg: 1.636 Std dev: 0.658
Sea Lord’s Trident hasn’t been seen in high level play in a while but it slots right in alongside a lot of Mythics that are strong value engines when played from a position of tempo parity or advantage. If you have the time to get a few Krakens out this more than pays for itself in value, the issue is finding that time.
Avg: 1.773 Std dev: 0.612
Terpischore Muse hasn’t found a competitive home yet but it does combine a number of powerful effects. I doubt this sees play with the current card pool but I wouldn’t rule it out if some more high quality Swift creatures get printed.
Temple at Delphi
Avg: 1.429 Std dev: 0.676
Enyo, Murder’s Muse
Avg: 1.727 Std dev: 0.703
Pretty much the definition of win-more, Enyo is overcosted and its often going to be incorrect to sacrifice her attack to use her activated ability even if you meet the condition. Maybe she squeezes into a super wide aggro deck but even there I doubt it.
Avg: 4.681 Std dev: 0.568
Gigantomachia is a staple of everything red and should be one of your first crafts if you are looking to play the color. Decks can often be designed such that your creatures get under Machia which can lead to some brutal tempo swings and it provides an answer to giant Warded threats that exists almost nowhere else, save Seal of Exile. Another card which changes the way you build your decks and the way you play against its color.
Melinoe, Soul Shepherd
Avg: 2.143 Std dev: 0.793
Melinoe is the centerpiece of one of Mythgard’s most difficult puzzles, but its unlikely you’ll be seeing her much outside of it. Like Enyo, maybe there’s a world this makes it into a super wide aggro deck, but I doubt it.
Stairway to Hades
Avg: 4.318 Std dev: 0.780
Hades is a slow grind tool but its one of the more powerful ones available. Since it is almost impossible for an opponent to actually fight through a Stairway, it frequently forces opponents into racing positions, and if they aren’t capable of making that transition can shut the door quickly.
Avg: 2.909 Std dev: 0.610
Cerberus is likely an underexplored card in midrange Red’s toolbox. It is far from a priority craft but a 9/9 for 6 on offense with the ability to partially bypass blockers is nothing to scoff at.
Avg: 2.955 Std dev: 0.653
Lord Valentine is extremely powerful in Vampire Tribal lists but the archetype hasn’t seen much competitive play in recent months. Should it ever rear its head, Valentine will be at the helm, and there’s a chance he can see play outside of dedicated tribal if you can squeeze enough Vamps in. People commonly use playsets of Strigoi Pup to begin with so it likely wouldn’t take too much to push him into viability.
Seven Ring Ritual
Avg: 4.727 Std dev: 0.456
Once again we have a card which heavily shapes the way decks are built and played in the competitive meta game. Seven Ring Ritual demands an answer and so color combinations which lack an effective one are often forced into a heavily proactive role when playing against midrange and control red lists. In addition to its typical use on curve, Seven Ring also pairs with Dashing Ringmaster for the Ring-Ring combo, a 10 mana 2 card combination which produces 18 Rush damage from hand.
Cognate of Eratos
Avg: 1.455 Std dev: 0.671
Cognate is a very hard card to evaluate since it provides an immense amount of information but limited tangible value for its Mana cost. It isn’t finding its way into lists just yet but its entirely possible it could see play in the future, particularly if combo decks wanting to dig for specific tools start cropping up.
The Oak of Dodona
Avg: 4.5 Std dev: 0.512
Oak is an extremely pushed card and finds its way into most Red decks, regardless of whether they synergize particularly well with it or not. It doesn’t provide decks with an effect that can’t be found anywhere else like Machia or Seven Ring, but it’s simply the best thing you can be doing in its color for the cost and you will want it if you can craft it.
Serapis, False Apostle
Avg: 1.810 Std dev: 0.756
Serapis, like many cards of its ilk, is powerful when left uncontested but simply hella slow. Can you use it as a wincon? Yes. Are there likely better options available? Also yes.
Side Show Chimera
Avg: 3.0 Std dev: 0.756
Most competitive players have been leaning towards Chimera over Cerberus but neither card is a slam dunk. Chimera has a particular weakness to aoe, dying to Thunderclap/Magnus during winter and Magmataur/Misanthropia at any time which is certainly undesirable for a card of its cost. However it can often be used to bait out aoe before dropping a Seven Ring and in this way has some inherent synergy with the Red card pool.
Baba Yaga’s Den
Avg: 3.23 Std dev: 0.685
Baba Yaga’s Den is one of the more powerful anti-aggro cards in the game and it’s statted efficiently enough to still be a solid threat on offense. Its 2 Gem cost can push it out of some decks but it will find its way into a lot of Green lists.
