Saturday, April 6, 2019

MND Regional Review: The Core




Magi-Nation Card Review
The Core
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.

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

Agram – 3.5
You can’t just jam Agram into any old Core deck and have him be good, but when you build around him he is very powerful. Starting energy and cards are good, and he starts with an Agram’s Plaything in addition to what’s printed. Since I’ve just mentioned that card, let me mention the number one reason Agram is so good: There are good cards that randomly get way better just because you’re Agram. These cards are Plaything and Shroud of the Master, which are both completely busted on Agram. Possess is also a fabulous power and the other reason he’s so strong, especially in combination with his starting Wudge. Now, to deal with his complicated energize situation otherwise known as the reason people don’t play Agram. Obviously a printed starting energize of 1 is worse than the worst. He will have 16 energy on his flip turn though, and that’s only slightly lower than a lot of powerful magi with 18. In Agram’s early turns, he will have to play very cheap, efficient cards. Focus mitigates this to some degree, but requires many turns in play before Agram’s energize gets good. He often dies before that happens. Opportunist mostly does not come into play, but can allow you to have 4 magi maybe one out of 100 games you’ll play. It can also be Locked Down with a Rayje’s Belt in weird games. Overall, Agram can be very aggressive since he gets a lot of mileage out of cheap stuff and can reliably steal enemy creatures somewhat cheaply. Don’t try to play him in control decks as his energize situation will mess you up. Get aggressive with him and you’ll have some fun.

All-High King Korg – 2
He’s not a 1, even though Super Clever is a horrible drawback and Super Brave is even worse. At 24/6 he just has tons of energy. That’s all he does but that makes him better than a lot of other magi in the game. Make sure to pack some Climbing Staffs if you are running AHKK, because these can prevent him from dying! That said, Super Brave is awful and will have him killed out of nowhere in 90% of the games in which he sees play.

Ashio – 2  
Oi Ashio! Why do you make me try to figure out lists of weird cards? In practice, this guy just makes Flugg really good against Weave and that’s about it. He can’t play the other anti-Core creatures and Chaos Flugg doesn’t change its text due to Weave Twist. There’s a small chance I’m missing something here, but 13/5 with a negligible effect does not a good magi make.

Chur – 4
Man, Chur is annoying. She’s big at 15/6 and has amazing starting cards, not that she’ll be the one playing her Vaporize. You might not even get it if you play Chur first, but it’s nice to have the option. Smash just messes up so much enemy strategy. Sure, it prevents you from playing the relics you draw but you can build your deck with a low relic count whereas your opponent doesn’t know about that ahead of time.

Empress Gia – 3.5
They are a bit kooky, since they count as being both Gia (the person Nagsis is pretending to be) and Nagsis (the person Nagsis… is). This means you can’t have Empress Gia in a magi stack with either Gia or Nagsis but also means Empress Gia can start with both Gia’s Tome and Nagsis’ Sigil (and Weave Powder since they are a Weave magi). When you add that to their printed starting cards which are quite nice to begin with, you have a very nice selection of things to get. You can only choose 5 of them, but it still gives you a lot of options. As far as their effects go, Act Like Gia is good but if you’re in a Core deck unlikely to turn on. On the other hand, Fight Like Nagsis is also good but requires you to build your deck with creatures that can’t normally attack. Attacking with humongous Uwamars is a big game, but then you’re building some kind of bizarre Core deck. There are two Weave Shadow Magi in Ashio and Yayek, so it’s possible to build an Agram’s Staff deck but that’s probably bad. EG is better in a Weave deck splashing Core than the other way around, but they’re powerful enough that it’s worth messing with. As an aside, Fight Like Nagsis does, in fact, allow EG’s creatures to attack through “permanent” effects a Crystallize or a Binding (which they can even play) but not through temporary effects that prevent attacks, like a Blue Yajo (don’t know why this would come up but there you go). All that to say, Fight Like Nagsis has some utility even if you’re not building around it.

Evil Evu – 5
Good grief, this magi is strong. His energy numbers are actually small for the Core, but are actually above the 13/5 overall game average. What makes Evil Evu nuts is his sheer ability to draw cards. I had a game the other night where I had 31 cards in hand when he died! Obviously this is a special case, but the combination of Chaos Plith, Dream Rift, and Devour triggers means he will consistently amass a sizeable hand for whomever comes next. Additionally, he can just straight-up play Naroom cards, making him a dual-region magi.

Fiend of Furoks – 3
Fiend of Furoks is mostly a fun option, as Core Furok decks aren’t very competitive. That said, alternate Sperri is pretty big and Reconstruct lets her do a lot with the cards she draws. As far as fun decks go, Fiend of Furoks is among the more powerful magi to mess around with.

Golthub – 3
You won’t want to play Golthub outside of dedicated Bograth/Core decks, having energize 4 is pretty horrible, even more so in Core where there’s a lot of big stuff. That said, her flip turn is still pretty good. Mire, unfortunately, is pretty bad since you don’t get to keep your cards in play. In a dedicated deck she’s good enough just for being dual-region.

Harror – 3
Spellfire is a nice little effect. Core decks tend to have lots of spells, and it gives your opponent a headache. She also gets to start with a Cataclysm, so if blowing up everything is something your deck is interested in, she’s a fun way to do it. This version of Harror doesn’t ever become insanely strong, but she’s fun to annoy people with.

Harror, Nightstalker – 3
The second version of Harror is also quite annoying, but in a different way. Outside of d’Resh there aren’t an incredible number of magi that rely on their starting cards for their primary strategy. Against d’Resh she’s a nightmare. The reason Nightstalker is annoying is that she sometimes breaks the logic of the game, and this is not fun. She does get to start Cataclysm but she can’t actually play it without Rayje’s Belt. More than that, Quilla and Sorreah are commonly played magi, and the messaging from 2i seemed contradictory in that case. On the one hand they state magi must lock in the name of the starting card, so Starfire would prevent those named cards from being played. On the other hand, they also state Risha is immune to Starfire. This annoys me to no end.

Hrada – 5
I think facing down Hrada is one of the least pleasant experiences in MND. If you’re one of those players who believes in a finite amount of fun to be had in any game of cards and want to have all the fun yourself, look no further. 16/6 is quite large, especially when you factor in Tainted Touch. This power does cost 2 and Hrada wants to use it every turn making him 16/4, but it’s actually worth it as your opponent must pay 1 more energy on each of their cards (most of the time). The real kicker is that they probably can’t play their relics as a Shadow Magi. Also, Traitor’s Reach is a spell now, and it’s a disgustingly powerful combo with Hrada. The only drawback Hrada has (not actually printed on his card) is that if you’re playing him you don’t get to play The Dark Twins).

Jalex – 3
Jalex is an interesting magi that I rarely see on the table. The reason for this is his Power, Designer Intent, makes him a niche pick for odd decks. For instance, if you are trying to build a non-Naroom Shadow Magi deck for a specific region, let’s say an Orothe Shadow deck using Qwade and The Real Qwade, Jalex can do a decent job filling the third slot. The fact that he’s not a Shadow Magi does hurt though, as he doesn’t count for things like Crushing spells or Shadow Ritual. Because he needs to use his power to play non-Core cards, Jalex will operate as an effective 14/5 magi without an ability in many decks, and this is pretty underwhelming. However, Designer Intent opens up some neat deck options and this makes him enjoyable, if not too competitive.

Korg – 1
All three Korg magi have pretty steep drawbacks, and the Promo is no exception. Dis…ray prevents Korg from playing some staple Universal cards, such as Rayje’s Belt and Warrior’s Boots. This is certainly a hit but not a crippling weakness. It also makes you essentially pay one more energy for every creature you play, as you paid full price but they enter play smaller than that. This is a huge hit, as it prevents Korg from playing some of the best Core creatures (Zungg and especially Wudge) as well as stopping some creatures (like Core Grag) from being able to activate their powers. 19/6 is a big boi, but if you want to ever play two creatures in a turn, he’ll be operating closer to energize 4 and that’s just bad. Skip this guy even though he’s hilarious.

Korg & Zet – 3
This time, Korg’s partner in crime tags along to make him… not completely unplayable. Counting as two magi is a big drawback, and the Korg effect is very bad as well. These guys need to be playing extremely impactful cards, since they only get two each turn. They can mitigate this a little with Rabid Wasperine, which can be played out of turn, but in general their cards need to do serious work. They must be extremely careful playing cards such as Haunt or Crushing Darkness as well, because those cards actually count as playing two cards under their ideal circumstances. The Zet effect is a bit of a rules nightmare, but it is at least a positive ability. Here’s how it works: You attack with a creature as normal, activate “Zet” naming a creature you didn’t just attack with, the defender chooses one of them to take damage in the attack, both of your creatures damage the defending creature. You may then attack with the second creature providing it survived as, unlike a Korrit ability, “Zet” doesn’t use up the second creature’s attack for the turn. If you’re planning on using Zet a lot, you’ll basically want to attack with smaller things first because your opponent can always choose to select the non-attacking creature to take damage, reducing the number of effective attacks you can make if it doesn’t survive. Moving on, six starting energy is the lowest in the game, while 11 energize is the highest. The only reason these two jokers are fun to play is because they can play a card, play Focus, and try to survive for a turn. If they make it to their energize step without dying, they’ll energize for 33 and be able to play a pretty strong game from then on.

Korremar – 3.5
Korremar is no fun personified. Mind Shock hampers a lot of magi and decks at the competitive level by preventing them from drawing lots of cards, and he starts with a Mind Blank as well to deny more resources to the opponent. Skipping your own draw step can be managed by including other types of draw effects into your deck (Core Hyren, Chaos Plith, etc.) and he is one of the few magi in the game that can activate a Shryque. Korremar has a lot of qualities that make him a good choice in Prison style decks, which aim to grind the game to a halting pace.

Lanyx – 2.5
Harvest is an awesome power, allowing Lanyx to basically play a Shockwave for no cards spent. The problem with this magi is that he has a 4 energize and Harvest costs 5. On top of that, 4 energize is really, really bad in Core. It’s bad normally, but Core cards are mostly expensive. To be remotely close to good, Lanyx needs a Dream Channel-type effect in play, but these can be relatively easy to remove.

Lanyx, Reaper – 2.5
Hey look! They gave him a normal energize rate! Hatred is a good power if your opponent has three creatures in play or if they are d’Resh and have two. It’s a fine power, but you can also play Core Grags in your deck and play more powerful magi.

