Monday, April 29, 2019

Magi Nation Fan Run Storyline Tournament - Desperate Journeys, Story Two

Desperate Journeys

written by VoyagerOrchid, Foghammer, for the Fall 2018 Magi Nation Duel Online Storyline Tournament.

“Regent Jaela!” A voice called. “A new report from the Sky Watch!”

“Tell me, Nimbulo.” The queen stated, turning from the map of the Moonlands. “Has there been any progress with the unrest?”



“There has, my Lady. The Watch reports that the Bograthians have slowed their attack on Paradwyn, but the cave-ins and earthquakes in the Teeth still continue. The emissary from Ombor is furious – it seems there was another large tunnel collapse.”

“Tell the Underlings we’ll work on it. Send a watch-member to d’Resh, perhaps something can be done to commission a sand sculptor. What still troubles the Moonlands, elder?”

Nimbulo nodded gravely at the regent. “The forest immediately around Vash Naroom is still corrupted. The surviving Naroomites have settled outside in the greater forest, but they’ve still had reports of felled and burned trees near the city. We’re unsure who is responsible, but initial reports indicate Calderan spellcraft. The Flamekeeper has been unresponsive since our last missive, Your Highness.

“The grass torn from the weave is still spreading in d’Resh, though we haven’t received any news from either region since the initial report.

“Our sky watch member is still investigating the earthquakes in the Teeth. There are rumors that something terrible has happened with Kybar’s Fang. Gruk has sent a report to Ombor about this.
 
“The Naran iceberg is nearing the eastern shores of Paradwyn. It has started to melt, and there are strange shapes inside it, beyond the peculiar dark color…”

Nimbulo fell silent. More problems had befallen the Moonlands than he could remember in his lifetime. Things had become strange and different ever since Agram’s release and re-sealing, since that peculiar boy Tony had appeared.

There had even been rumors of ruptures in the dream barrier. If there was any truth to this, what would happen if ever there was a breach in it? He did not dare mention such things to his regent yet, however.

“Nimbulo!” Jaela called after the pensive elder. “Please, focus. We need information from all the affected regions. Send a watch member to each of the Keepers of those regions; see that the magi are talking to one another. We need solutions, and simply playing courier will not do.”


* * *

Quilla was bored. Since the vault had been raided, they had lost a lot of their more interesting relics to the fire. She idly turned an Orothean Horn in her hands, and looked at a small cubic frame on the coral workbench. There was so much unrest in the Moonlands above, but here in the deeps, only that mischief with Bria and her old friend Qwade had stirred up any real news.



Her friend Orthea hadn’t been around either lately, having been sent by Mobis to talk to the Lady, and try to “Calm those mischievous youngsters from their dramatic meddling” as Mobis had said.

Well, she could sit here and be bored, or she could go exploring in the shallow reefs. There was still fighting in the outskirts of the wetlands of Bograth, so maybe she could help stop a battle or find some wreckage. She swam toward the surface waters, leaving Oscent Mar behind. The normally
bright waters above were dark for some reason, so she swam faster up, and cast a quick spell to elongate her tail flukes to speed her journey. There was something dark blue blocking the the sunlight, an odd ovoid shape, floating at the surface! An iceberg! But what was it doing this far south? Mobis would want to hear about this! She accelerated again, exploring along its base, looking for any irregularity, until she came across a cave-like opening. Up she swam, into the dark, yet oddly glowing ice. Mysteries always drove Quilla onwards, maybe she could discover why an iceberg was off the Bograthian coastline.

* * *

Sorreah hailed Yaki. He was camped a bit off from the rest of the Naroomi hunting party.

“How’re things in the sky, Brother?” Yaki asked, somewhat glumly.

“Arderial is quite removed from the struggles down here, but our hearts are with you while the Regent exercises caution." Sorreah chose his words carefully, but made good on his words with a warm smile. "How are you, my friend?”

“Ooh, well, Pruitt’s mighty angry at me from that last stunt, but at least we stopped the shadow magi in The Teeth, oh yeah. She won’t talk to me still. And Eidon’s pretty mad too. Tryin’ to lay low for a while.” Yaki said.

"Perhaps you could accompany me for a while, give the others time to cool their heels?" Sorreah offered, extending an open palm to the Corestalker.

Yaki considered the Arderian's gesture for a moment. "I'll probably take you up on that, yeah, but lemme check in before we go anywhere." With that Yaki turned away from Sorreah and walked quietly back to the camp where Pruitt and the Narans were still waiting for scouts to return with updates on Warrada's movement.

* * *

Pruitt stood in front of the Narans with a hastily drawn map laid out in front of them on the ground. Mobility had been so essential in recent days that luxuries like tables and even full tents had been abandoned. "I don't want us splitting up any more than we have. I'd rather lose the trail than for anyone else to be lost to us." Pruitt's tone was pleading, but carried a hint of frustration.

"I understand, ringsmith. You speak with wisdom beyond your years, and our own tracker would do well to heed your words." Odavast nodded, cutting a narrow glance to the side at Thast, who sat scowling with his arms crossed.

"Warrada's not taking that thing out into the world to hide out or lay low." Thast growled. "We let her get any more of a lead on us, we're gonna be hurtin', along with a lot of other innocents. I'd blame us."

"Only Warrada is to blame. We are doing all that we can." Pruitt sighed, exasperated.

"We're not doing all we can, we're sitting here talking about doing something while doing nothing!" Thast shouted, balling up his fists in anger.

"Thast!" Bronn raised a gauntleted hand to him. "We are guests of Naroom, and this is their fight. We are only here to support them."

"Tell that to the Kybarites, or the Paradans, or TO OUR OWN PEOPLE! We don't know where she's taking that thing, and if you think I'm going to sit here and--"

"That is enough, Thast." Laranel laid a gentle hand on Thast's shoulder. "We will do as Pruitt asks and stay together. Is that understood?" The Ice Queen glanced around at each of her subordinates, and without waiting for a response, turned back to Pruitt. "Please continue, Ringsmith."

"I... that is all I wanted to say." Pruitt said, trying to hide her stress.

The Narans departed quietly back to their tents to finish packing, except Laranel who lingered to offer Pruitt some encouragement. "Continuing to move forward is all that one can do. That is the wisdom of the glacier. Do what you think is right, and demolish whatever obstacles lie before you." Laranel smiled at the young Naroomite and left her to think.

"Thanks... I think..." Pruitt said as she strode back to her tent.

It was this moment that Yaki chose to descended from the tree he had perched in. Pruitt had become accustomed to this in recent months; she frowned at the tracker. "Pru... I know you're still angry, so I'm going to go with Sorreah for a while..." He said to her in hushed tones.

Pruitt balked. "What? Yaki, no! How is that making things better? You just run away from the problem and when you come back it's supposed to be fixed?"

"No, I'm just giving everyone time to cool off! Sorreah wants my help--"

"You just watched me telling everyone that I didn't want us splitting up any more!"

"But they don't trust me, dig it?" Yaki whispered harshly back at her, his eyes flaring with their eerie jade light. Pruitt flinched. "I'm-I'm sorry, Pru. I just... I can feel the resentment, oooh yeah. And I know you'll all do better without me distracting everyone."

Pruitt stared at Yaki for a moment; his shrinking posture, his fidgety hands playing with the rings on his fingers, the way his eyes scanned the ground nervously between glances at her.

"Do what you think is right." She sighed.

* * *

Quilla had wandered for hours in the labyrinthine depths of the purple iceberg. She had wandered up and down pathways, and to multiple dead ends. Her shoes were starting to show signs of undreaming, and she hated having to walk on legs for so long. This was boring! Why did Bria get all the exciting adventures? And Blu got to meet that interesting Toneey Jones guy that had that fascinating Core Glyph thing Blu was always going on about! Quilla got to find this glowing purple iceberg, and there was nothing to collect or study in it at all!

Lost in her thoughts and lost in her way through the icy maze, Quilla suddenly stopped. She had heard something, soft as a whisper, but she was sure it was real. She looked forward and back, side to side. The whisper, again. It had come from the left fork of the crossroads where she was standing. “Hello?” She called. Excited, she strode more confidently down the left path. Certain that her grand adventure would soon start. Oh, and maybe there’d be some relics to scavenge!