Bela, Witch Queen
Avg: 4.136 Std dev: 0.560
Bela is a powerhouse in midrange and control Green lists with its primary restriction being its triple Gem cost. If you are looking to play a primary Green deck you will almost certainly want Bela since at worst she can lock down your opponents biggest threat for a few turns while getting some chip damage in, and can at times let you cheat on Mana or even represent a win condition in her own right.
Avg: 2.318 Std dev: 0.945
Boneyard Abomination is often very efficiently costed as the game progresses and, while at present it isn’t a staple in many lists, it provides a high enough level of tempo efficiency that I would be very surprised not to see it popping up in tournament play.
Shroud of the Pit
Avg: 2.476 Std dev: 0.981
Shroud is very expensive and its hard for me to see it being played much unless Wake the Bones gets nerfed. But a number of players have slotted it into artifact decks so I can’t say its completely unplayable.
The Invisible City
Avg: 1.45 Std dev: 0.605
Avg: 2.636 Std dev: 0.848
A 4 cost 4/5 is at or slightly below curve in Mythgard but if you can get Hydra’s ability to activate even once then it is quite powerful. High tempo lists that dictate trades will probably love this card, but it isn’t a staple.
Avg: 1.762 Std dev: 0.944
I can see this card breaking Yellow/Green board grind mirrors but that hasn’t been a big part of the meta yet. Its possible this is a sleeper but I’m pretty sure it requires very specific meta conditions to see play.
Koschei, The Deathless
Avg: 1.818 Std dev: 0.958
Koschei is an acceptable, if mediocre, tool that could maybe sneak its way into some midrange lists. From my standpoint its biggest issue is that it should basically never be able to use its -3 after its first attack since your opponent is ussually going to be playing a minion, and if not they are probably using removal on Koschei. Decks in Mythgard are minion-heavy enough right now that you can largely ignore Koschei’s Energy abilities, which leaves you with a mediocre recursive threat. Maybe playable, but nothing to write home about.
Average: 2.0 Std dev: 0.837
Pillage is as pure of a tech card as it gets. In metas where decks leaning on powerful high cost artifacts are common, this card is insane, in ones like the one we currently have where many decks don’t play any artifacts, this card is terrible. Players new to the game might gloss over this card for now, but players from the pre-nerf Stretcher days will know just how powerful it can be when the time is right.
Avg: 2.682 Std dev: 0.780
There are combo decks built around OTKing with this card. Those decks aren’t seeing a lot of high level play right now and Zira doesn’t see much play outside of them but it is very possible that Zira OTK could become a strong meta player at some point.
Avg: 4.818 Std dev: 0.501
Murmur is another one of those cards which defines the way decks are built and played. Not all decks can afford GGG, but those that can play this card. In addition to the immense amount of value and tempo Murmur represents, it is an answer to large Warded threats that traditional removal does nothing against.
Avg: 4.818 Std dev: 0.395
Chort Stag is one of the main win-cons of Green midrange and control lists and simultaneously values and tempos people out of the game in a way that few other cards can. As a 7 drop it is somewhat susceptible to single target removal and bounce but Chort Stag still finds its way into tons of decks.
Avg: 4.136 Std dev: 0.834
I personally rated Iku Turso even above Chort Stag and think it rivals Sapo for the title of best top end threat in the game from a tempo perspective. Iku’s ability, which locks down the creature in front of it, is deceptively powerful since it makes the card virtually immune to a number of other extremely powerful cards like Sapo, Murmur, Valk Enforcer, etc. When paired with Impel, Iku can even run over the minion in front of it and then slide over to lock something else in place. In my opinion, if you are playing Green you should be playing this card.
Avg: 1.714 Std dev: 0.717
One of the more bizzare Mythics in the Core set, Spirit Stones has a lot of text and does a lot of nothing. There is a universe where this gets teched into a deck with a lot of Spirits for bounce against reanimator but the opponent’s ability to play around it and not position opposite it if they can remember what the card does means this is unlikely to see competitive play.
Lamp of Wonders
Avg: 2.909 Std dev: 0.811
Lamp of Wonders takes a while to cash in but the card selection it gives you is fantastic for highly synergistic combo-esque decks or toolbox style control decks with particularly strong answers for different situations. The card by nature is somewhat limited in the archetypes it goes in to but it is quite strong in the right decks.
Spear of Destiny
Avg: 3.318 Std dev: 0.945
Spear of Destiny is a fairly powerful effect for go wide aggro decks but it can be deceptively easy for your opponent to position around your focused minions at times. The card has applications for sure but I personally don’t view it as a staple. Low priority to craft but give it a shot if you open it.