Morag – 4
Here’s another 14/7 magi and every single one of those is very good. Morag is mostly just a big scary guy, but Theft can allow him to do some tricky plays if your opponent has a juicy relic in play. The power is a much more expensive, temporary version of Hubdra’s Cube, but it has great utility.

Nagsis – 3.5
Nagsis is a brewer’s dream, able to turn any other non-Core magi into a Core magi to do wacky things with. You don’t often see Possession into a Naroom magi because The Dark Twins are much more powerful than Nagsis and can accomplish the region-swap just as well. However, for non-Naroom magi, Nagsis is your man. The most common magi I see after Nagsis is Ookami, but any powerful magi will do, as long as you can cobble together the synergies with Agram’s Staff.

Ninibom – 3
In Core decks, Ninibom is an 8/7 Bograth/Core magi that can’t splash other cards, which most Core magi don’t worry about doing anyway. When considering him, the question is: “Do you want an 8/7 magi?” Not when you can play Morag instead you don’t. Like Golthub, this means Ninibom is relegated to a fully dual-region deck, where he plays his role just fine.

Ogar – 2
The reason Ogar scores so low is that Feral Instinct is A) low-impact and B) a potential drawback. When it’s good, like on the flip, Ogar will net some nice little energy advantages from playing creatures, either by boosting her own or by pinging enemy guys. It’s random, but as long as there are enemy creatures in play when you’re playing your own guys, you’re happy with either result, though never ecstatic. On the other hand, sometimes your opponent kills your whole team in the Attack Step then plays a bunch of creatures themselves, in which case half the time you’re adding energy to your opponent’s board. There are also a limited number of small Core creatures, so you won’t be getting that many triggers on your turns. It’s just a very fiddly, minimally effective ability to have.

Qwade – 2
Qwade is not good. Leech costs a bunch of energy and he doesn’t generate much energy at 12/5. X+4 means that in order for you to break even on Leech, X must equal 4, since you discard 4, then add 4. If X equals 5+, then Leech becomes pretty efficient, but almost no magi can stockpile 8-9 energy reliably, and certainly not magi as small as Qwade. He does start with some nice cards, but that’s about it. The real qwestion is, is playing this bad magi worth it to put The Real Qwade in your lineup. For more on that, see The Real Qwade…

The Dark Twins – 5
Holy Moses. I know they count as two magi and that’s a drawback, but at 26/7 The Dark Twins have the highest energy index of any magi in the game (33) and counting as two magi is their only drawback. To show you how big this gap is, All-High King Korg is the next highest at 30, but he dies to a stiff breeze and can’t play relics. The Real Qwade is next at 26, but counts as two magi anyway since you have to play stinky regular Qwade (again, we’ll talk more about TRQ in a bit). Promo Korg comes in fourth but he’s awful too. You have to get down to Tal’ik at 19/5/24 before you get an actual decent magi (The Brothers of Vengeance also have 24 energy index but count as two magi the same as the Twins). 26/7/33 is massively ahead of every other reasonable character and we haven’t even started talking about The Dark Twins’ abilities. Let’s check starting cards: Entomb, a staple Core spell that is incredibly good, and the flexibility to grab any Core creature and spell, including the backbreaking combo of Corathan + Corrupt that cripples a lot of decks before they even flip over their first magi. That’s also an amazing feature on the diabolical duo. They can choose to go first every game, and should because they have 26 freaking starting energy which is like two average magi stapled together. They get to draw 2 extra cards at the beginning of the game for free. Finally, they allow for interesting deck construction by corrupting a Naroom magi. They don’t have to do this, it’s simply an option they have. A lot of the time you’ll see Pruitt behind them for some Flood of Energy nonsense, but a lot of the time they’ll just play Warrada afterward (or even before. They don’t have to go first). None of these abilities are even effects, which means Sorreah and Rayje’s Belt don’t do anything against these two terrors. When you factor all that in, it’s pretty easy to see why Twins decks are the most common Core archetype at the competitive level.

The Real Qwade – 3  
The Real Qwade is big. He’s not Dark Twins big, but he’s big. That’s good. He’s got good starting cards too, so that’s good. His version of Leech is a much more powerful version of Ogar’s effect. He’ll want to play lots of creatures on the turn he flips anyway, and has 26 energy with which to do so. On other turns, he at least has the option. This is a good effect but not game-breaking and I want it to be after going through the rigamarole of playing normal Qwade. As is, TRQ isn’t quite worth the drawback at a competitive level. If you’re looking to simply have fun, this is a way to do that.

T’lok, Traitor – 3
He’s good sized, he starts with some decent cards, Strengthen is simple and powerful, and Betrayed Secrets allows his creatures to attack into Kybar’s Teeth creatures, Cawhs, and Burrowed things with impunity. Cool. That all adds up to about a 3: good but not outstanding in any particular way.

Togoth – 4
Togoth is just good. Shadow Geysers are all powerful spells with enormous costs to get into play. We’re not trying to win the game with Awakening here, we’re simply benefitting from having a very powerful card in play and hopefully building our deck to take advantage of its text. Most often, you see Togoth with the Naroom Shadow Geyser in Trask decks, and here he really excels (his rating would increase to a 5 in that specific deck type). The Shadow Geyser is a spell, and so will constantly trigger Lifetap when you play creatures. Togoth can also use Underneath Shadow Geyser to draw cards or use the Orothe Shadow Geyser for some disruption in relic-heavy Core decks (Warrior’s Boots and Rayje’s Belt costing 2 is also a big deal for disruption against a lot of decks). These two options are less powerful than Shadow Trask, but are still good. The Cald Geyser can be kind of fun in Vrill decks or decks that run a lot of creatures with expensive powers (Borgor, Dark Cragnoc, Gorath, etc.) but is probably on a tier below. The Arderial one is the worst, since you can do the same thing with a Robes of the Ages. Shadow Geysers get to stay in play when Togoth dies as well, since “all but one” doesn’t matter if you only have one in play. Unless you’re facing some niche cards that can discard spells from play (Spell Pulse the most common), your whole deck should be able to benefit from whatever Geyser Togoth plops down.

Warrada – 5
Energy advantage is the most important thing in MND. The game is about making plays that creature more energy than your opponent. Dark Blooming allows Warrada to energize for 10 sometimes. She’ll automatically do this on her flip turn, making her an effective 17/5/22 magi at minimum, which is statistically enormous, even if she only triggers Dark Blooming once. Dark Blooming also makes attacking her awkward: if she leaves enough energy on herself so you can’t kill her, you don’t really want to kill all her creatures and thus trigger Dark Blooming again. You’re now faced with a choice: kill all her stuff and she’ll just energize for 10, which you probably can’t beat, or let her keep some stuff in play which means she A) has stuff in play and B) isn’t dead. That’s not too difficult a thing to set up as Warrada. Add to that she starts with Warrada’s Ring and Tomes of the Great Library and we have a nightmare control magi who can also swarm the board with a bunch of creatures if she wants to. Before Nightmare’s Dawn was printed, Warrada would have been probably a 3, since it would have been much more difficult to play a creatureless game on her. With those starting cards, forget about it.

Yayek – 2.5
I’ll admit, I’ve never read this card before just now. 10/4 is awful, and I never looked past that. Yayek isn’t actually 10/4 thanks to Seeds of Deceit, but his?her? average turn can’t be too much bigger than that. Shuffling a Crushing spell back into your opponent’s deck isn’t exactly a low cost either. If Yayek can reliably be a 10/7 magi, I’m not even convinced Ninibom isn’t just as good. (S)He’s probably better most of the time. Yayek does have some nice starting cards, but that’s not nearly enough to compensate for how awkward the stats are.

Zet – 4
Unfortunately, the Rules Team did decide that Korg & Zet count as both an Alternate Korg and an Alternate Zet, which means the best of the Korgs can’t go in the same magi stack with Promo Zet to trigger Good Riddance… which means it’s probably just not happening. You can activate Good Riddance with All-High King Korg but that still means you have to play a bad magi for a 3-energy boost. This devious little bugger is a better version of Qwade. Treachery has the same cost as Leech at X+4, but for the price you get to steal their guy. This is better than trying to kill their guy and pump one of yours because you don’t need a creature of your own in play to make it good. Additionally, he has a bigger energize and so can generate more energy with which to use Treachery. When Treachery is good, it’s really good, but it is still quite expensive.


Magi: TLDR

5
Evil Evu
Hrada
The Dark Twins
Warrada

4
Chur
Morag
Togoth
Zet

3.5
Agram
Empress Gia
Korremar
Nagsis

3
Fiend of Furoks
Golthub
Harror
Harror, Nightstalker
Jalex
Korg & Zet
Ninibom
The Real Qwade
T’lok, Traitor

2.5
Lanyx
Lanyx, Reaper
Yayek

2
All-High King Korg
Ashio
Ogar
Qwade

1
Korg

Creatures

Arboll Stalker – 2
This thing is pretty bad. Also, somewhat unsettling. Arboll Stalker basically has two modes: a 4-enrgy creature with no text or a 4-cost way to deal 3 damage to a creature that you can’t even play during the PRS Step. Unless you can somehow spend 1-2 energy on the Arboll Stalker before using Detonate, it’s energy disadvantage and that stinks. It’s not a 1 because Detonate can still kill a key creature, it’s just a bad way to do it so don’t put it in your deck.

Black Agovo – 1
If 2 energy is a card, Black Agovo is netting you 1 energy. That said, Disrupt creates a giant energy loss on your actual board, so it doesn’t combine with regular creature decks that well. Additionally, MND has progressed to a state where players normally have vastly more than 3 cards in hand, so Disrupt is often a 5-cost way to not accomplish anything. It’s better than an Epik but not by much.

Borgor – 3
Borgor is pretty decent. Some magi (like Morag) have it as a starting card, which is value. He also has two modes, but unlike Arboll Stalker they’re both good. Borgor can sometimes just be an 8-energy creature when you need a big dumb thing in play to hit your opponent with. On the other hand, when Sever is good, you can net a lot of energy off your opponent’s board. Sever also allows you to combo with the good smaller removal Core has access to in order to take down big things. This card is never amazing but it is a playable.

Chaos Flugg – 2.5
Dark Demanding is very powerful against Core or Weave. So is resistance. At least this card hoses multiple regions, but that’s still not enough to put it in your deck most of the time. Also, it irritates me that it’s not a Weave creature because then Ashio could actually combo with it.