* * *

Quilla approached to the source of the glow, but had not heard the whispers in some time. Rounding an intersection where the glow seemed the brightest, she gasped. There was a whitish orb in the middle of a dead end on the tip of an icy shaft sticking straight out of the wall. The walls all along the dead end were shadowed, even scraped, with dark colors and bizarre claw marks. Slowly, she approached. The orb's gleam was an almost opaque cool white, but waves of purple and blue washed over its milky surface at seemingly random intervals. The glowing orb would pulse with brilliant light with the appearance of each purple swirl, almost too bright to look at.



She poked the orb with the butt of her old, barnacle encrusted spear. Nothing happened. “Well,” Quilla muttered. “Nothing risked, nothing gained!” She snatched up the orb. It felt icy cold in her hands, to no surprise- she was in the middle of an iceberg after all. She turned to go. Maybe Mobis would know what it was.

A loud crack sounded behind her. One glance back showed a big crack in the shaft the orb had sat on. She could see something under the ice. Were those...fingers?? Quilla started running. Finders keepers! She thought as she picked up the pace. The whispers started up again.

* * *

Yaki and Sorreah traveled southwest toward an odd glow on the horizon. The light seemed to be both beneath and above the sea. Sorreah flew circles above as Yaki charged forward; they headed through the still damaged areas of the forest, and through the outskirt areas of Paradwyn. They traveled for two days, camping at night and crossing the great river, when they finally arrived at Bograthi Bay. It had not been long since Yaki had rampaged through Bograth, stopping the magi there from continuing to build rafts to supply their raids on Paradwyn, but now there was something else clogging the bay -- a large, multihued iceberg. It wasn’t the normal color of bluish white of regular icebergs, but was twisted in several irregular mounds and had a greenish-purple color towards the center. This was what the regent of Arderial had sent Sorreah to investigate. If there was a threat within the iceberg, it could cause damage to the regional ecosystems of three regions – Paradwyn coastlines, Bograthian estuaries, and even the depths of Orothe.

Sorreah and Yaki nodded wordless to each other, and Sorreah took to the air- lifting Yaki aloft, and flew as quickly as he could to the top of the icy plateau. Panting, Sorreah landed next to Yaki, and they began to look around. There were actually hill-like mounds on the surface which hadn’t been visible from land, taller than both of them. The light inside pulsed gently, as if inviting them in. They split up, and searched for any hint as to the cause of the light, when Sorreah called out to Yaki- he had found a tunnel. Just as they entered the frozen cave, leading downwards, the light shut off, suddenly, like a candle winking out. And the ice began to shake!

“Icequake!” Sorreah shouted! “They ran out of the cave, but the shaking didn’t stop. Then there was a bright purple flash from inside, and everything grew still again, just as suddenly as it had begun.

“We gotta go in, brother! I know it sounds crazy, but the tunnel’s still there, maybe someone’s in trouble!” said Yaki.

“Let’s go.” agreed Sorreah. Cautiously, they entered the tunnel again, nervously looking at the stalactites above them.

* * *

Yaki and Sorreah had wandered deeper into the cave for what seemed like hours, but had likely been only a few minutes - they were hurrying to try to get to the source of the now missing light- but had no idea how far it would be. They chose paths when the tunnel split always heading downwards, leading to ever darker tunnels. Eventually, they came to a rather flat, open tunnel area, where recently, it seemed, there had been a cave-in from one of the ice walls. Yaki inspected the fallen ice chunks, which still resonated with some magic, though he wasn’t quite sure the origin. It was entirely alien to his trackers’ instincts. Sorreah was looking back the way they had come, leaving a tracking rune in the ice - so they wouldn’t be lost.

“I think something was here, brother!” Yaki exclaimed. “There’s magic all over these chunks, but it’s… different. Reminds me of that kiddo who was vis…” A blast of icy air hit Yaki in the back, causing him to tumble down the path towards Sorreah. Sorreah immediately summoned up a Vellup, but it was quickly slammed by a piece of small red stone, weakening in it.

“Get away from our mine!” A raspy voice shouted at them. A reef hyren lumbered up, with an Orothean sitting on its shell. A dark blue Orish floated up nearby.

Sorreah tapped another ring, bringing forth an Ayebaw, and Yaki flared his Furok ring to life. The two creatures were there in an instant to engage in battle, but the hyren was faster- again spitting red stones at both creatures, causing them to weaken even as they were magined into existence.

The Orothean was no one Sorreah recognized. Her eyes glowed a cold white light, however, and she held out her left hand, as if holding something gently. She ordered her creatures to attack. Yaki dove out of the way as the dream creatures engaged in fierce combat, but with both of their creatures weakened, Yaki had to quickly magine out his next creatures, two hinkos and a wasperine. Sorreah calmly summoned more creatures too, but it was clear they were both losing the fight. Sorreah strained with effort, searching for some reason the Orothean would attack them like this.

“Stop!” he called. “We don’t want to fight you!



“Get out!” was her only reply, “I was here first, and you just want to stop my lovely freeze!” She spread her arms, and several relics gleamed on her arms and shoulders. Again an icy blast struck one of Yaki’s creatures, and it burst back to the dream plane with a tinkle of animite. The air was getting colder, and they were already in an iceberg cavern! Suddenly, the Orothean looked behind her, and shivered.

“No! Its…. it’s mine… where…” and she screamed, blasting a large wave of water through both of Sorreah and Yaki’s creatures, and bowling them both over in the icy wake. All the creatures on the battlefield had vanished, and the Orothean lay on the icy floor, her tail now spread behind her, face down. Sorreah saw only blackness.

* * *

Yaki shook Sorreah awake. His wings ached like never before, and he felt like he need a week of sleep. He wouldn’t be able to magine anything for some time.

“Hey brother, you alright?” he asked Sorreah. “Quilla here’s up too, seems we got more trouble than we thought, oh yeah!”

Quilla, the Orothean magi from the battle, looked at Sorreah sheepishly, her legs now transformed again, and offered him a hand up.

“I’m sorry about that, trackers,” she said. “It… it was the relic. It had some… dream, some power over me.” There’s a magi controlling it! They want to cover the whole moon with dark ice! It was like being in someone else’s dream, except it was a nightmare. They forced me in the dream to want that too!”

“We have to stop them, brother!” Yaki responded.

“Agreed, but where did they go?” Sorreah asked. “We’re still in this iceberg, and we don’t know where they went!”

“Well… when I was in their dream, I...I think I could see their plans… and, well, I could see three different regions. Maybe they’re going to one of them?” Quilla offered.

“What were the regions?” Yaki and Sorreah each asked.

“...I’m not sure entirely, but I know I saw the trees of Naroom. And...no, that can’t be right, how can a volcano freeze, that could be Cald? And...oh no, I saw Ocent Mar!! We have to stop them!”

The three magi picked up some animite shards on their slow trek back out of the iceberg. They quietly discussed which of the regions were the most likely. This might be a completely new threat to the moonlands, beyond the unrest that had been brought with Agram’s dreams.

To be continued, in the next storyline tournament!

Saturday, April 27, 2019

MND Regional Review: Universal


Magi-Nation Card Review
Universal
by Kroodhaxthekrood

Rating Scale
Magi-Nation Duel has only one traditional format, Constructed, where all cards are legal except for a limited few. Cards will be rated in this context with the rating scale shown below. These grades do not tell the whole story and should be viewed in the context of the writing which accompanies them. This grading scale will be slightly different from all the other (true) regions, as I will be grading Universal cards based on how they affect the overall game rather than how they fare in mono-Universal decks.

1: Unplayable. Actively bad or detrimental to your board own board in some way.
2: Low-Impact. Not actively bad but doesn’t do a whole lot. 
2.5: A little better than “meh”.
3: Role Player. Cards which are simply not played as much but either could be good given
    support or are at least decent or fun options.
3.5: Very strong with the required support.
4: Staple. Strong cards which see lots of play (or should) but are not completely busted.
5: All-star. Practically an auto-include in most if not all of decks from that region. 