Avg: 1.909 Std dev: 0.921
Desertification Engine is a fairly misleading card in my opinion since the name indicates that it is intended to be used as a Desert synergy card. The card’s ability is certainly not irrelevant, however the main strength of this card lies simply in its stats block and Swift keyword. If you think of this like a slighty weaker Baba Yaga’s Den then it shouldn’t be too hard to see how this card can slot into some curves decently, but again far from a priority craft.
Scion of Pride
Avg: 4.909 Std dev: 0.426
Scion is one of the most broadly applicable cards in the game. It goes in litteraly everything Orange right now and is easily splashable. Scion is powerful from a value and tempo perspective, has the flexibility to push extra damage, or remove key threats, and its use as removal is even a pseudo-Banishing effect. This is the safest craft in Orange.
Treasury of Petra
Avg: 2.05 Std dev: 0.999
The cycle of Mythic enchantments that draw you a card at the start of turn if occupied really is quite poor across the board. People were a little higher on this one but I still doubt it’s playable.
Raziel, Keeper of Secrets
Avg: 2.682 Std dev: 0.716
Like most other cards of this style, Raziel is a tempo loss but represents a win condition if left unanswered. Warded helps a lot here and makes Raziel much more of a threat to end the game than say Zolea but his impact on the board itself is noticeably below curve. Again, certainly playable but not a standout anywhere.
Sariel of Enoch
Avg: 1.773 Std dev: 0.685
Sariel is a potent tool in the right matchup but is far enough behind curve that its ability needs to work overtime for to ever be worth it. With the current card pool I don’t see Sariel seeing much play, but I wouldn’t rule it out in the future, particularly if we ever see specialist/sideboard type events.
Avg: 3.182 Std dev: 0.852
I’ve played with Gale a fair bit and I have to say that I doubt it makes its way into any optimized lists right now. The card slots into lots of budget lists just fine if you happen to own it and can and does take over some games, but overall it’s just a bit too win-more for my taste.
To Heaven and Back
Avg: 4.333 Std dev: 0.796
Heaven is slow but one of the more powerful grind tools in the game. Giving Agile to creatures is very powerful as a source of inevitability which makes the card a terror in decks with charge creatures like Red Orange. To Heaven and Back doesn’t make it into every Orange deck but its a highlight of the ones it does.
Kushiel, The Unforgiving
Avg: 4.238 Std dev: 0.7
Kushiel is a raw stat bomb and if thats what you are looking for its as good as it gets. Widely applicable and consistently solid, this is fairly a safe craft even if it doesn’t define any decks.
Avg: 2.857 Std dev: 0.963
Lavish Proxy is a card that will win you the game when nothing else will. There is a reasonable amount of risk associated with using the card but the potential to stop racing lines in their tracks when an opponent positions in a way that commits to one is extremely powerful. Proxy makes its way into a lot of decks.
Avg: 4.955 Std dev: 0.213
Easily one of the most powerful cards in the game, Armageddon Angel is a centerpiece of some of the best decks in Mythgard. The ability to fully clear the board while also establishing proactive development is basically unheard of in this game, much less at the aggressively low cost that AA provides. This card is so powerful that it even finds its way into some more aggresively leaning decks.
Avg: 2.095 Std dev: 0.831
Behemoth really hasn’t seen any play just yet but the card is more powerful than its Timmy-pleasing appearance lets on. If Green Orange reanimator ever picks up steam this is a likely inclusion and it might even find its way into some lists as a control/ramp win-con.
Salt the Fields
Avg: 1.5 Std dev: 0.512
Salt the Fields is a narrow tech choice for an already niche group of archetypes that take advantage of Desert synergy, but given the right meta conditions is certainly capable of seeing play. Those conditions don’t exist right now, but they could sometime in the future.
Grandma Meng’s Tea House
Avg: 1.35 Std dev: 0.587
Tea House is probably one of the least understood cards in the game. It has a very complex impact on any games its used in while also seeing little play for the time being. The big question is how much can really be gained from applying Stealth to minions and whether that can be made worth a 1 card and mana value and tempo loss. A deck would need a very specific set of minions to make meaningful use of Tea House but it is unlikely to be powerful enough to cause you to build your deck in this way on its own, meaning that there has to be a deck that coincidentally wants to be built in a way that supports Tea House for it to see play. That hasn’t arisen yet but I wouldn’t be surprised if it does in the future.
Corrupt Prayer Wheel
Avg: 1.55 Std dev: 0.686
Much like Tea House, Prayer Wheel isn’t powerful enough to be worth building around, however if an aggro deck with a lot of Spirits happens to be good anyway it might slot in there. 2 mana for 5-6 damage to face has a chance of being playable if this card is ever effectively that.