Chaos Jile – 3
This is a decent card despite the Weakness effect. You have to be careful and pick your spot when playing this card though, preferably onto an empty opposing board. If you can make it work, Rebound is a dramatic energy boost. The difficulty getting this card into play means you don’t see it in competitive decks but Rebound is powerful enough and it’s a fun enough card that you shouldn’t feel bad putting it in your deck as long as you’re aware of its potential for disaster.

Chaos Plith – 4
This card is quite good. You mostly see it only in combination with Evil Evu because Guile and Devour will trigger at the same time and draw you 3 cards when this defeats a creature in an attack. Outside of Evil Evu, it’s still a good card.

Corathan – 3.5
Corathan’s Betrayal feels busted when you get to activate it. This is because stealing opposing cards is already so good that when you get to tack on a powerful card selection ability on top of it the value goes off the charts. I want to note that using a Turn to steal something while you have a Corathan in play does not create a loop, since the Turn doesn’t hit the discard pile until after it fully resolves, at which point the Betrayal trigger has also resolved. However, cards like Corrupt can loop with Betrayal. All in all, Corathan is a nice value engine as long as your deck is packing lots of possession abilities. You also probably want to find a way to protect your Corathan investment as much as possible (by killing or stealing all their stuff).

Core Grag – 4
Core Grag is a very nice AOE removal card. If they have two or more creatures in play and 3 energy on their magi, Core Grag becomes extremely efficient and that’s a low bar. Even if they only have one creature and 3 energy, you’re trading 1-for-1.

Core Hyren – 3
A mid-sized attacker that can draw you some extra cards? Sounds solid. Core Hyren is slow, in that it doesn’t provide value until you’ve waited a round and also in that you don’t see the card immediately and must wait until the end of your turn, and as a result you don’t see this played too much but it’s not because the card is bad. It’s because there are better things to play.

Dagok – 3
I’ve never seen anyone play a Dagok. Dream Inversion is a very weird bit of text. Basically, removal abilities that discard energy don’t work on this guy but energy-adding abilities turn into removal against it, and it doesn’t stop itself from being discarded from play. Dream Inversion does have the ability to force your opponent not to add energy to their own field in order to kill your Dagok, so even if they remove it with a growth ability, you’re still getting some value. Naroom Shadow Magi (all the best Core magi) get a small energy advantage simply from playing a Dagok, so there’s that. At the end of the day, this card is probably a 5-energy vanilla creature, but it’s a funny one.

Dark Ayebaw – 3
Magi damage is good. Xyx is a 5, and Dark Ayebaw is an Xyx that trades efficiency for the ability to hit creatures as well. That’s a pretty good card. However, you are always losing out on resources when you use Implode, so try not to target creatures with it unless you’re in a really bad spot. Killing a magi is often worth discarding some extra cards, so if that’s what you’re doing with Implode I wouldn’t worry too much about the “waste”.

Dark Cragnoc – 4
The only reason Dark Cragnoc isn’t a 5 is because it’s so expensive. You’ll basically never be able to play one of these except on a flip turn, but there’s no denying the impact it has on the board. Cremate allows it to discard creatures from play, even difficult-to-remove things like a Greater Gargagnor. It either kills something big and leaves a small body or kills something smaller and leaves a large body, and both of those are good abilities. Solid is a drawback meant to stop people from abusing Cremate but it also prevents this guy from being Shockwaved.

Dark Furok – 4
Revile is very aggressive, and can often result in a Dark Furok attacking and killing two opposing creatures, which is obviously good. Revile can also turn into a drawback by occasionally forcing you to damage your own board. But we’re playing a Core deck. We don’t have feelings.

Dark Vellup – 3.5
In a deck with Dark Vellups, you just need to play lots of 3-ofs and Purge will sometimes net you a card for 1 energy, which is outstanding. When Purge fails, it’s not even bad: You spend 1 to discard your worst card and draw a card which will hopefully be better. I’m in for that, especially if your deck is using the discard pile in any way. Dark Vellup is also a low-threat creature. They’ll still try to kill it but if they have to choose between different creatures this will probably survive.

Darkbreed Hyren – 3.5
As cool as they are, there aren’t many Hyren decks outside of Naroom. Subvert is the best possible way to deal with an enemy Forest Hyren though. Subvert is also pretty good against Paradwyn, and there are enough other situations where it has targets that Darkbreed is a decent card. It won’t come up in every game, but unlike region-specific hate cards, this one has game against lots of different decks. If you include it, just also include ways to discard your cards for value so that when it’s bad you can still do something with it.

Darkbreed’s Minion – 3
Darkbreed’s Minion is a must-kill against a lot of decks. I’m not talking about decks that draw tons of extra cards. I’m talking about slow deck that just draw 2 at the end of their turn. Smolder will deal 2 damage to your opponent’s entire board automatically at the end of their turn unless they have abilities which let them skip their Draw Step. It does the same thing to your board, though, and unless you just have multiples of this in play (which is pretty nice) that hurts you almost as much. In creature-light decks we have a fun option, and if you can get one into play against a setup magi, you’re probably pretty happy. Also, if you’re trying a Prison deck, this is something to think about. The reason you don’t see DM played much is because it’s symmetrical and hurts you first, so you’re actually losing value most turns you play it and then you must wait for your opponent to play around its effect. Also, it’s vulnerable to direct discard removal and you’ll lose a lot of energy in that exchange.

Drush – 2.5
Drush’s Vengeance can be powerful but your opponent has full knowledge of it and must allow you to actually make use of the ability. They won’t. Also, Drush naturally sits at 4 energy which makes this the perfect target for Crushing spells of all varieties.

Dryte Fiend – 2
Dryte Fiend is another card that gives your opponent full knowledge and control over the possible penalty, which means Condemn’s ability never ends up accomplishing a whole lot. In multiplayer games, this card is obnoxious, because it’ll trigger lots and bunches of times and encourage your opponents to attack and use their removal on each other.

Garadan – 2.5
Unfortunately, Garadan has no way to attack magi directly and I don’t think there’s a way to make that happen. This creature is fine as a big beater with marginal ability but only at starting card level. That means you’ll basically only ever play this creature as a one-of in Hrada decks, if that.

Gia Pet – 3
Gia Pet has two very niche abilities stapled to a big body, and this is the kind of card that usually never sees play, because all the cards in your deck (barring a few tech slots) need to be actively advancing your game plan. Power Siphon is the less useful of its two abilities, since it relies on your opponent’s deck leaving spells in play, which not many actually do. When you do get a chance to Power Siphon, that’s gravy. Impede is the effect you can actually build around, but its prison effect relegates Gia Pet to decks trying to slow the game to a crawl rather than decks that want to go fast and kill your opponent. These prison decks will only be playing a Gia Pet when they flip a magi as well, so don’t play too many copies.

Gorath – 3.5
I almost had Gorath as a 4, because it’s iconic and can be quite powerful, but unlike most theft abilities, Gorath’s Enslave gives your opponent the creature back when Gorath leaves play, so your opponent can just kill your Gorath. And they will. Theft is still very strong, but Gorath’s large size and vulnerability to getting killed mean it won’t be as good as you think just by jamming it into your deck. You have to be playing a very controlling style and possibly using Shadow Bones or something on this post-Enslave. In other words, it’s more build-around-y than it appears.

Gorath Cub – 4
Gorath Cub is a solid little creature, which can be played in a single energize step. Chain Whip is always an energy-efficient power when you can actually use it. While not every deck has targets, most of them do, making this creature pretty reasonable despite the fact that it doesn’t see a lot of play.

Gragling – 4
Like Gorath Cub, Gragling is a solid creature that’s never stranded in your hand. Melancholy means they’ll want to target this down with removal first. That, coupled with its possible energize due to Lonely, means Gragling is likely a removal magnet that can protect your more important creatures. If they ever leave it alone, it’s going to get real value as well: either they kill all your other stuff and it grows through Melancholy or they don’t and it grows through Lonely.

Grax – 2.5
Grax is a miniature Borgor that has two very big problems. One, it’s less impactful than Borgor. Two, it’s not a starting card for any reasonable magi. Borgor sees lots of play because of how good Morag is. Grax doesn’t have that advantage.

Grubble – 3.5
Grubble isn’t really a creature, in the same sense that Core Grag isn’t either: it’s not in your deck to actually stay in play. Grubble goes in wacky combo decks that can somehow recycle them or abuse Dreamform to cheat out giant monsters. Don’t put this in your normal Core decks, and honestly most of the decks I’ve seen that actually use Grubble aren’t Core at all but are splashing this thing because of its ability.

Gumph – 4
Night’s Shade is an incredibly aggressive effect which allows Core Aggro decks to kill creatures at an accelerated clip. It’s also sometimes a bit of a rattlesnake effect that disincentivizes your opponent from attacking … but will stab your own creatures in the back almost as often as the word “may” is nowhere to be seen in its text. Of note, cards must be in play for their effects to actually trigger, so if your Gumph dies, it doesn’t trigger its own Night’s Shade. In any case, it’s very powerful and aggressive.

Gwaeg – 3.5
Gwaeg is only really useful in dedicated Bograth/Core decks, as it allows a single-region magi to play both region’s creatures. That can be essential in the deck type. There are enough magi (All-High King Korg, Golthub, Ninibom) to eliminate the need for Vile Herald, but if you want to play relics for example, you may not want to run all three of those magi. Escape also tacks on some utility as a defending body, allowing you to sometimes get a second turn of Vile Herald.

Harban – 3.5
Decent body, Browbeat comes up much more often than it looks like it will, especially if you build your deck with sources of incidental creature damage. When Browbeat works, it’s creature theft and that’s very powerful.

Koil – 4
Koil is extremely solid and gives you a lot of value. Nightmare is useful for picking off small creatures and even more useful for damaging a creature so you can Turn it. Re-Koil should almost always hit your opponent unless they’ve shown you specific reasons not to (Hyren’s Call, Grubble, Tweave, etc.). Shuffling your opponent’s discard pile into their deck can turn off Brushfire against Cald and Weave, gets rid of Fird and Shadow Fird, and can seriously mess up some d’Resh opponents. That said, if you want to put 3 Warrior’s Boots back into your own deck or whatever, you also have that option.