Now, on with the show:


Magi

League Elder – 5
League Elder is only technically a Universal magi, since Adapt always turns him into something else, but that means he can go in any region in the game! That said, the Purveyor of Great Fun is enormously powerful if you build your deck around Prepare. The ability to discard cards for value by using cards like Channeler’s Gloves can give League Elder the ability to power through your deck to find whatever cards you need. There are a lot of ways to make this good. The best ones I’ve seen are abusing Tweave as a Weave magi, slotting into discard pile-based d’Resh decks because he can use his starting card on Mirago, and acting as a magi with actual draw power in creature-based Cald decks.

Rayje – 5
This magi allows you to actually play a mono-Universal deck and that deck can be very powerful. He is extremely flexible and gets more powerful as the game goes on. The best thing about Rayje is probably his starting cards, which allows the player to get Rayje’s Construct + Warrior’s Boots + A piece of disruption or protection on turn one. A lot of decks will not be ready for this giant, hugely impactful creature to hit the board so early and it can net you free wins.

Tony at a Con – 1
Taking two turns in a row would be pretty dope, even if you’re defeated right after. He’s also got great starting cards. The reason he gets a 1? Easy. This card is actually banned from competitive play.

Tony Jones – 2.5
Animite Affinity allows Tony Jones to play creatures and spells of any region with no penalty, though he cannot play Core cards for both mechanical and flavor reasons. The errata also allows Tony to use Favors to play any non-Core relic. It’s expensive, but he can even use it to get a discount on some 3-cost relics like Remember Ring, and some relics cost 2 anyway. He still pays zero for the cheap Universal relics anyway. Essentially, his abilities allow Tony Jones to go into any non-Core deck but that’s not useful in and of itself. You want to play a magi for the unique things they can do, not just because. What you’re looking to do with Tony Jones is to find a combination of cards across different regions that only he can create. Even when you do find such a combo, you still have to deal with his abysmal starting energy of 10 which makes him from interesting to basically unplayable as your main magi (which is what his abilities push you toward).

Tuku – 1
As a card, Tuku is pretty good. His starting cards are a powerful combination and Restrain is a very powerful ability that can severely limit your opponent’s options in the right situation. The only problem with Tuku really is that including him in your Universal deck makes your Rayje’s less powerful. Unlike League Elder and Tony Jones, he can really only fit in the mono-Universal deck since he pays regional penalty for all non-Universal cards and can’t play non-Universal relics. The only other mono-Universal magi is Rayje, and he’s selfish.




Magi: TLDR

5
League Elder
Rayje

4
N/A

3.5
N/A

3
N/A

2.5
Tony Jones

2
N/A

1
Tony at a Con
Tuku



Creatures

Baby Hyren – 3
A one energy creature with energize: 2 is really cool if it ever lives. Fledling helps it live … sometimes. Growth Spurt is really slow and it has to live to use it, which means you need a way to protect this card from opposing powers, spells, random effect damage. It’s not terribly likely to do its thing at competitive tables.

Collosit – 2.5
Spare Parts does combine nicely with Nightmare Construct, making it one less than your magi’s energize to actually play. Colossus and Rayje’s Construct are so expensive that the one energy often doesn’t make that much of a difference, especially when this card costs 4 to begin with.

Colossus – 3.5
A big dumb hunk of metal. If you can cheat this into play it’s pretty awesome. Paying the full twelve energy is pretty lackluster unless you have inordinate amounts of energy on your magi.

Hapu – 2.5
This card’s effects don’t do a whole lot. At 3 energy, it’s extremely easy to remove either in or out of combat.

Monarch Hyren – 3
Demand has the problem of hyren not having much synergy with each other and the problem of paying 9 energy to get this thing into play before you can use it. Otherwise, searching up a hyren is cool. Command is one of the few hyren synergies that exist and it’s quite a good one since the card was errata’d to boost itself. Command wants as many hyren in play as possible, and there are precious few hyren that cost less than five energy, so build your deck with that in mind.

Nightmare Construct – 3.5
Okay if you can boost your magi’s energize rate so there’s something left over after you play this card. Actively good in either a Naroom or better yet, Core, Flood of Energy deck.

Rayje’s Construct – 4
This card does a LOT of stuff. It staples a Robes of the Ages, Mirror Pendant, Channeler’s Gloves, Water of Life, Book of Ages, Relic Stalker, and Ring of Secrets to a 12-energy creature. The one thing it doesn’t do is protect itself from Shockwave and the like. The other problem it has is that you have to remember all the things it can do! The only reason this card isn’t a 5 is because it’s very expensive to actually play out.


Creatures: TLDR

5
N/A

4
Rayje’s Construct

3.5
Colossus
Nightmare Construct

3
Baby Hyren
Monarch Hyren

2.5
Collosit
Hapu

2
N/A

1
N/A




Relics

Ancestral Flute – 3
Two energy for two cards is great. The problem with Song of the Family is that it’s just barely too slow to set up. As in, you can’t play the copies of your creature until the next turn unless you start your turn with it in play. There aren’t too many decks where having multiples of a creature is better than having other creatures, but this card is great with creatures that get better in multiples, such as Flame Trulbs, Mombaks, or what have you.

Ancient’s Puzzlebox – 2.5
This card makes your deck worse because you can take up 6 card slots. If you do, you have a lot more opportunities for awkward draws. That said, Mind Games can add a lot of energy for cheap, and that’s a good ability to have. Plus the card replaces itself when used.

Baloo Root – 2
It’s technically energy advantage but it’s also an entire card for much less than a card worth of effect.

Book of Ages – 3
There aren’t too many decks that want to spend their energy this way, but Lore isn’t bad card draw as far as that goes.

Channeler’s Gloves – 3.5
This card is surprisingly awesome. At first glance, Channeling isn’t a good rate, at least when you consider that two energy is worth drawing one card. The thing is, adding energy to your magi is very powerful. Additionally, Channeler’s Gloves lets you discard cards to get them into your discard pile or just out of your hand, and this doesn’t cost any energy to do. For any decks that make use of the discard pile or just have a bunch of cards and need more energy on their magi, this card is an excellent choice.

Dream Balm – 3.5
Weebo is a 5. Dream Balm is a one-use Weebo that can be played in any region. While Naroom has actual Weebo and usually doesn’t need Dream Balm, Vitalize is a very powerful ability. You want giant creatures that you can get to low energy on purpose before you put Dream Balm in your deck, but that’s somewhat easy to do.

Forgotten Dancer – 3.5
Normally, cards like this are not good since they’re too narrow. However, the upside of Excise is absurdly powerful which means if you have access to Abwyn’s Quill or Twilight Mowat you can break this card and it should go in your deck.

Gauntlets of Colossal Power – 3.5
Whole Lotta Glove is pretty expensive at 4 total energy. However, allowing a tiny creature to attack for 12 does some serious work. The creature can attack a creature or a magi for 12, so this card can both take care of giant creatures that a Weenie deck wouldn’t normally be able to handle or act as magi removal. Most midrange decks don’t want this card because of how expensive it is, and most control decks don’t need it, so what you’re looking for is a deck with a lot of tiny, disposable creatures.

Inhibitor Band – 3.5
Inhibitor Band is very powerful. The problem with it is that it’s symmetrical, meaning it shuts off access to your own powerful Universal relics like Warrior’s Boots. You need a deck that doesn’t want to play Universal relics (or doesn’t have space for them) and wants to turn off these options from your opponent. There aren’t a lot of decks that fit this description, but it’s a powerful card in some niche spots.

Loaded Dice – 3
If you’re interested in this card you’re probably already in a fun deck. That said, this card works very well with a lot of the dice rolling cards in the game, preventing drawbacks or ensuring good rolls. It’s also pretty incredible in a deck with Pyte.

Maelstrom Flask – 3.5
If you can manipulate the top of your deck, this card is really cool. If you care about filling up your discard pile, this card is really cool. If you care about both things, this card is basically the best.

Mantle of Shadows – 3.5
This card does exactly what it says it does, which is allow non-Core magi to play Core spells. If that’s what you’re interested in doing, there are few better ways to get this effect.