Avg: 2.211 Std dev: 0.855
As Hearthstone players should be well aware of from cards like Ice Block and Time Out, the ability to delay the game for a turn is very powerful. The effect is most powerful when decks have combo kill potential which means that generally the higher power the format the more powerful the card is. It should be no surprise then that Defy Death sees very little play currently, but give it a few expansions and this should become a staple.
Avg: 4.273 Std dev: 1.077
Misfortune is one of the biggest incentives to play Purple aggro and should be one of your first crafts if building within that archetype. The card represents near infinite gas for low curve decks, providing a continuous mana sink to trick trades while chipping the opponent down. Various Purple aggro decks have also proven themselves to be top competitive archetypes for the moment and relatively budget friendly.
Avg: 4.318 Std dev: 0.894
Rogue Idolon isn’t a centerpiece of any deck but it is high power and slots into just about anything purple. Its a safe and solid craft and I doubt we will see the card go anywhere anytime soon.
Cloud Pillar Peak
Avg: 1.6 Std dev: 0.754
Oh hey its this cycle again, pass.
Master of Shadows
Avg: 2.286 Std dev: 0.956
Much of what I said about Tea House applies here. The big difference is that Master of Shadows has inherent value independent of its ability since a 2/5 Deadly has decent trading ability to begin with. Again, a great use for this effect hasn’t been found yet, but it could show up in the future.
Avg: 3.864 Std dev: 0.64
Racer in Shadow is a staple in everything Purple to begin with so Vixen has a decent target for recursion without putting effort into building around it. Like Master of Shadows, the 2/5 Deadly body is pretty decent as is so this finds its way into a number of decks.
Avg: 2.632 Std dev: 1.257
Much like Defy Death, War Fan is an extremely powerful card and the higher power the format the more powerful it will be. Since we are just operating with the Core set right now, it isn’t surprising that War Fan hasn’t found a home yet, but it feels bound to at some point in the future.
Avg: 2.611 Std dev: 0.85
Reincarnation is a powerful card, particularly as a tech option against aoe removal. Unfortunately, it doesn’t work against Misanthropia which is one of the more common sources of aoe at the moment. I wouldn’t prioritize crafting this one but its popping up in a number of lists.
Avg: 3.1 Std dev: 1.071
Celestial Dragon is a potent threat that demands an answer. The combination of its prohibitive mana cost and somewhat narrow use as a top end threat that isn’t optimal for more controlling strategies however means that it might not be quite as broadly applicable as one might expect. Still the card is extremely pushed and slots into a number of powerful decks well.
God of Gamers
Avg: 1.85 Std dev: 0.875
As is, God of Gamers is simply too Mana inefficient and comes down late enough into the game that the opponent is likely to be able to attack into it immediately, particularly if playing Impel, bypassing its ability. I don’t see this one seeing play.
Avg: 4.19 Std dev: 0.981
Jin-Sook is a powerful card though I think its rating here may be a bit excessive. The grind potential of Jin-Sook is solid but like similar cards it is a substantial tempo loss when played. This is a strong addition to Purple control decks but it doesn’t make its way into other archetypes and Purple control is yet to really make a big splash.
Avg: 3.45 Std dev: 0.759
Daigoju is a fairly powerful top end threat but it isn’t exciting in the way that top end Mythic threats in other colors like Sapo, Iku, AA, or 7RR are. If you are playing Purple control or reanimator you’ll want this card but you won’t be jumping for joy over it.
Avg: 3.053 Std dev: 1.224
There is a really big jump from 7 to 8 mana since that is a common point in the curve for decks to stop burning. As a result its hard to see Perfect Grade outside of reanimator but it might squeeze into some control shells. In the right archetypes this is a solid card but its very niche.
Avg: 2.905 Std dev: 0.889
As this is the first multicolor card on the list I’d like to note that all multicolor cards are going to see somewhat reduced ratings to comprably powerful cards of a single color because they inherently fit in to less decks and therefore have reduced crafting priority.
Headless One is a super powerful card and a highlight in more reactive strategies of its color combination. However Yellow is a very wide board based color and as a result has some anti-synergy with Headless One’s ability. Headless One is great in the right deck but I wouldn’t even call it a staple of the color combination so consider that it is unlikely to fit into more than one of your decks if you craft it.
Máni, Queen of Tides
Avg: 2.35 Std dev: 0.988
Máni is an understatted minion but when combined with other beefy threats can represent a pretty absurd amount of damage. She hasn’t seen much play just yet so I wouldn’t reccommend crafting her but go ahead and try her out in various Blue Red lists if you open her.