Nightmare Hyren – 2.5
Horrible Dreams is an expensive power that reads like it wants to stay active over the course of many turns. It won’t. What it actually does is discard some energy from their board (they must have 3+ creatures for it to be decent) and cause them to suicide the creature with Toss and Turn into your team, dealing 2 less damage in the process. In that sense, Nightmare Hyren is a bit like a bad removal spell and a mediocre AOE removal spell stapled together, but it costs 7 to do that. Killer art though.

Orok – 4
You don’t see a lot of these, but it’s another good aggressive creature to which Core has access. Mostly you see it as a starting card, but it’s well above average in that department.

Rabid Wasperine – 3
Counterattack can be a powerful effect. The problem is its cost. Most magi, even in Core, don’t have such a surplus of energy they can afford to just leave 4 up to play this thing as a surprise. Korg & Zet can use this to cheat the two cards per turn part of Korg’s effect, so that’s fun.

Raveled Drush – 4
This thing, unlike a normal Drush, is a ball of value. Ravel guarantees you +1 energy advantage and can give you more with support cards or if it stays in play. Unravel allows your creature to act as a kill spell if that’s what you want – you have the option – and it randomly gets a lot better in multiplayer. Weave also means that the opponent has to think about what might happen during the Attack Step and sometimes they’ll mess it up and leave your RD alive to use Ravel again.  

Rous – 2.5
“If all your ROUS are ROUS, discard ROUS”. Even though this card will kill itself to the Myth effect in every single game in which it sees play (though you can Belt the Myth), Hit is really good. If Myth simply discarded some energy from the ROUS, this card would be pretty strong. As is, the best thing about it is that it’s one of the Three Terrors of the Fireswamp.

Severos – 3
Mind Dredge is pretty kooky. I really don’t understand why you can’t activate it after the Attack Step, since you wouldn’t be able to attack with the reanimated creature anyway. That’s probably the biggest reason Severos isn’t played but there are some more. Unless you grow it, Severos can only play 5-energy creatures or smaller. You’ve had to actually kill the creature to get it into the discard pile, so it’s not like you’re getting a resource advantage from Severos. He doesn’t make it any cheaper to play the creature, doesn’t make it Core, and in general isn’t abusable in any way. At the end of the day, Severos is a very fun card that leads to some interesting scenarios but is never going to be amazing.

Shadow Dryte – 3
Descendance is a very good effect if you can get it to trigger. In that sense, Shadow Dryte is comparable to a really, really slow Crushing spell: Kill something 4-energy or less, get a big payoff. They’ll probably just kill your guy unless you can Boots it in though.

Shadow Fird – 3.5
In Core Furoks this is annoying. Additionally, there are some crazy combo decks that make Feed completely broken by Dreamwarping it up for tons of energy (you’re still ignoring the now-much higher cost). Great build-around.

Shadow Hyren – 3
Taste can allow Shadow Hyren to act like a more expensive Koil by picking off small things. It doesn’t actually help you Turn because of how expensive that is. Taste then sets up your Hyren to act as a good attacker. None of that is really worth the large cost, but if you’re using Shadow Magi, Feed can help you offset this cost and continue making big plays. Another big, slow attacker though this one does have a big payoff attached.

Shadow Vinoc – 3
When printed, Dark Strength triggered off your own relics in addition to your opponent’s, which meant that you could play tons of relics and make cheap, huge creatures just by playing this card. That was too good. Post-errata, this card is fine as a starting card but only at that level. Most competitive decks play a good amount of relics, so you should still be able to find a moment to get some free energy from Dark Strength, but you don’t want many of these.

Shryque – 2
Having no cards in hand sucks, meaning in order to make Shryque good, you have to be losing the game. In some decks, Mindless Abandon is pretty easy to trigger by just playing out your whole hand all the time, but as soon as you can’t do that (a common occurrence) you’ll be sad. There are some decks out there built to activate Dream Vengeance, and the payoff is real. Even though you can build around this card, it’s very dangerous to do so because working hard to trigger Dream Vengeance means you can just randomly lose the resource war.

Slinking Greal – 2
Situational, not even clear that Skulk is that powerful since it gives your opponent the choice.

Szalak – 3.5
There is no other card in the game that wants Loaded Dice quite so badly. 1, 2, 5, and 6 are all fabulous results while 3 and 4 are disaster. If you’re in for that gamble, all you have to do is succeed once on Supercharge and this card is well worth it. It can also be a 4-energy do nothing, even with Loaded Dice in play.

Tar Hyren – 2.5
Tar Hyren is big enough where it’s probably killing whatever creature attacks into it, if any, so Cling isn’t that useful. That said, you can cheat this card into play with a lot of Bograth abilities. It’s a Bograth card, so in Core you’ll only run it in your dual-region deck if at all.

Tragan – 2
Meh. This card is a much worse version of Chaos Jile. Chaos Jile is a 3, so that puts this around a 2.

Trask – 3.5
If this were a Naroom card, it would be a 5 because everything would trigger Lifetap. In Core, only specific cards add energy so you have to build around Trask to make it work. If you do, however, this card plays like a 5.

Twilight Mowat – 3.5
Dream Inhibitor doesn’t matter most of the time, though against Core it does do a good job at shutting of Zungg, Vrill, Gorath, and Core Grag and making a few other cards more expensive to use. At face value, Dark Strands’ job is to make some non-Core creature’s power more expensive to use, but that’s not great because they’ve already had a chance to use it the turn they played it. When you consider that the card Traitor’s Reach exists, Twilight Mowat becomes a two-card combo and that is quite powerful, though more of a testament to the power of TR than a statement about how good this card is.

Ugger – 2.5
This card doesn’t do much but it does have a few cool interactions. It’s useful with Gorath as a way to get immediate value out of the Enslaved creature and eliminate the weakness of Gorath dying. It’s useful with Agram + Agram’s Plaything as a way to get some “free” energy. Mostly, Ugger doesn’t do a lot as these are pretty marginal situations.

Vrill – 3.5
Succor is annoying, because you’ll have less energy with which to play cards, but it is a slow way to grow your Vrill to a size where it can use Nightfall. If you’re playing medium-sized or bigger creatures in your deck, Nightfall can add a ton of energy to your board. You need at least Shadow Bones to make Nightfall work consistently though, and even then you need other big bodies in play to actually see a benefit. The total energy cost of all these plays means Nightfall never does as much as you want it to. When it works, it seems very powerful but it’s not at all consistently useful.

Wudge – 5
This is the best creature in Core, hands down, and one of the strongest creatures in the game. Strengthen generates obnoxious amounts of free energy and at the same time discourages your opponent from playing creatures. If they can’t kill your Wudge with spells right away, they’re in serious trouble.

Zungg – 5
Zungg is an automatic 3-of in most Core decks because it’s extremely efficient, even if it only gets to Gnaw once. You’re paying 1, getting 2 on board, and dealing 1 to your opponent’s board. That’s 1 energy spent and 3 energy worth of value. The only reason not to put this card in your deck is Vrill, because Nightfall gain 1 is extremely bad.


Creatures: TLDR

5
Wudge
Zungg

4
Chaos Plith
Core Grag
Dark Cragnoc
Dark Furok
Gorath Cub
Gragling
Koil
Orok
Raveled Drush

3.5
Corathan
Dark Vellup
Darkbreed Hyren
Gorath
Grubble
Gwaeg
Harban
Shadow Fird
Szalak
Trask
Twilight Mowat
Vrill

3
Borgor
Chaos Jile
Core Hyren
Dagok
Dark Ayebaw
Darkbreed’s Minion
Gia Pet
Rabid Wasperine
Severos
Shadow Dryte
Shadow Hyren
Shadow Vinoc

2.5
Chaos Flugg
Drush
Garadan
Grax
Nightmare Hyren
Rous
Tar Hyren
Ugger

2
Arboll Stalker
Dryte Fiend
Shryque
Slinking Greal
Tragan

1
Black Agovo


Relics

Agram’s Armor – 2.5
On your opponent’s turn, this is a low-impact defensive tool your opponent can play around, which is to say, bad. On your turn, it can allow your creatures to survive attacks and that has some limited utility. Usually, this card is not worth the deck slot.

Agram’s Plaything – 3.5
This card is very silly, by which I mean it breaks all the rules. Puppet Strings allows you to have a one-energy creature before the Attack Step free of charge. If you’re Agram, it’ll be 3 energy, which is obviously nuts. Any deck that can play this card gets to abuse it with the various Gift spells as well as any other powerful ability that requires a creature to be sacrificed.

Agram’s Staff – 3.5
This card enables decks which would otherwise just not work at all. In any sort of Nagsis deck, in Dark Twins decks, and in Shadow Magi decks splashing for powerful cards, Mastery allows your magi to play a broader range of cards including and especially the relics from their “old” region. It also lets Agram play other cards but that’s not really what we’re interested in.

Chaos Sphere – 3
There’s only one deck type that can actually use Doom reliably, and that is Flood of Energy. This card is one of the big payoffs for a Core Flood of Energy deck, as Doom is incredibly powerful if it ever activates. I would normally rate this kind of card at a 3.5, except the level of effort required to pull off Doom, as well as its inconsistency makes it a bit worse than that.

Collar of Despair – 2.5
Ugh. Prison decks only. Nar magi will still laugh at you. In general, a pretty un-fun effect. Still, it’s not horrible if you like not actually playing the game.

Ebony Mirror – 2
Grim Reflection is a huge non-bo with Shryque, but who cares? Here’s another lockdown-type effect that generally isn’t worth a card slot. It does do funny things with Shadow Zajan though.

Grim Goblet – 1
I love this card for casual games, but in a competitive environment Backlash is too much of a liability. Discarding your whole had is terrible. Even if you’re using Shryques.

Nagsis’ Sigil – 4
Nagsis Rules. Corruption barely requires a build-around since Core magi basically can’t play non-Core spells to begin with (with some exception). Given that, I’d love a free 4-energy swing every turn thank you very much!

Secrets of the Book – 4
This card gets better in competitive games since lots of competitive decks draw lots of cards. Creatureless decks are also relatively rare. They had to put a 4-card cap on Secrets because it was too good when you could draw upwards of 6-7 cards for the cost of 1.5. Also, don’t underestimate the benefit of seeing your opponent’s entire hand. The biggest drawback on this card is there isn’t a magi who can find it consistently.

Shadow Bones – 3.5
Shadow Bones is too expensive to jam into a deck without thinking and does nothing to help the best Core creatures (Wudge and Zungg), but it can combo very nicely with a lot of Core cards, especially Vrill. Just make sure you have a specific purpose for Vitalize and it’s a powerful card.