Mirror Pendant – 3.5
This card usually doesn’t see play outside of crazy combo decks, but it could. Even using this card just for value on someone like Tryn or Phlouk is okay and this card can get a lot more powerful in more involved setups.

Rayje’s Band – 2
This card doesn’t see play, but not because Thought Filter isn’t powerful. It is. It’s just that you don’t know if it will actually do anything, and it doesn’t a lot of the time.

Rayje’s Belt – 5
This card sees play in almost every competitive deck because Lockdown is insane and it costs nothing. There are so many powers and effects that can be difficult to deal with and playing this card allows a deck to answer several different abilities with only the one card.

Rayje’s Boots – 2
This card is exactly like Rayje’s Band: powerful but dramatically narrow.

Rayje’s Cloak – 2.5
This card costs a bit too much and is a bit too defensive to see much competitive play. It definitely has an effect on the game against control decks, and it can counter the omnipresent Rayje’s Belt, but it can also be an expensive do-nothing.

Rayje’s Shield – 4
Unlike most Rayje’s relics, this card actually creates energy advantage on your board. It pays for itself if you have two creatures out, and if you can draw extra cards and have more than two creatures, it’s going to net you a profit on the turn you play it. That’s just a good card.

Rayje’s Sword – 3.5
Piercing gives your burn decks a chance against annoying stuff like Burrow or Arderian Guard-Wings, and for that reason often shows up in Cald decks to get around their natural predators.

Reality Anchor – 3.5
Not being able to draw more than 4 cards in a turn is incredibly annoying to many competitive decks, and is the most powerful thing about Reality Anchor. Preventing deck search hurts combo decks a lot too. Finally, you have a pseudo-Climbing Staff effect which can stop you from dying to Spirit Drain or other shenanigans. This card is perfect for slow control decks. Just make sure you’re not playing too many effects that draw more than two cards at once.

Relic Mirror – 3.5
Useful in decks that absolutely need a specific relic in play for their strategy to work, or in relic-heavy control decks to provide an extra layer of protection around your cards that are locking your opponent out of the game.

Relic Stalker – 4
Blows up problem relics for zero energy. ‘Nuff said.

Ring of Secrets – 3.5
You want to be able to trigger Tinker every turn, which means you want to be playing a high density of relics yet have creatures you want to stick around to get energy from this card. Mono-Universal decks certainly fit into this category, as do a couple other strategies.

Robes of the Ages – 4
Goes in any deck that plays even a decent amount of spells and is awesome.

Staff of Hyren – 3
There aren’t a lot of dedicated hyren decks out there because outside of a couple cards, hyren don’t have much synergy with each other. Still, this card gives you energy advantage and is worth it after you’ve played between two and three hyren.

Staff of Keepers – 3
The only magi who can consistently find this card is Obgren, and Bograth doesn’t need this card to play Core or Paradwyn creatures, which are the primary regions that synergize with them. I wish Staff of Keepers was STARTING: All Keepers, as that would open up a lot of cool stuff. It isn’t, and that means it’s mostly a fun card rather than a competitive card.

Syphon Stone – 2
It’s like a Baloo Root: It doesn’t do much.

Tomorrow’s Jewel – 4
Extra card selection over multiple turns is awesome in any deck. Decks that care about what’s in their discard pile can use this relic especially well, but it’s just good regardless. Don’t forget about the massive block of text above Lore. It matters that your Orothe opponent can’t steal this card.

Une’s Scale – 2.5
While it’s true that sometimes decks have 13-20 cards in their hand and Balance would be annoying to them, it’s also true that you’d rather have that many cards yourself than play this card and need to deal with the effect hurting you too. Unless you’re League Elder that is.

Warrior’s Boots – 5
Boots are just so good. This card lets you gain tempo on your opponent and can shift the flow of the game from a position where you’re defending and behind to one where you’re attacking and ahead. It’s good in Aggro decks because it helps you kill your opponent faster. It’s good in Midrange decks because you can make these swingy tempo plays. It’s good in Combo decks because sometimes you need the creature out early to actually do the combo. It’s even fine in Control decks although it’s at its worst in that environment. Obviously all these Universal cards can go in decks of any region, but it’s worth mentioning here specifically because everyone has access to this tool.

Water of Life – 3
Water of Life is fine, but it does nothing the turn you play it and it requires basically two energize steps before you’re really happy having used the card slot on this kind of effect. It doesn’t help defend against Aggro and they can often kill you before Invigorate matters much. This card is at its best when you’re playing really long, grindy games and when you already out-energize your opponent.

Relics: TLDR

5
Rayje’s Belt
Warrior’s Boots

4
Rayje’s Shield
Relic Stalker
Robes of the Ages
Tomorrow’s Jewel

3.5
Channeler’s Gloves
Dream Balm
Forgotten Dancer
Gauntlets of Colossal Power
Inhibitor Band
Maelstrom Flask
Mantle of Shadows
Mirror Pendant
Rayje’s Sword
Reality Anchor
Relic Mirror
Ring of Secrets

3
Ancestral Flute
Book of Ages
Loaded Dice
Staff of Hyren
Staff of Keepers
Water of Life

2.5
Ancient’s Puzzlebox
Rayje’s Cloak
Une’s Scale

2
Baloo Root
Rayje’s Band
Rayje’s Boots
Syphon Stone

1
N/A



Spells

Beam of Light – 4
This card is pretty backbreaking as there are so many combinations of things it can blow up. It’s still just about an even trade on energy though, so it doesn’t quite reach the 5 spot.

Crushing Will – 4
Very strong in Universal decks but again doesn’t quite reach the level of a 5 since it doesn’t blow up Universal relics and not every deck runs a high concentration of relics either.

Dream Channel – 3
The issue with Dream Channel, and its partner card Nightmare Channel, is that creatures don’t often stay in play for very long. If you don’t get to energize before they kill whatever creature you put this on, you’re down 2 energy and a card. Even if you do, it requires two energize steps before it pays for itself. That requires a lot of stuff to go right.

Elemental Shield – 2
This card doesn’t protect your board from opposing relics or creatures, and that’s mostly what you’re worried about. Also, you can only play it three times per game which makes it a dead draw if the game goes late.

Equilibrate – 4
For three energy and one card you can deal a ton of damage to decks that like to boost their creatures. This encompasses quite a lot of decks, making it just a generally good card.

Fate’s Whimsy – 2.5
Yes, you can kind-of disrupt enemy dice-rolling stuff, but that doesn’t make it worth putting in your deck. You really want to be rolling a lot of dice yourself, and this lets you re-roll after you’ve seen the result, unlike Loaded Dice. Still, it costs a whole card.

Focus – 1
The drawback of not being able to play cards is horrendous. That said, there are a specific few circumstances where this card becomes playable. In the competitive environment, Korg & Zet + Focus is a fringe strategy because 33 is a lot of energy.  

Heal – 3.5
Four energy spent for five gained isn’t amazing. If you can combine this card with effects which increase energy adding though, it’s pretty incredible.

Healing Light – 3
This card is very conditional and there are a lot of situations where you simply can’t play it. Any time you can actually play it, it’s a great card.

Intensify – 2.5
A less flexible Blast Gloves that non-Cald magi can use. Since it only hits magi, it’s not actually that useful.

Nightmare Channel – 3
Same problems as Dream Channel. You are at least guaranteed one turn of value from this card though, making it a bit better.

Nightmare’s Dawn – 3
Nightmare’s Dawn requires you to build around it, as playing dual-region cards or even Universal cards turns it off in most situations. Even when you build around it, you’re spending a card to gain 3 energy. You can’t even increase it to 4 energy with Robes of the Ages unless you’re a Universal magi. This card gets significantly better if you’re using actual dual-region magi, but even then it doesn’t see tons of play.

Power of the Creators – 1
It’s a banned card.

Pure of Heart – 1
Even against Core magi this only protect your magi, not any of your creatures or relics. That basically means it’s harder for Core magi to kill you but not more difficult for them to create a winning position from which attacking your magi becomes trivial. So basically, it’s conditional, super narrow, and not even powerful.