Avg: 3.182 Std dev: 1.006
The Recursionist is a pretty absurdly powerful card when given the right shell and she finds use even in lists that don’t maximize her potential. This is one of the standout cards in Blue Green combo/control decks and should be a priority if you are building withing that archetype.
Herald of War
Avg: 2.238 Std dev: 0.831
Herald of War certainly appears like a very niche card since it is a high curve multicolor threat with tech applications against certain kinds of decks. Its worth noting though that even if it hits just one enchantment, a 6/6 Warded that kills a late game win condition is a super strong card. This will find its way into a high percentage of optimised Blue Orange decks as long as cards like Bald Mountain and To Heaven and Back define the late games of so many decks.
Avg: 2.095 Std dev: 1.261
The biggest thing holding back Waystone Garden right now is probably simply that Blue Purple as a color combination has seen very little competitive play. Presumably it will at some point though and when it does I think its likely that Garden will be played. This generates a ton of value over time provided that the opponent is engaging in creature combat.
Avg: 1.333 Std dev: 0.483
Revolutionary Totem is quite a strange card since its effect operates in a space very contrary to what its colors are often used to do. Green has Kolobok for ramp and Yellow has arguabely the best top end in the game resulting in Green Yellow decks generally leaning on the heavy hitters that Totem shuts down, meaning building your deck to break its symmetry is often incorrect. Maybe this gets splashed in a 3-4 color deck in certain metas but we’re far from it right now.
Herald of Pestilence
Avg: 3.571 Std dev: 0.870
Herald of Pestilence is a monster for minion-based decks to try to deal with. Shrinking minions and then forcing them to fight through Armor is a brutal combination. If you are in this color combination, you will almost certainly want this.
Avg: 3.142 Std dev: 1.276
Pseudonomicon was the card with the greatest standard deviation of responses from the survey. The card is certainly powerful and any tutor effect should be respected. However post-nerf it is very Gem-intensive which largely relegates it to two color decks. The ability to burn your late game tools or combo pieces early with knowledge that you’ll be able to grab them when needed is potent indeed, however the card must fight an uphill battle against its inherently value-negative nature: the card selection it provides needs to at least make up a card worth of value for it to even be passable. During my testing I found that this card wasn’t quite cutting it in current Red Green shells, however in a higher power format with more situationally impactul tech tools or combo pieces this card could become extremely strong.
Avg: 3.955 Std dev: 0.999
Fated Firebird on the other hand goes into literally everything that uses its color combination and is an incentive to play Red Green. Firebird represents infinite value over time, efficient proactive tempo, and substantial kill threat. It is probably responsible to consider crafting cards like Machia, Murmur, or 7RR first when building Red Green because of their application in other decks and unique effects but this is high on the priority list.
Herald of Death
Avg: 2.190 Std dev: 0.814
Herald of Death hasn’t been finding its way into top Red Orange lists and so is certainly not a priority craft but the card is strong and could very well be correct to include in many metas. High health Deadly creatures have decently high floors and Heralds aoe which can block opponents off 7RR and the like provides something that the color combination doesn’t have an overabundance of.
The Fast Lane
Avg: 1.619 Std dev: 0.865
Giving creatures rush is very powerful, but the cost of this card is just way too prohibitive. You really can’t afford to spend 5 Mana doing nothing in the great majority of games which makes it highly unlikely for this to see play.
Herald of Famine
Avg: 2.238 Std dev: 0.7
Herald of Famine is slightly understatted but its ability is powerful enough that it should make its way into dedicated aggro decks within Green Orange.
Avg: 1.5 Std dev: 0.513
This card is decent in Green Purple reanimator but even there it isn’t exciting. Give it a try if you open it and are playing that deck but don’t craft it.
Herald of Conquest
Avg: 1.952 Std dev: 0.805
As I mentioned with Perfect Grade, 8 Mana is really hard for most decks to hit comfortably. The main place I can see this is as a reanimation target in a deck that doesn’t plan on ever being able to actually play it from and even then you should probably be thinking about something like Living Mountain in that role. Decks that go wide enough to take advantage of this curve out too low to play it. RIP the best 3 drop in the game.
Overall Top 10:
1: Sapo, The Devourer: 5.0
2: Bragi Runesinger: 4.955
3: Magnus Thorsson: 4.955
4: Armageddon Angel: 4.955
5: Scion of Pride 4.909
6: Traitorous Murmur: 4.818
7: Chort Stag: 4.818
8: Seven Ring Ritual: 4.727
9: Gigantomachia: 4.682
10: The Oak of Dodona: 4.5
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