Shadow Cloak – 3
This card is useful for protecting big boards that you just built by flipping over a new magi. Past that, it probably won’t do much but sometimes one turn is all you need. Typically the only Core decks that run a Shadow Cloak are those trying to swarm and grow giant boards, but any deck with 3 Wudge can benefit from Protection. Of course, Protection doesn’t prevent your opponent from attacking you, so make sure you can survive their board before activating this.

Shroud of the Master – 3.5
Absolute Authority allows you to turn your worst card in hand into a vitamin. If you have 2-3 creatures in play on the first use, the 3-energy cost is mitigated. If you’re Agram, the card is bananas.

Statement of Core Values – 2
This card is awful. It only goes in Bograth/Core decks but that’s fine. All-High King Korg can’t play it. Uh oh. Bograth creatures are already tiny so Pals doesn’t really matter. As a matter of fact, an active Pals makes your Green Stuff cost 1 so avoid that pitfall. Buddies can be pretty good, especially on those flip turns. The problem is, you somehow need to generate 3 discounted creatures for this card to earn start profiting, and you have to accomplish that the turn you play it to be sure you’ll get enough value.

Tomes of the Great Library – 5
Core has lots of powerful spells, so you probably have lots of juicy options to Research out of your own deck. If you run out, you can always try to Re-Koil yourself or just draw enough cards and reshuffle. Yes, Research makes your spell 1 more expensive but that’s basically paying 1 to draw a card then playing the card and that’s still above rate. Even at 2 bonus energy to play an opposing non-Core spell, you’re still on rate for drawing a card. Speaking of which, Research also allows you to use enemy removal or card draw spells against them and that’s fun. The drawback of needing a Naroom Shadow Magi for Tomes to actually be in play isn’t so bad when you consider that those are some of the better Core magi anyway.

Warrada’s Ring – 4
Phenomenal Cosmic Power is a wonderful ability, most often just drawing you an extra card, which is roughly equivalent to 2 energy per turn. Sometimes it’ll net you more because you’re planning on playing 3+ cards that turn. Try to avoid combining the discount with 0-cost Core relics since that doesn’t interact well, but it doesn’t harm your Universal relic drops. The only drawback of Warrada’s Ring is that you don’t get Phenomenal Cosmic Power until a turn after you play it, and they can sometimes kill the Ring before that happens.


Relics: TLDR

5
Tomes of the Great Library

4
Nagsis’ Sigil
Secrets of the Book
Warrada’s Ring

3.5
Agram’s Plaything
Agram’s Staff
Shadow Bones
Shroud of the Master

3
Chaos Sphere
Shadow Cloak

2.5
Agram’s Armor
Collar of Despair

2
Ebony Mirror
Statement of Core Values

1
Grim Goblet

Spells

Anarchy – 1
This card is only for multiplayer games, as doing this in one-v-one has almost no effect on the game. You maybe swap your worst creature for their worst creature? Maybe? Terrible competitive card.

Arderial Shadow Geyser – 1
This is the worst of the Shadow Geysers, since unless you’re against Arderial its ability to discount your spells is the same as a zero-energy, one-card-only Robes of the Ages. Not worth putting in your deck even if you have Togoth, unless you’re trying to meme with Awakening.

Awakening – 1
The Shadow Geysers are so ridiculously difficult to get into play that you’ll just die before you ever get to win the game with this card. It’s just not a competitive strategy at all. You play one with Togoth but certainly never all five.

Blight – 3
The cost of this spell is absurdly high, but there are boards where you can make it energy efficient and it is AOE removal. You have to find some way to net 7+ energy out of it, for example 3 enemy creatures and a small board of your own. In that case it’s fine but if I’m spending 7 energy for a spell I want it to do really powerful things rather than just reasonable things.

Cald Shadow Geyser – 1
This Geyser isn’t any good either since it’s basically a 10+ energy do-nothing unless you’re using a Cald Shadow Magi (both Lanyx aren’t very good and have low energy numbers) or using Togoth who has better options.

Corrupt – 4
This is a great spell since many decks don’t have an efficient way to play around it and even those that do have to draw it or fall way behind on tempo. When playing Corrupt, remember to attach it to your own magi even though this kind of ability seems like it should attach to the opponent. Also remember to play this in the second PRS step after you play creatures of your own, otherwise you can break your own Corrupt and look silly.

Crushing Darkness – 4
Look, Crushing spells are always awesome. This one is a bit awkward sometimes because Shadow Magi cannot play it, so it goes in fewer Core decks than you’d think. Additionally, this is not a theft ability; you kill their creature then play it, and this does count as playing two cards (Korg & Zet steer clear). Finally, the creature you get can’t use Powers which some people (me) forget about a lot. There are a lot of finicky details on Crushing Darkness, but it’s still a great card for those who can use it.

Dark Portents – 2
This card has a very low impact. You’ll probably reveal 2-3 creatures which means you’re not really gaining any energy in the average case and it takes up a card slot in your deck.

Dream Rift – 4
This card draws you 3 cards (6 energy worth of value) for 5 energy, so it’s good right there. Shuffling your creatures back in never really matters much. The only drawback with this card is the expensive cost, but on setup magi like Evil Evu or Warrada with Tomes it’s great. Even later in the game it’s a fine play if you’re running low on resources or you need to suicide your magi for value.

Entomb – 4
Every deck has at least one spell they rely on, and preventing them from playing it is a phenomenal control option. There are a few magi against whom this doesn’t do anything (Yaki, Core Stalker, Sorrowing Ogar, etc.), but it’s mostly very strong.

Gloom – 2
Cards which give your opponent the choice are usually pretty bad since they’ll always choose the best outcome for them and your energy will net you little comparative value. I’d be surprised if this ever gets one creature, which is a shame because I think this card is cool. It might be decent-ish in a prison deck.

Haunt – 3.5
Haunt is a sizeable up-front investment and requires you to then kill the creature somehow. That said, when you do kill the creature you get lots of value. Don’t put this on creatures with low starting energy. Also, like Crushing Darkness, you’re not stealing their guy but killing and playing it. Basically, this is a powerful payoff for having other good ways to deal with creatures in your deck.

Haunting Visions – 2
This card has extremely limited utility in lots of matchups, but can do things against Naroom, Cald Creatures, and any deck that wants to swarm the board. Even then though, they get at least a turn of using their spells and powers before you have a chance to slap this on their thing.

Maelstrom – 4
Kills magi dead.

Mind Blank – 3.5
This is a very powerful spell that requires you to play few spells in your own deck. Core has a lot of very good spells, so Mind Blank requires a bit of ingenuity when building your deck. It can be outright devastating though. You get to see their hand and strip them of tons of options.

Morag’s ‘Gift’ – 3.5
Gift spells are generally pretty high on the power scale, and this one doesn’t disappoint, giving your magi tons of free energy when your opponent plays creatures. Combined with the ubiquitous Wudge and the presence of Corrupt, Core can really punish opponents for just playing the game. As usual, the question with Gift spells is what creature to bounce and in this region we have access to Agram’s Plaything to bounce for free, as well as Shadow Fird or even just resetting a Zungg or something else with a decent “enters play” effect (Koil, Shadow Vinoc, etc.).

Naroom Shadow Geyser – 3.5
This is probably the best Shadow Geyser as it turbo-charges Trask and helps you build large boards of creatures. Additionally, the Naroom Shadow Magi are very strong, not that you ever want to discard 3 creatures to play this straight-up. Goes with Togoth.

Orothe Shadow Geyser – 2.5
Hand discard usually doesn’t do enough and this is a very inefficient way to do it. It’s insane against Orothe Relic decks though, so including it in Togoth decks just to deal with those isn’t the absolute worst.

Paranoia – 2
This just doesn’t do anything reasonable. They can just play a big creature.

Shadow Rain – 2.5
Pre-errata you could gain some big energy advantages by putting Shadow Rain onto something that can easily grow very large. Post-errata you can’t do that anymore. This card does replace itself and allow a small thing to attack into something big, but there are relatively few situations where that’s a strong play.

Shadow Ritual – 3.5
This can net your board a big energy savings in certain situations. Obviously you have to build your deck with lots of expensive powers to make this card good, but Core has some good choices in that department, especially Vrill.

Spirit of the Core – 5
I lose to this card a lot. There’s not much you can really do about it, and the threat of SotC makes defeating a Core magi a risky proposition at all times. Stealing a creature for no energy is just incredibly powerful. If you’re taking their biggest creature you’ll generate twice that amount of energy in value for free, meaning this can net you 20 energy worth of value sometimes!

Stealth – 3.5
As long as your creature can trade in a fight, Stealth can act like a 3-energy removal spell and that’s pretty awesome. All you need to turn it on is a medium-sized creature, and Core decks have plenty of those. It’s worse than a straight-up removal spell because it’s not as high-tempo but the energy value you can generate with Stealth is very real.

Terrorize – 3
While there are differences which allow for slightly different uses, Terrorize is basically a Stealth that costs 1 more energy. On the other hand, Terrorize has starting card value and Stealth doesn’t.

Turn – 3.5
It’s conditional, it’s expensive, and it’s still creature theft and that’s a very powerful ability. You’ll want Zungg or Koil to set this up.

Twisted Dreams – 2.5
Sometimes it does nothing. Sometimes it kills their Giant Carillion. Most creatures with expensive powers tend to use them right away so it’s difficult to justify putting Twisted Dreams in your deck. There just aren’t any practical situations where you’re getting good value out of it.

Underneath Shadow Geyser – 3.5
This is the other good Shadow Geyser to get into play with Togoth. Drawing extra cards is quite nice, and this allows you to use Togoth as a setup magi in basically any type of Core deck. That’s quite handy.

Vaporize – 5
Competitive decks tend to play relics. If nothing else, they’ve probably got a Rayje’s Belt to blow up, but they’ve probably got a lot more than that. Competitive relics tend to be very strong. Blowing them all up at once is great. Killing their magi in the process is great too.