Rejuvenate – 4
Powerful energy addition. Works great if you can reduce your creature’s energy yourself by using a power on it but it’s also fine on any creature that survives combat.

Spectral Shield – 2.5
It’s one energy for a slow card draw. It also happens to include anti-discard tech which doesn’t come into play terribly often but is nice to have. While the card draw is a good rate, it’s slow and uses up a whole card, making it not worth it. There are also more powerful anti-discard options out there for specific regions.

Spirit of Rayje – 3
Most of the time, if your opponent can kill you they can do it through SoR. It’s not a bad card, but it doesn’t usually change much about the game state.

Traitor’s Reach – 3.5
This card is bananas powerful but requires either Hrada or Twilight Mowat to turn it on.

“Ummm…NO!” – 2
Four energy is a lot to keep on your magi between turns. This also doesn’t protect against Ormagon or Giant Carillion. On top of that, a lot of the giant creatures this would be useful to protect, like Greater Gargagnor, Colossus, or Cawh, have their own built-in effects that do what this card does for much less effort.

Voice of the Storms – 3.5
It requires you to build your deck with a lot of dual-region creatures or be Bograth with a Glablit out. In those situations, even though it can sometimes boost opposing creatures along with yours, the energy advantage you gain is pretty busted.   



Spells: TLDR

5
N/A

4
Beam of Light
Crushing Will
Equilibrate
Rejuvenate

3.5
Heal
Traitor’s Reach
Voice of the Storms

3
Dream Channel
Healing Light
Nightmare Channel
Nightmare’s Dawn
Spirit of Rayje

2.5
Fate’s Whimsy
Focus
Intensify
Spectral Shield

2
Elemental Shield
 “Ummm…NO!”

1
Power of the Creators
Pure of Heart


Find all the regional reviews on the Magi-Nation Duel hub page.  Dream the original dream, back when then lands of El still flourished!

Tuesday, April 23, 2019

MND Regional Review: Nar


Magi-Nation Card Review
Nar
by Kroodhaxthekrood

Credits and special thanks:
Shoutout to Cahje93 and Aerrilias for their help getting started.

Rating Scale
Magi-Nation Duel has only one traditional format, Constructed, where all cards are legal except for a limited few. Cards will be rated in this context with the rating scale shown below. These grades do not tell the whole story and should be viewed in the context of the writing which accompanies them.

1: Unplayable. Actively bad or detrimental to your board own board in some way.
2: Low-Impact. Not actively bad but doesn’t do a whole lot. 
2.5: A little better than “meh”.
3: Role Player. Cards which are simply not played as much but either could be good given
    support or are at least decent or fun options.
3.5: Very strong with the required support.
4: Staple. Strong cards which see lots of play (or should) but are not completely busted.
5: All-star. Practically an auto-include in most if not all of decks from that region. 

Now, on with the show:

Magi

A disclaimer about Nar magi: As a rule, Nar magi have low starting energy numbers, high energize rates, and only one starting card. This differs sharply from the typical magi of all other regions in the game. Most magi have about three starting cards of varying degrees of playability, and the average magi in the game has 13/5 stats. While the average Nar magi’s stats are 12/5, there are only four magi in the region with lower than 6 energize rate and three of those four have natural ways to increase their energize. These factors add up to a few things worth mentioning:

·       Inconsistent draws. Having only one starting card massively increases the variance of your starting hand relative to magi of other regions in the game. At the highest levels, this matters a lot, especially in combination with the next point.
·       Weak early. Low starting energy numbers mean your flip turn is less powerful than other regions. You simply have less energy to put into play, especially going first. While some Nar magi break this rule, it is important to note.
·       Limited card selection. Many Nar magi may only play Nar and Universal cards or receive a greater-than-usual penalty for splashing. The Nar region is meant to be isolated from others in the Moonlands, and this mechanic represents that. It does, however, limit a Nar player’s deck building options.
·       Strong late. Larger energize numbers mean that the longer your magi survives, the greater your chances of taking over the game. This is the tradeoff for the other areas of weakness. As a result, Nar plays out vastly differently than other regions in the game. They don’t have powerful flip turns that establish dominating boards or spend tons of energy to defeat a magi out of nowhere. Nar looks to *ahem* snowball the game, relying on out-energizing their opponents and grinding them into submission. Nar cards and Nar decks need to take this into account, and therefore so do these reviews.


Aurorea – 4
Not being able to play Universal cards is a big drawback, even in Nar which doesn’t splash non-Universal cards, not having access to Belt, Boots, etc. certainly hurts. On the other hand, Mistress of Frost is very powerful. An energize rate of 9 is tough to beat. Expect Aurorea to run basically all the cards which freeze magi. Also, if her deck is freezing magi a lot, expect Aurorea decks to run only a handful of high-impact spells.

Balachron – 3
Numbing Wit is nice because freezing creatures is the best kind of freeze. Most Nar creatures need to be frozen to reach their full potential and sometimes the opponent blows up all your Arctic cards. Freezing relics is fine, especially if your relics provide effects rather than powers. That said, 11/6 is not a great stat line in Nar and Kintor isn’t a very strong card to start with.

Bronn – 3.5
Bronn has good Nar stats, a relatively reliable way to damage magi in Icefang Battlesled, and never wants to splash. Snowball is a good build-around power and wants to target something with 4+ energy (Furok Protector is an amazing way to accomplish this feat). This in and of itself makes Bronn good at handling large opposing creatures. The build-around factor comes in because the Snowballed creature dies and end of turn. What he wants to do is Snowball it, attack with it (optional), then use a spell after combat that has a cost of discarding a creature. Due to the high cost of his power and the fact that Icefang Battlesled also has an expensive power, Bronn only wants creatures to be frozen.

Emaya – 3.5
10/5 is awful and she is penalized for splashing. Not a good start. Korul isn’t a particularly good card. Her nameless effect can increase her energize but a) your opponent doesn’t have to play relics most of the time and b) Nar likes to blow up enemy relics. Improvise is a very strong power though, effectively generating four energy worth of value on board for no energy cost. You need to play lots of relics in your deck, as well as keep at least one creature in play (or be able to play one) at all times. Emaya needs to Improvise every single turn to stay relevant. Also, she doesn’t want to freeze magi and she probably doesn’t want to freeze relics since she might be playing some of them.

Erisa – 3
11/6 isn’t good in Nar. On the other hand, it’s not like you put this magi in your stack expecting her to stay in play. Nomad, Legacy, and a creature freeze from her guaranteed Zyavu means Erisa’s job is to spend a bunch energy on creatures and then die. The problem is that unlike Trygar, Erisa doesn’t grant her leftover cards any protection from the opponent’s turn and, unlike Interchange or Ritual Spear, your magi doesn’t reveal right away. Instant Fortress can stop their spells and powers for a turn, but they can still attack your board to death if they have creatures out. This means Erisa has to spend 4 energy on Fortress plus some more on removal, leaving her little energy left over to deposit her creatures for the next magi. The other way is to win the die roll, go first, and hope which, with only one guaranteed starting card, isn’t usually paying you off. Overall, she’s fun to try but not consistent in any manner. She gets a “just for fun” rating of 3 from me.

Fray – 3
13/6 isn’t even that good of a stat line in Nar, because despite having the highest energy index in the region at 19, with an energize of 6 you’re not really out-energizing a lot of competitive magi. Yaromant is the best card in Nar, so that’s nice. Big Chill can add up, since it triggers both on offense and on defense. It also stacks up nicely with a lot of other Nar cards which remove energy from the opposing magi in some form. Savvy opponents will find ways to spend all their energy every turn against decks with a lot of these effects, but Big Chill happens before their Play Creatures step. Fray isn’t a bad magi, she just feels pretty mediocre in competitive play.

Hajnyn – 1
Aside from his name (ninja but backwards), the only good thing about this guy is that he starts with any Arctic card. He needs that to fuel Iceberg anyway. Basically, 13/5 isn’t going to out-energize anyone and Iceberg always causes you more energy than the opponent. Nar has other ways to directly discard creatures.