Spells: TLDR

5
Spirit of the Core
Vaporize

4
Corrupt
Crushing Darkness
Dream Rift
Entomb
Maelstrom

3.5
Haunt
Mind Blank
Morag’s ‘Gift’
Naroom Shadow Geyser
Shadow Ritual
Stealth
Turn
Underneath Shadow Geyser

3
Blight
Terrorize

2.5
Orothe Shadow Geyser
Shadow Rain
Twisted Dreams

2
Dark Portents
Gloom
Haunting Visions
Paranoia

1
Anarchy
Arderial Shadow Geyser
Awakening
Cald Shadow Geyser



Find all the regional reviews on the Magi-Nation Duel hub page.   Energize your dreams, and thanks for keeping the game alive! 


Wednesday, April 3, 2019

MND Regional Review: Kybar's Teeth

Welcome to another Magi-Nation Duel Regional card review, by Kroodhaxthekrood!  We'll be featuring these reviews once or twice a week on the blog, and linking all of them in one place on the main Magi-Nation Duel page here on this blog!  Enjoy!


Magi-Nation Card Review
Kybar’s Teeth
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.

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

Celebrated Hero – 4
With a 7 energize (the highest printed energize in KT), Celebrated Hero is able to play a wider selection of the big KT creatures off just one turn’s energy than most magi, and this is a definite plus. Additionally, Pump You Up is easier to activate in KT than it is in UD, since almost everything has Invulnerability. Finally, having access to Gogor’s Spade for card draw (especially with some Agrillas running around) can help your KT deck get those resources into hand. Put that all together and you have an excellent magi for Teeth decks.  

Emec – 3
Emec’s best quality is that he draws you an Emec’s Forge. While his energize is good, 10 starting energy puts Emec among the smallest KT magi which isn’t great in a region designed to play and back up big critters. As far as Tinker goes, it obviously synergizes well with his starting Kybar’s Scroll but here’s a list of the other relics it works with: Chogulith (poor), Kybar’s Hammer (poor), Hogra Stones (bad), Ullig’s Slingshot (medium), and Moga Fang Necklace (unplayable). The fact that Tinker is only once per turn is pretty annoying too, making building around it less all-in and more of a slight touch, not that you’d want to go all-in because these cards don’t warrant it.

Grej – 3.5
Since Kinship essentially means Grej is a dual-region magi, you’ll mostly see her in dual-region KT/UD decks and nowhere else. These decks aren’t terribly common, but they can be really fun. My favorite thing to do with Toughen is combine it with a Rabid Bisiwog + Shard of the Great Fossil. You can keep tacking things onto that combo as well: her starting Korrit, an Agrilla, Strag’s Claws, whatever.

Groll – 2
10/5 is abysmally low. Yes, Recover sometimes grants Groll some extra energy but it has two glaring faults. First, you have to have enough energy to actually play the creatures in the first place, which Groll can struggle to do. Second, they can simply choose not to attack your creatures if they have enough removal or they can wait Groll out, building a board advantage thanks to better numbers.

Groll the Fallen – 4
On the other hand, Groll the Fallen’s Desperate power allows him to control the energy gain and works both on offense and on defense. This means he can actually get his 4 energize up to much higher numbers if he plays his cards right. It’s also nice to randomly hose Core decks with Darge and Betrayed. Core decks are usually lurking somewhere around the top tables. As long as grumpier Groll has a big creature and the ability to protect it, he can generate a big energy advantage and that makes him among the more powerful magi in KT. He’s not a 5 because if he loses the ability to protect his creature, his energize 4 is going to really hurt, but his upside is extremely powerful and relatively easy to maintain.

Hok – 3
Hok is a great bit of design. He’s an amazing intro magi for budding KT players since he does everything the basic KT decks are looking to do. His energy numbers are fine, he has a big creature in Giant Baldar, and he protects his big creature(s) with Resilience. That said, Hok has no ways to reliably generate an energy advantage or draw a bunch of cards (at one time) and that means he’s not on par at the competitive level. He does have access to a Grapple Tooth to combo with his Giant Baldar, but that rate of card draw is a little slow.

Jagt – 2
Jagt is probably the actual smallest KT magi (she ties Emec at 16 but 11/5 is worse than 10/6 and both Groll and Kyg’n have ways to generate more than their printed energize). This means Jagt’s ability better be awesome. Is it? Kind of? Perpetual Motion is a definite KT theme and basically Jagt eliminates the need to have a Gargagnor in play for your deck to hum properly. However, she doesn’t start with any cards that would benefit from Perpetual Motion so she can’t go first in your stack, she needs a big hand when she flips so she’ll have options, and she doesn’t have the energy to play as many options as typical powerhouse magi need in the second slot. All she’d need is like 2 more starting energy and maybe one starting card that works with her effect and she’d be worth considering. Oh well.

Kazm – 5
Kazm goes first in literally 100% of every KT deck I’ve ever built, regardless of what its theme is. The only starting card he needs to pull is Giant Baldar, which combined with Hunter can completely overpower some decks right from the get-go. Seriously, if you’ve never played Kazm against a Bograth deck you haven’t lived. Additionally, Kazm has the option to find Cleansing and turn on decks that rely on Cleansing a specific Core card. There are decks that don’t have to worry about Hunter, but not too many of them.

Koll – 2.5
Koll is pretty bad. His Dream Twist is usually energy disadvantage on board so it doesn’t combo well and he can’t even combine it with Vopok. The idea behind this version of Dream Twist is actually to have your big creature trade energy for a while and Dream Twist it away for something much bigger when it gets low. In practice though, your opponent just isn’t going to give you enough time to do that. They’re trying to kill you. Koll is at least another good intro magi, teaching players to start thinking about KT’s combo potential and making the most out of your big, Invulnerable bodies.

Korok – 3.5
Korok requires a bit of finagling before Empower becomes useful. Some of the most commonly-played KT powers do not cost any energy at all (Pebble Hinko, Greater Gargagnor), and Empower actually has anti-synergy with those. Additionally, there is only a relatively small selection of KT cards with useful powers on them to begin with. The key cards when building a Korok deck are Rokarum, which can fix the anti-synergy problem as well as synergize with other creatures with powers, and Cragnoc which is already a strong card but gets noticeably better with Empower and White Wind backup. However, do note that Empower affects all your KT cards, so many relics get significantly more powerful and Korok can still use Warrior’s Boots etc. free of charge since these are not KT cards.

Kyg’n – 2.5
I really like Kyg’n. He’s a very interesting card design. You can make him very hard to kill by playing Dewstones and Spirits of Rayje. His starting cards are all decent, though none are very strong. 12 starting energy is a bit low, and obviously energize 3 is the pits, but his nameless effect can help make up for this. In one-v-one games, Kyg’n will energize for 5 most of the time, sometimes more. Not dying isn’t the same as winning though, and decks with Warrior’s Boots or direct magi damage can kill Kyg’n through all his stuff just fine whereas control decks can just starve him of energy by keeping only one creature on the board and building up to the point where nothing he can do will matter. Kyg’n is one of the rare cards that get much better in multiplayer games. First of all, the nameless effect will almost always be really good in multiplayer. Second, in multiplayer games staying alive and being actively non-threatening is very valuable.

M’ck – 3.5
14/5 are completely average numbers. They don’t go incredibly far in KT due to all the expensive cards, but M’ck can make up for that. Rock Out means “rock” cards cost 2 less (min 1). Rock Arboll, Hyren, Silth, and Yajo, as well as Jagged Rocks and Rock Slide are all discounted. Of these, the Yajo, Hyren, and Silth are probably still not worth it because they’re not good cards. However, the two removal options become insanely strong and Rock Arboll becomes interesting as a big vitamin. This pushes M’ck towards a controlling style of play. On the other hand, Flint means “stone” cards draw you up to 1 extra card for the turn. Stone Quor, Hogra Stones, Slime Stone, Crushing Stones, Feet of Stone, and Stone Storm. Again we see a lot of removal and controlling cards here. Honestly, the once per turn could be eliminated and M’ck still wouldn’t be overpowered compared to some of the other regions, but I think after Nightmare’s Dawn 2i toned down the power level of their cards very much on purpose. Also a quick note, Rockslide Hyren, Sandstone Hyren, and Dewstone are not eligible cards for M’ck’s effects as they need the actual word and not just the letters as part of another word.

N’ssah – 3
I love 14/6. It’s almost as good as 14/7, the magic numbers. I don’t love Fearless having the same name as Ullig’s completely unrelated ability. In traditional decks, N’ssah’s Fearless isn’t doing much since your creatures are bigger to begin with. This means, like Koll, she is empowering her team maybe every other turn, after they’ve done stuff on their own. The problem with these abilities is that your opponent won’t just leave your creatures out there to get value from later. They’ll kill them. She’s way better than Koll on energy index alone.

Shaper’s Apprentice – 3.5
Shaper’s can do some nutty things in KT. In Orothe he’s mostly just Interchanging around with O’Qua and M’Rika, so you don’t often get to see him really put in work. In KT, as long as someone has set up Cleansing on Agram’s Plaything, Shaper’s can pop off. Greater Gargagnor can Unearth Playthings since they’ll be KT after a Cleansing and Dream Twist can get back your Garg if need be. From there, the only limit is his low energize but there are some tools he can use to improve that.

Tal’ik – 4 
Like Hok, Tal’ik wants to play a big creature and protect it. Unlike Hok, Tal’ik protects it from being stolen to Orothe or Core shenanigans and that’s a really, really big deal. Tal’ik also has 5 more energy to work with than Hok. Otherwise, the two are very similar.

Targ’n – 2.5
Unless you’re playing a deck built around Chogus or Gargagnor, Targ’n doesn’t do enough. He’s beefy and makes your creatures even more so. Invulnerability (3) on Akkar is nuts, and (2) on most other things is very good. The thing is, Invulnerability isn’t something you can build around to succeed. The only real syngergy with it (aside from Targ’n himself) is the very expensive Shard of the Great Fossil. Invulnerability is more like incidental value rather than a strategy and so Targ’n doesn’t have much to do unless you’re utilizing his starting Chogus + Garg combo (which is probably bad).

The Prankster – 2.5
Like I’ve said before, 14/6 is good. Also, Pebble Hinko is a great card to start with and Yark Gloves is a good card in Slime Stone decks. That said, Surprise! is a lot worse than it appears at first glance. First of all, it’s a Perpetual Motion trigger but it doesn’t synergize with Gargagnor because you can’t have creatures in play. Second, there’s not a really reliable way to stack the top of your deck, so you’re relying on playing an extremely creature-heavy deck. This can sometimes be okay, but in KT this is a problem since it severely limits what you can play on a given turn unlike other regions with access to more and better small- to medium-sized creatures. Third and most importantly, your opponent has to allow Surprise! to happen: they have to get rid of all your creatures and not take away a big chunk of energy on The Prankster, because even though Surprise! gives you a big discount, you still need some energy left over to actually play the creature you might hit. These things all add up to mean that there’s not really much you can do to actively advance The Prankster’s game plan and that means she’s just for fun.

T’lok – 4
There are a decent number of magi setups that can create flip kills with Big Ol’ Rock. T’lok can splash Ormagon to do it himself (Vopok + Topple is good enough sometimes too), there’s Wessig + Spear into T’lok, and there was a highly competitive deck back in the day called BarGoLok which used Golthub. Big Ol’ Rock kills magi dead. Even if he’s not murdering people out of nowhere, T’lok has some good starting cards and very reasonable energy numbers so he can play a normal game just fine.

Traveling Healer – 3
TH is much better in Cald creature decks that can actively spend the energy off their creatures and which can play more creatures in general, netting more energy from Bolster in the process. In KT he can use Slime Stone and Galiant decently well, and gets to combine Scroll of Fire with some good KT spells like Stone Storm and Topple, but he’s really not at his best.

Ullig – 3
They had to errata Ullig for the same reason they had to errata Kybar’s Echo: you could discard your own things. In Ullig’s case that led to some pretty abusive stuff and it’s good the change was made. Now Fearless plays like it was intended: Ullig plays one or two enormous creatures using her big 20 starting energy then doesn’t do much until her last thing dies, at which point Fearless gives her enough energy to play some other big thing. She protects it with Ullig’s Slingshot and auto-sixes and can use Vertigo + Ullig’s Ring to make things expensive for the opponent. If she could consistently draw a creature more impactful than a Darge with her 2 remaining starting cards, Ullig would be pretty annoying right off the bat. She can’t.

Wessig – 5
Wessig isn’t really a magi (outside of multiplayer where either no one wants to kill her or she can reset the board if someone has gotten too big for their boots). If she ever sees a turn of competitive play that means you haven’t drawn your Ritual Spear and are almost 100% going to lose. However, Wessig goes in almost every competitive KT list because Ritual Spear + Landslide is an amazing way to switch back to the magi you built your deck around.



Magi: TLDR

5
Kazm
Wessig

4
Celebrated Hero
Groll the Fallen
Tal’ik
T’lok

3.5
Grej
Korok
M’ck
Shaper’s Apprentice

3
Hok
Emec
N’ssah
Traveling Healer
Ullig

2.5
Koll
Kyg’n
Targ’n
The Prankster

2
Groll
Jagt

1
N/A

Creatures

Agrilla – 4
It’s got the Invulnerability keyword, it’s not incredibly expensive, and it lets your giant guys attack twice. That’s a very solid creature for KT decks. Unlike some of the other cards that grant extra attacks, Agrilla’s target will probably have some way to protect itself so its second attack won’t be neutered as much by the first.

Akkar – 4
Invulnerability (2) is pretty great, as is the fact that this guy survives opposing Ormagons, which can otherwise be tough for KT to deal with. Six energy ends up being a great size in KT as well. The best part about this card is that they have to try to kill it because you’re playing KT, which means Rolling Thunder will basically always be active to generate value.

Alpine Xamf – 2
This card is better in Naroom because they have access to smaller creatures than KT, which means more Strengthen triggers. It’s a 2.5 in Naroom, which means it’s a 2 in KT.

Baldar – 3
Not having Invulnerability hurts Baldar a decent amount, because it doesn’t get to synergize with some other good cards. Smash is really a powerful effect, but Baldar is a slow attacker and isn’t as durable as other KT creatures which means it’ll often die before it gets in an attack. It’s pretty common to play one since it’s starting for some good magi, including Kazm.

Ballistic Baldar – 2.5
KT has a small dice-rolling sub-theme, including this card. Ballistic Baldar is a decent AOE removal option but the chance of a misfire is always there. Also, if you roll higher than the number of creatures in play, it won’t do anything whereas if you roll, say a 4, and they only have 3 things you must hit one of your own as well.

Bone Cragnoc – 3
Here’s our first Perpertual Motion trigger. Frenzy one is very simple: giant dude gets even bigger. Two energy is two energy, and I’m not knocking it. Like all PM cards, this card wants to pair with a Gargagnor or Jagt. It’s expensive and if you don’t have PM up, Frenzy probably won’t trigger since the opponent can prevent that from happening. There are better giant creatures, but there are worse ones as well.

Chogus – 2.5
This is an enabler creature, pairing up with lots of other little kid cards (“My dad’s better than your dad!”). It’s basically a build-around engine by itself. The problem with Chogus is that at 4 energy, just about every removal spell (especially Crushings) or solid attack will kill it and then you’re left with a bunch of cards that get much worse since your Chogus is no longer in play. Here’s the list of Exuberance payoffs: Crag Quor, Galiant, Gratch, Rock Arboll, Stubborn Chogus, Xamf, and Yebed. And there’s the other problem with Chogus: a lot of these cards aren’t good.

Chogus Little – 3
The best possible case for playing Chogus Little is when you defeat your opponent’s magi. If you then drop one of these, Panic ensures the first thing they have to spend energy on is dealing with this, otherwise their big flip turn gets blunted by giving this guy tons of energy for free. The worst possible case is that this card is dead in hand because you need to play other cards in PRS 2, however this might not come up too often. You get to attack with it and trade off before playing more cards. Overall, it’s a decent card but not amazing.

Cliff Hyren – 2.5
Too expensive, Shockwave bait, minimal board impact when played. Typical big dumb thing. If you’ve played this what other creatures are you protecting?

Crag Quor – 2
Our first Exuberance card. Also a Perpetual Motion card. Rebound makes you jump through a lot of hoops, but a 4-energy payoff is pretty big if it ever triggers. Face value: 7-energy is not likely to be smaller than their smallest guy at all, so they’d have to damage this but not kill it for Rebound to work. They won’t. With Chogus, they’d have to leave it alone. They won’t. With Gargagnor, you can get Rebound to work basically against KT or other giant fatty decks. Rare. With Chogus AND Gargagnor/Jagt, Rebound will likely pay you off but boy is that a difficult setup cost.

Cragnoc – 3.5
Here’s another dice roller. Lend a Hand can be awesome. On 2d6, the most likely result is a 7, and you’re turning a profit at 6+, so almost 75% of the time. In other words, the power is pretty good just at face value. If you’re supporting it at all, it can get better than that and anything in the 8+ range (41.66% chance) is really powerful. Additionally, Cragnoc addresses one of the biggest difficulties KT magi face: not enough energy to play their big stuff. I recommend supporting this creature in some way rather than simply putting it in your deck because failing results on Lend a Hand are pretty nasty.

Crouching Xamf – 2.5
Like all Skulkers, this card is too narrow. It is actually a powerful one though. Not all of them are.

Darge – 3
This is one of the more commonly-played anti-Core creatures, just by virtue of it having the additional Invulnerability effect tacked on, which means it’s not just plain vanilla if you’re not battling evil.

Elder Yark – 3.5
Elder Yark is better in KT than in Arderial because KT has Slime Stone, and Shriveled Dreams is a nice combo with Regal Presence. If you don’t have Slime Stone out, Regal Presence is still fine but much more situational.

Galiant – 3
Also better in KT than in Arderial, this time because of Chogus. Without Chogus, Riding Tall is bad unless they have nothing below 4 energy. Not exactly rare but situational. With Chogus, Riding Tall is probably pretty good a lot of the time. It’s worth noting that if you just play this and Chogus and that’s your whole board, Riding Tall will pump the Chogus which lets you maybe keep your enabler around longer.

Gargagnor – 3.5
As with Chogus, this card is a fragile enabler creature that makes lots of other cards in the region more powerful. Here’s a list for Perpetual Motion: Bone Cragnoc, Crag Quor, Gratch, Xamf, Yebed, and more. If you’re planning on messing with Perpetual Motion, the best triggers are often found outside KT.

Giant Baldar – 3.5
This is a big boi that’s worth paying for. Momentum is insane if you can land it. I rate it at 3.5 not because it needs anything specific other than the opportunity to attack, but because of how important it is to be able to protect or profit from having a large creature out, and also because of how much damage Momentum can deal if you do actually put in the effort.

Giant Chogus – 2.5
It doesn’t have Invulnerability and you do feel that lack. Big Chill is situationally good against board swarm strategies but this creature is as vulnerable as a big creature ever gets, so they can probably deal with it.

Granite Hyren – 2.5
Tough to kill in combat. That’s literally all I have to say.

Granite Parmalag – 2.5
Outside of Prek in KT/UD, what Parmalags are you synergizing with? She’s the only magi who will ever want to play this card. Maybe Radget, but she has to pay regional penalty so maybe not. It’s probably at most a one-of in some decks that include Prek and that’s it.

Gratch – 1
Like Crag Quor, Gratch keys off both Chogus and Gargagnor. Unlike Crag Quor, the payoff for all the rigamarole is minimal. You’re not swarming the board in KT. It’s just not a thing. Here’s your scenarios. Face value: IF this survives it’ll be your smallest guy, if they don’t have anything above 3 energy you’ll net what 1-2 energy? God-awful. With Chogus: use some removal to net a few extra energy right away. On the low end of decent. With Garg: they just need one small creature. Ok-ish but will always get disrupted somehow. With Both: Ok-ish if they have a small critter. None of these modes are close to good enough.

Greater Gargagnor – 5
Easy 5. Best creature in the region. The errata on GG is just for clarification really and doesn’t impact how awesome it is. Expect It never matters. Solid and Invulnerability help protect your giant 10-energy investment, leaving it only vulnerable to expensive possession, Spirit of the Core (this is when you concede), and Ormagon. Unearth lets you do all kinds of silly broken shenanigans, which mainly involve getting back spells to use over and over. Every competitive KT deck runs at least 2 copies of this card.

Grizzled Moga – 3
Rampage is better than it looks. One of the weaknesses with the tall-not-wide playstyle that the Teeth is known for is that it can be difficult to finish off their magi if your opponent plays smart. Chip damage is therefore very valuable, even if it’s only 1-2 per turn. This has the same problem a lot of attackers have: it’s slow.