Halsted – 5
Holy crap Crack is annoying. Lots of very competitive decks rely on relics to make powerful plays. We’d probably all be fine paying one extra energy for Warrior’s Boots, but two (much less three if he freezes relics on you)? Crystallize is also a great card because it slows the game way down, and with 8 energize that’s exactly what Halsted wants to be doing. Not splashing is a limitation but only in deck construction, not in actual play. Nar decks just don’t play non-Nar, non-Universal cards as a rule since so many of their magi have this drawback.

Helgrem – 3
This guy is very weird. He’s 12/6 which isn’t great in Nar and starts with Ice Furok, which is a fine card but doesn’t synergize very well with All for One which wants the biggest creatures possible (but definitely not a Vrak). Helgrem wants the triple Kyroll deck. One for All can be really aggravating, especially against Vellups, but sometimes it hurts you too. Sure, you can break the synergy with All for One but what if you have multiple multiples in hand? Not being able to play cards in a region with poor card draw is a big yikes. I think if he had better energy numbers he’d be a decent build-around magi. As is I don’t think he quite gets there.

Koza – 2.5
Koza basically stinks. 11/6 isn’t good. Refract isn’t good. Borrow is funny but not reliable. Steal is actively useful but Nar has so many ways to damage magi they don’t necessarily need that ability from their magi.

Laranel – 4
Furok Protector basically always nets you a nice bit of energy advantage, making it a very nice play for your weak starting turn. On top of that, Cold Shoulder actively protects your cards (if you remember to remind your opponent about it all the time). Other than that, Laranel is the quintessential Nar magi who gets better the longer she survives.

Locke – 4
Locke has the right energy numbers for the region and can play his starting Frost Hyren off a single energize. Treasure Hunt gives a Nar player access to some much-needed card draw, even if it’s expensive and you’re getting the worst card out of your top three. You do actively want to freeze Locke because 3 energy for 2 cards is much better than 2 energy for 1 card, especially since it changes it to the worst and best cards out of the top 3. Sadly, Locke doesn’t naturally have a way to freeze himself so either he doesn’t go in your first slot (which stinks because he wants to draw cards) or you rely on luck (which your opponent probably doesn’t have to do).

Odavast – 4
10/7 is good. Mombak is good. Ice Wall is good. You see this guy as the last magi in a lot of Nar decks. He’s nothing fancy but he also doesn’t care.

Thast – 3.5
This is the guy you want to combo Erisa into since Invigorate will then boost up his numbers and make Ice Grinder more powerful. Even with no creatures in play, Ice Grinder is still energy advantage but obviously it gets much better. Thin Ice is an okay spell but it’s basically at its best in Thast decks which want swarms of little guys instead of lower amounts of larger creatures. This guy can keep up the pressure pretty well if he maintains a board of creatures. The problem is his first turn. If Erisa can set him up, he can probably take over. If not, who knows?

Ust – 3
Brittlebreak isn’t very good because you don’t know if your opponent is playing a relic-heavy deck or not. He’s got the energy numbers to succeed, even if they are strictly worse than Halsted, Aurorea, Laranel, Odavast, and Locke. Gambit is an interesting high-risk effect. Typically we don’t want to rely on stuff like this because it’s so easy to just die unexpectedly and cards like Spirit Drain don’t require an opponent to attack you in order to defeat you. That said, Nar has the very powerful Hailstorm Pendant. I don’t think Ust decks want to just sit there not playing creatures because how do you win that way? Ultimately, while he isn’t bad, this means Ust ends up falling short of a 4 in power level and he doesn’t have a very build-around ability. In sum, this drops him to about a 3.

Velouria – 4
Velouria is surprisingly strong. Even if they leave only two energy on their magi, Adore gives you a 4-energy swing (removes 2 from them and adds 2 to you). She also has the highest starting energy of all Nar magi, so she actively wants to go first when you win the die roll. Hunter Furok also synergizes nicely with what she’s trying to do, making an ideal partner to Adore.




Magi: TLDR

5
Halsted

4
Aurorea
Laranel
Locke
Odavast
Velouria

3.5
Bronn
Emaya
Thast

3
Balachron
Erisa
Fray
Helgrem
Ust

2.5
Koza

2
N/A

1
Hajnyn
 

Creatures

Aegris – 4
A speedy Aegris can give Nar a way to directly discard creatures from the board. This uses up a Warrior’s Boots, so it costs 2 cards and 3 energy for a Shockwave, and it requires creatures to be frozen, but it is a way to do it. The reason this guy is so good, though, is that you can often grind games to the point where the opponent is only playing off their energize and so sticking an Aegris onto your board means they either remove it and spend less energy building up their own board or they play a creature and your Aegris just kills it.

Blizzard Hyren – 3
This card is a bit on the expensive side, but Storm is pretty dirty if both creatures and magi are frozen. Fury doesn’t really come up that often but in the rare case where creatures are not frozen and you have two good attacks, it’s nice to have. Basically, this is a nice AOE card and it can be worth running one or two.

Djarmander – 4
Relics are generally the least useful thing to freeze, not because it’s bad to do so but because Nar has access to a lot of things which just blow up enemy relics. This tension is very evident on Djarmander itself, but that’s actually a good thing. If you need to freeze relics, this’ll do it. If you want to blow them up, Dreamdrain gives you a bonus for doing so. What you don’t want to do is put Djarmander in a deck that plays lots of relics that have powers.

Dryte – 4
Dryte’s Snowball seems like a win-more ability, and to a certain extent it is. However, Nar doesn’t have a ton of cards which deal effectively with lots of enemy creatures at once. That gives this creature a solid role to fill, because as long as you can find that first attack this thing is good at taking out the trash.

Frost Hyren – 3
This card isn’t bad. You definitely run it on Locke. Freezing creatures is awesome as is punishing the opponent for playing relics. This just takes up your whole energize and Odavast, Velouria, and all the 3.5 magi have trouble playing it.

Frost Raxis – 3
Giving the opponent a choice isn’t great. The ability to repeatedly blow up enemy relics is. Nar has other ways to blow up relics though, so it doesn’t need this creature.

Furok Protector – 4
Thick Coat means you’re getting 2 free energy on average when you play this creature. That’s called efficiency. Resistance is some nice gravy on top of that.

Garlak – 3
If Nar could splash creatures this guy would be fun with a Gargagnor. As is, it’s good if it lives, extremely medium if it doesn’t.

Glacier Hyren – 3  
Big dude is big. Magic Resistance means this particular big dude is annoying to kill. If creatures are frozen, this big dude is even more annoying to kill because, while Frostbite costs 3, it gains that energy back and makes their team smaller in the process. If creatures are frozen they can’t really Ormagon you and attacking is annoying so the best way to take this out are powers, but creatures are frozen so that’s expensive too.

Gransaber – 3
Chill on a big dude once again. This is just a big creature that’s slightly more difficult to remove compared to your average big creature.  

Great White Narth – 3
Overwhelm is basically just a worse version of Dryte’s Snowball. What makes Dryte good is that it can attack a second time. Overwhelm can add more energy against huge swarm boards, but Dryte is much more consistently useful. Sustain is cool and all, but the Play Creatures step happens in between the attack and the power so the extra five energy doesn’t help you play out more guys. It helps you play spells, and that’s not nothing.

Grendile – 3
It’s big and good at attacking stuff. It combines with other magi damage in Nar, though when you have incidental magi damage in a lot of places it has diminishing returns.

Hunter Furok – 3
Adding even one energy to your magi is very useful. Chill can sometimes come up if the opponent damages but doesn’t kill your Furok. The difference between 7 and 8 energy also allows non-frozen Aurorea, Odavast, and Bronn to play this creature from a single energize.

Ice Arboll – 3.5
There’s nothing terribly fancy about Ice Pack. It just wants you to have a lot of creatures in play. I find that Nar decks usually don’t have more than 2-3 creatures in play at a time. You only need two (aside from the Arboll) for Ice Pack to be good, but in an atypical deck with more small creatures Ice Pack gets extremely strong. Thast likes a lot of small creatures in play too…

Ice Furok – 3
Smash is very powerful. It’s also slow.

Ice Hyren – 3
Another big Nar creature that has pretty good effects. Shared Strength will usually be active and Ravage is some nice upside on a big creature. It just takes up your whole turn and doesn’t protect itself.

Ice Vinoc – 3
This creature is fine but nothing to write home about. Icy Vines is a 2-point energy swing but the opponent has to give it to you.

Iceberg Hyren – 3
Nar doesn’t really have access to Will of Orothe. Sure, you can splash it but on most of your magi it’ll cost 8 energy. This means you can’t really force the opponent to attack your Iceberg Hyren, but they’ll never want to on their own, so it’s a nice defensive creature you can sit behind to start the process of out-energizing your opponent.

Icefield Ashryte – 1
Narrow, can’t use Thermal Stress if creatures are frozen. No thank you.

Ickle – 2.5
More relic hate. This one is trivial for the opponent to deal with.

Kintor – 2.5
Usually Snowblind works out in your favor but a 33% chance to fail is very bad because when it fails you lose your creature in the process.

Korul – 2.5
Slow and inconsistent.

Krenkrajak – 3.5
You have to have a specific deck to want to freeze magi a lot. Either you’ve got Aurorea, Kintor Furs, a low spell count, or something to that effect. Then Krenkrajak is a good card for you.

Kyroll – 4
This card is a reason to want one-sided creature freeze. It’s also pretty cool with Halsted. It’s also good enough by itself since it can Smash something and then if they don’t use removal on it you can attack, Drift Back to hand and re-play Kyroll. It takes up a whole energize step, but it does come down and give you immediate value unlike a lot of other big Nar creatures.

Mombak – 4
Cold Pack is just a nice efficient energy boost. It’s also one of the rare cards commonly played in Nar decks that works fine when it’s not frozen. Multiple Mombak are great together as well, each gaining two energy from the other’s Cold Pack if they’re frozen or one if not.

Polar Eebit – 2.5
It still dies to removal just fine. All Eebits do, but this one is by far the easiest Eebit to actually deal with.

Polar Rudwot – 3
It has to live long enough to attack, but Snowbank is pretty awesome.

Rask – 2.5
Chill is actually good on small creatures! You so often see this kind of ability on creatures that already have 8-ish energy and at that point it doesn’t come up much. An attacking Rask can always get a nice profit out of Chill, but it has to live long enough to make that happen. Satiate on the other hand is something Nar decks typically want to avoid. Yaromant (the best creature in the region) grows very large. Furok Protector comes down above 3. Mombak is pretty ubiquitous. Basically, Nar decks have enough creature growth that Satiate isn’t something they’re typically looking for.

Rask Deserter – 2
Too narrow. Also, many Nar decks don’t play that many relics to begin with (though Ice Lens is pretty universal).

Saitorr – 2
It’s really too bad that a card-draw creature in Nar has this particular ability. Nar doesn’t draw many cards compared to other regions and Snuggles could draw you a ton due to the low starting energy on a lot of Nar magi. It’s never going to live until your beginning of turn though. Plus, this means you have to navigate the game into a situation where you don’t need to play (many) cards for a turn. There are too many conditions here to be worth it. Sorry Tigger.

Sarf – 4
Sarf does enough things that it’s a generally useful card. It can sit in play if you need a creature, it can damage magi for a highly-efficient chunk with Freezerburn, and if it lives you can Snatch one of their relics and use Freezerburn (or sit back to block).

Snow Barl Pup – 4
Dream Draft allows you to play a free 4-energy creature on your opponent’s turn. That’s pretty incredible. It’s not a 5 because it doesn’t always work when you want it to. While most competitive decks draw tons of cards, not all of them do. Additionally, sometimes you don’t draw it against their setup magi.

Snow Hyren – 3
If your magi can play this creature in a single energize (many can), it’s pretty decent. Having creatures frozen basically means any time a creature attacks you get an energy from Cold and Colder. On the other hand, if creatures are frozen Energy Transfer becomes inefficient because it costs 1 more than it adds. And, like all large creatures, if they use a removal spell on it you’ll be very sad.

Sunglare Celphet – 2
So ugly it’s charming. Reflect is so easy for the opponent to play around that it basically has no text.

Tithragar – 2.5
Too narrow. Cool card though with a fabulous Monty Python flavor text reference.

Tundra Hyren – 2.5
We haven’t really seen a one-sided freeze effect yet, so this is cool design space. That said, I’d be much more interested in a one-sided magi or relic freeze, since Nar almost always wants to have all creatures frozen at all times anyway. I see this card as being mostly unnecessary thanks to the prevalence of Yaromant, Zyavu, and Essence of Frost.

Vrak – 3.5
Since you can’t really rely on Vrak staying in play to leverage Really Really Big’s enormous energy gain, what you want to do is play it in decks that have lots of ways to discard their own creature. Ice Rupture is probably the best thing to pair this card with. Also, if you’re winning and in the full grip of your snowball strategy, dropping a Vrak onto the table can be a really difficult spot for the opponent.

Wasperine Stalker – 4
Not as good in Nar as it is in Naroom because there are a bunch of magi damage cards just lying around in Nar. Still, this has the advantage of staying on board after you damage their magi, and that’s very good.

Worgle – 2.5
Much more conditional than some of the other AOE options Nar has. Potentially more powerful, but the other ones also don’t require you to discard them from play.

Yaromant – 5
First of all, this is an Arctic card. It’s also the most important kind because it freezes creatures and turns on most of the other cards in the region. You’d probably play it if it did nothing else. Scavenge is insane though, triggering and netting you energy when any creature dies (even better if you have a Djarmander out or something). This creature often grows to giant proportions, especially since Nar has plenty of cards that allow it to sacrifice their own creatures for profit.

Yaw – 1 
Too expensive for the ability. Run Dream Balm instead. Even if it’s frozen it only costs 3.

Zyavu – 4
Sometimes you don’t have a Yaromant and this creature is good enough. You always run 3 copies because so many of your creatures rely on being frozen.



Creatures: TLDR

5
Yaromant

4
Aegris
Djarmander
Dryte
Furok Protector
Kyroll
Mombak
Sarf
Snow Barl Pup
Wasperine Stalker
Zyavu

3.5
Krenkrajak
Ice Arboll
Vrak

3
Blizzard Hyren
Frost Hyren
Frost Raxis
Garlak
Glacier Hyren
Gransaber
Great White Narth
Grendile
Hunter Furok
Ice Furok
Ice Hyren
Ice Vinoc
Iceberg Hyren
Polar Rudwot
Snow Hyren

2.5
Ickle
Kintor
Korul
Polar Eebit
Rask
Tithragar
Tundra Hyren
Worgle

2
Rask Deserter
Saitorr
Sunglare Celphet

1
Icefield Ashryte
Yaw



Relics

Blizzard Core – 1
They had to errata this because you could splash Gargagnor and actually be able to use this ability. Still, you’d have to blow up all the opponent’s creatures, have paid extra for a Gargagnor (sometimes 2 extra), paid 5 for this relic, and still have a ton of energy on your magi. That’s a lot to ask, even when you can control it. With errata you have to wait until your Energize Step which means if you’ve put your opponent in this position you don’t need this card to defeat them. Spend the 5 energy on something actually useful.

Bronn’s Battle Staff – 3
This card might be good. It stops some really annoying spells such as Vaporize and Spirit Drain. It does not stop Crushing Fungus. For this card to be useful, you really have to have relics frozen though, so it can discard itself or something you didn’t spend energy on. Nar doesn’t have many creatures you’d be happy to spend on this effect, if any at all. I’m also not sure Nar decks need this ability, because if they’re controlling the game it’s because the opponent is very limited in what they can actually play and is more concerned about surviving.

Cauldron of Ice – 3.5
Really cool card in more controlling builds of Nar, as long as neither magi nor relics are frozen that is. The setup cost is definitely real at 2 energy, but once this relic is in play you’re paying 1 extra energy to turn your worst card in hand into another copy of a powerful spell.

Chill Cane – 3.5
Chill Cane is really cool if Nar decks can find ways to discard cards. Some of their magi have this ability innately, like Emaya and Halsted. You can run Channeler’s Gloves alongside one of those magi to get some extra draw power in a region without much, and that’s a big deal. Waste Not also randomly hoses decks that rely on the discard pile. Nar doesn’t so it’s relatively free to you. Even the turn you play Chill Cane you’re getting above-rate draw, as long as you can keep triggering Want Not. 

Dreamdrain Charm – 3
You’re paying 2 to limit your opponent’s energy on their next turn. They better have at least 2 relics in play (almost no one has spells that stick in play but it does come up once in a while). On your turn you can just discard this card if it’s your only relic or spell in play. You don’t want Crystallize in decks that run Dreamdrain Charm and Crystallize is a more powerful card. Also, you never know how many relics you’ll face.

Essence of Frost – 4
The ability to just have everything frozen all the time is very powerful. Sometimes you don’t want to freeze magi, but if you have relatively few spells and play relics mostly for their effects this card is mostly upside. It’s also harder to get rid of than even a Yaromant. It’s almost a 3.5 because you don’t want this card in decks that avoid freezing magi.

Hailstorm Pendant – 5
This card is really strong. Spending 2 (3 the first time) to deal 7-8 damage is absurd. It’s not a traditional build-around because Nar doesn’t want creatureless decks. Rather, you just put this in a control deck and if they remove all your creatures every turn you get to punish them for it very hard. If they don’t, you live which means another turn of out-energizing the opposition. Also, some of your powerful spells require you to discard your own creatures which allows you to set up pretty dirty turns.

Ice Lens – 5
Ordinarily, something like this would be a 4. In Nar, Magnify is the single best way the region has to draw cards. Additionally, there is no Nar deck that doesn’t rely on freezing at least creatures. That means you always run at least 2 copies of this card in your deck, often the full 3.

Icecap – 2.5
It’s not that this card doesn’t do anything, because it does. It either ends up slowing them down for a turn or outright crippling relic-heavy decks like Orothe. It’s just that it costs 3, doesn’t help you on board, and the opponent gets to make the decisions for it instead of you.

Icefang Battlesled – 4
This card is relatively expensive but you get that value right back. It’s imperative not to freeze relics if you want to make use of this card though.

Icy Heart – 2
You have to play 4 humongous things in order for this card to be worth it. I’d rather just spend the full amount on 3 humongous things and play better cards in my deck. If it said “printed energize” it’d be a super-combo with Thast. It doesn’t say that though.

Icy Prison – 3.5
If you’re ahead on board, dropping an Icy Prison can outright defeat a magi over the course of two turns. Basically, you have to maneuver the game into a position where their magi is sitting on low energy (you have lots of magi damage to create this situation) but has a good amount of creatures out. The most common situation for this is immediately after they have flipped over a new magi, but you can also just walk them into this position by damaging their magi directly a bunch. Often, they will get fed up with losing energy for free and elect to spend all or most of their energy playing out creatures. You can also Crystallize their creature so it reduces their energize for no real benefit. Once you drop this, you get to remove the last point of energy from their magi somehow and remove their creatures and they lose a magi. This pairs up very well with Dryte, and any other cards which can remove multiple creatures in a turn.

Instant Fortress – 3
Super expensive. Doesn’t protect your board against attacks. Can be good against heavy removal decks though, especially when you flip a new magi. Suffers because of its cost and because you don’t know what you’ll be facing.

Kintor Furs – 3.5
Two energy and a card turns freezing magi and relics into a one-sided affair, but you still get the benefit of your cards counting as frozen. This gives Nar decks that ordinarily don’t want to freeze magi or relics the option to do so.

Void Stone – 3
Drawing cards is good, but you want the relics you play to stay in play or discard themselves to their own abilities. On the other hand, this card does discard itself just fine and one energy is below rate as far as card draw is concerned. Also, it lets you discard Dreamdrain Charm and Icy Prison but not before those cards have reduced your energize rate at least once. Demand does stack with Halsted’s Crack effect, which is pretty brutal, and it gives non-Halsted magi a smaller version of Crack. Between the two abilities, this card is decent.



Relics: TLDR

5
Hailstorm Pendant
Ice Lens

4
Essence of Frost
Icefang Battlesled

3.5
Cauldron of Ice
Chill Cane
Icy Prison
Kintor Furs

3
Bronn’s Battle Staff
Dreamdrain Charm
Instant Fortress
Void Stone

2.5
Icecap

2
Icy Heart

1
Blizzard Core



Spells

Blizzard – 4
Because you can’t play this card during PRS 1, it doesn’t help you push for lethal on an opposing magi. What it does do is directly discard creatures from play. You do need to spend two real cards to deal with the opponent’s one creature, as Nar doesn’t really pack small re-usable creatures. However, it slows the game down and as long as you’re discarding more energy than you’ve spent (in total), this card is good, especially when you get to actually attack with something and then Blizzard it away. This card doesn’t look good, but it is.

Brittlebreak – 2.5
You can never know ahead of time how many relics the opponent has. I’ve typed that text a lot for this region.

Crushing Ice – 3
This is one of the worst Crushing spells. Paying four energy to deal seven damage is very good. The problem is that, if you’re playing Nar, canny opponents will not keep three energy on their magi for you to just remove. Also, if your magi is frozen is becomes 5-for-7 and that’s not as good. You still have to play enough magi damage effects so the opponent respects them, but I’ve had this card in hand many times and never feel excited by it.

Crystallize – 5
Slows the game way, way down. Replaces itself. Deals with giant creatures for the low price of 2 energy. You have to eventually deal with the creature for real but all you really want to do as Nar is grind people down and this card is a superstar at doing that. It is vital to remember that the creature can still use powers, so pick your target wisely. This card also enables a combo, which is just to stack a Nightmare Channel on the same creature. The opponent will end up needing to spend their own removal cards on the Crystallized creature to try and dig out of that awful situation.

Exposure – 3
The Spirit Drain of Nar. I see this card a lot but, as with Crushing Ice, I doubt its effectiveness. Of course it’s good if the opponent doesn’t play cards, but even when they do I might just rather have a Sarf. It’s not like you’re fighting Core magi more than 50% of the time.

Flashfreeze – 3.5
Nar decks don’t often have insane amounts of cards in play, so a lot of the time you’re not getting incredible value. Thast-style decks that want more creatures in play than average will probably appreciate this spell though.

Ice Rupture – 3.5
(In a Danny DeVito voice) Two words: Vrak. It’s also pretty awesome with Furok Protector. This card requires you to pay a pretty real cost but boy does it give you a lot of power.

Icepack – 2
I can think of exactly Kyroll who wants this card on it, and even then it’s not insane.

Ominous Chill – 2
Not as good as it is in Bograth, since discarding the creature is a much higher cost in Nar and your creatures are bigger on average anyway. I gave it a 3 in Bograth so in Nar that’s about a 2.

Refract – 2.5
The definition of “meh”.

Shattering Wind – 2
This card does nothing so often you just shouldn’t put it in your deck. Again, players will not hoard energy on their magi against Nar. You want magi damage incidentally or repeatedly over turns, not at the cost of a whole card.

Shattershards – 4
This card alone means Nar decks are good at blowing up enemy relics, and is a big reason why some other relic-related Nar cards go down in value. So good it’s played in Cald.

Snowball – 3
Definitely fun but not super reliable.

Spirit of Nar – 3.5
Actually pretty devastating a good amount of the time. They don’t get to play creatures or any more spells or relics. Nar doesn’t have a ton of ways to come back from losing situations and this card helps in that regard, especially if you have plenty of magi damage in your deck.

Thin Ice – 4
Looks bad but really, it’s three energy spent to gain somewhere around 4-5 worth of value on average.

Whiteout – 2
If Yaromant, Zyavu, and to an extent Essence of Frost weren’t so ubiquitous you might actually play this card. Nar creatures just want to be frozen all the time, so they don’t have much use for a temporary freeze like this.



Spells: TLDR

5
Crystallize

4
Blizzard
Shattershards
Thin Ice

3.5
Flashfreeze
Ice Rupture
Spirit of Nar

3
Crushing Ice
Exposure
Snowball

2.5
Brittlebreak
Refract

2
Icepack
Ominous Chill
Shattering Wind
Whiteout

1
N/A

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