Karkik – 3
Contrary to appearances, Karkik does not actually synergize with Chogus as Flameburst doesn’t check all opposing creatures. That means it’s easier to evaluate! More creatures in play than you? No problem. Kill their smallest guy for 2? You’re probably fine with that unless they have 1-energy creatures. You even get to break the tie? Not bad. Flameburst isn’t going to do anything wacky and discard giant creatures. It’s a small removal power on a 6-energy body and that’s decent.

Kier – 2.5
This can randomly stop itself from being able to attack if you play Akkar. Akkar is much better than Kier. Play Akkar instead. Also, why do they put Crush on a large body where it hardly ever comes up?

Moga – 2.5
Moga’s Roar allows your smaller creatures to punch above their weight class. What smaller creatures are we talking about? There are actually a few that see a lot of play (Pebble Hinko), but the more common use case is boosting the last efforts of a big thing that has already put in some work. Like a lot of stuff, Moga is slow.

Moga Pup – 2.5
A smaller version of Moga. Same exact rating.

Mosp – 2
Cute in theory, just the right size for a Crushing spell in practice.

Oranragan – 4
The giant ape is another good fatty. Invulnerability helps it live. Vengeance means your opponent will try to focus it down first because if they don’t you’re getting sick value. Crush means you’re getting something right away which is a big deal.

Pebble Hinko – 3.5
Pebble Hinko is a KT magi’s best friend, as long as you prepare your deck with a high creature count and a good amount of card draw. Three extra energy pays for itself the first turn, and if it lives will start doing serious work. This energy isn’t free though. You need to strike the delicate balance between having enough creatures to play while discarding them and enough card draw to keep it all flowing.

Rock Arboll – 3
Exuberance again. Face value: If they have something small this card does nothing or worse. With Chogus: If they have a medium-size creature this is decent; If they have a giant creature this is insane.

Rock Hyren – 2.5
This card is a pain for Cald and d’Resh Burn decks to deal with, since its Invulnerability applies to spells, powers, and effects and not just attacks. It’s still just a big dumb Shockwave magnet.

Rock Silth – 2.5
This is the opposite of a big dumb Shockwave magnet: a big dumb burn magnet. That’s probably a little better, but it’s still a humongous thing that doesn’t do anything special.

Rock Yajo – 2
While there is a powerful combo deck that makes very good use of Dream Cross, this card is objectively terrible. KT/Weave decks are just not a thing. Still, it’s the only 2-energy creature to which KT has access, and sometimes you just need a body.

Rockslide Hyren – 3
If Crush worked the way you want it to, it would be awesome. Unfortunately it doesn’t. What actually happens is you choose 3 targets. Your opponent then discards 2, 4, and 8 from them in the way that makes it best for them, not for you. For instance, they can discard 8 from something tiny. What this means is that the average scenario has you paying 7 and dealing around 8 damage, which is +1 energy but leaves you staggeringly vulnerable to getting killed afterward.

Rokarum – 3
White Wind is kind of bad. In order for you to be happy, you have to have two other damaged-but-not-dead KT creatures, because having only 1 other one doesn’t really do anything. The large energy investment and the fact that you can’t pump things that are already at full energy means this card doesn’t accomplish much of anything. It is a combo with Slime Stone but not a good one. On the other hand, this card is Korok’s best friend, as Empower causes it to immediately become energy efficient with only one creature affected and very good with more than that.  

Rolling Baldar – 3
Collision is a great effect, but like so many creatures in the game and in KT specifically, Rolling Baldar is just slow. Additionally, without Invulnerability and at 5 instead of 6 energy, it’s a little less durable than many of your other options for KT attackers.

Sagawal – 2.5
Watchful is a decent protective effect to support your giant KT monsters. The problem with Sagawal, though, is that it’s a creature. It’s also a small enough creature where your opponent can easily attack or Crush it to death before dealing with your actual threat. It’s a little better than Mosp because it has some starting card value.

Sandstone Hyren – 3
The good thing about Sandstone Hyren is that it’s pretty reasonable at protecting itself. It’s hard to defeat in combat thanks to Super Invulnerability and, while your opponent can Shockwave it, that still costs them 8 energy (9 if splashing) thanks to Monolith. The bad thing about Sandstone Hyren is that Monolith turns off against a decent amount of competitive decks due to the likes of Greater Gargagnor, Rayje’s Construct, Wudge, Forest Hyren, etc. etc.). Powerful decks often don’t have trouble getting a creature above 9 energy, and then the Hyren becomes much easier to deal with.

Stone Quor – 3
Squeeze is energy efficient when it targets something at 5+ energy because it rounds up (unusual for cards like this), even though it doesn’t feel efficient until it’s targeting something that has 7+ energy because it costs so dang much energy. Korok’s Empower doesn’t really help much, unfortunately, and there’s no other discarding/adding/moving energy synergies within the Teeth. Stone Quor also costs too much energy to actually play a lot of the time. It’s fine but not terribly good.

Stubborn Chogus – 3
Exuberance. Face Value: It’s not difficult to trigger Determination to get a two energy bonus, but that will probably suicide your Stubborn Chogus causing it to behave like a slow direct damage spell. Very medium. With Chogus: Pretty good. Attacking small things for close to free is a nice effect. This card is always slow and dies to Crushings, but whatever.

Thoughtful Baldar – 3.5
Ponder is a very interesting power. It wants you to be able to empty your hand to maximize your chance of hitting what you want as well as play three-of copies so you can try to get a big energy discount. You can accomplish the first task in lots of ways including Pebble Hinko and Vopok which are also just good cards. You can accomplish the second task by building around Thoughtful Baldar. That’s really cool.

Tunnel Parmalag – 3
Shield makes Tunnel Parmalag much better in KT than it is in Underneath. This is yet another big dumb slow attacker to which KT has access but its hybrid nature does help you survive against Ormagon which is a hidden benefit.

Urigant – 3
Urigant is a cool card that almost never sees play, because it’s a region hoser. It’s a bit worse than that actually, since not every Underneath deck is a Burrow deck that this can shut down with Dig Up. In either region you’re not really planning on using the Burrow effect on Urigant, but Invulnerability (2) is a nice one, as is Ormy protection. I play a one-of in a lot of decks with Greater Gargagnor (all KT decks) since you can discard it to Unearth (or Pebble Hinko) if you’re not playing against Burrow and when you are it’ll be an all-star.

Vogo – 2.5
A six-energy creature with Invulnerability faces some stiff competition in the form of Agrilla and Akkar. Even Baldar is a common starting card. Vogo is less impactful than basically all three of those creatures. Interrupt allows you to redirect removal spells away from your other creatures and onto the Vogo (because how many guys do you really have in play at once?) but that’s pretty medium since they can also just target the Vogo first.

Vopok – 5
Vopok is a monster. It’s not as good as Greater Gargagnor but it’s the same size for six less energy! Just playing this card with a KT magi nets you 6 energy! From there, your 10-energy creature can synergize with lots of other KT cards such as those that care about having a big guy in play or, you know, Topple. It also synergizes with any card that wants you to have a small hand size, such as Thoughtful Baldar. Vopok does have some harsh weaknesses to cards like Equilibrate or anything that can reset a creature to its starting energy, but its strength outweighs those weaknesses by a significant margin.

Xamf – 2
Exuberance + Perpetual Motion. The payoff of 4 “free” energy on your magi is a very strong one, so that’s good. We’re not talking about a Gratch here. Face Value: They’ll just disrupt your combo by killing your stuff. With Chogus: Same. With Gargagnor: If your Gargagnor (4) is bigger than their biggest thing (not likely). Probably still won’t trigger. With Chogus + Gargagnor: If your 4-energy thing is bigger than their smallest guy (maybe 75% of the time since you can set this up) you get Windchill right away. I don’t like it at all. It just takes so much effort to get the value.

Yark – 3
Combo with Slime Stone, but it has to survive a round before it gets to attack. Against some decks (like Naroom) it doesn’t need Slime Stone for Diving Attack to be useful.

Yebed – 1
Exuberance + Perpetual Motion. Here we go again. The payoff on Rolling Stones is just awful. If you want the ability to discard 1 energy from their board, just splash a Poison Baloo Root and do it for much, much less energy and significantly more card economy.


Creatures: TLDR
5
Greater Gargagnor
Vopok

4
Agrilla
Akkar
Oranragan

3.5
Cragnoc
Elder Yark
Gargagnor
Giant Baldar
Pebble Hinko
Thoughtful Baldar

3
Baldar
Bone Cragnoc
Chogus Little
Darge
Galiant
Grizzled Moga
Karkik
Rock Arboll
Rockslide Hyren
Rokarum
Rolling Baldar
Sandstone Hyren
Stone Quor
Stubborn Chogus
Tunnel Parmalag
Urigant
Yark

2.5
Ballistic Baldar
Chogus
Cliff Hyren
Crouching Xamf
Giant Chogus
Granite Hyren
Granite Parmalag
Kier
Moga
Moga Pup
Rock Hyren
Rock Silth
Sagawal
Vogo

2
Alpine Xamf
Crag Quor
Mosp
Rock Yajo
Xamf

1
Gratch
Yebed

Relics

Baldar Amulet – 3.5
Affinity will help pay for the cost of the Amulet, and starts getting real nice at 3+ Baldars played. So how many Baldars do you want to play with? Thoughtful and Giant are both strong, regular and Rolling are pretty good, and we can skip the Ballistic one but even if you want it, it’s not completely unplayable. That’s plenty of options. Hammer helps protect your Baldars as long as you have some cards in hand (you’ll have at least 2). I never really considered this card before now, but in combination with Thoughtful Baldar this could lead to some powerful stuff.

Chogulith – 2.5
If you’re playing a Chogus deck, you’ll probably want to put in at least one Chogulith to protect your build-around engine. That said, the first time you use Strengthen you’re losing out on total energy unless you roll a 5+, and that sucks. Also, you’re playing a Chogus deck. This does help your Stubborn Chogus and Chogus Little survive to actually attack your opponent, and that’s probably better. It’s quite bad with Giant Chogus.

Climbing Staff – 4
This card goes in tons of decks, not just KT ones, but also happens to be extremely confusing and resulted in 165 mentions in the Rules Clarification Document. The nameless effect’s ability to prevent your opponent from doing nasty things to you is invaluable. Here are some interesting things about it: It prevents Sorreah’s Suppress permanently, and you do not even need to have the Staff when Sorreah flips. It will not stop Vaporize or Corrupt since these also affect other cards. It does not stop Rayje’s Belt since that doesn’t affect your magi, even if the named power or effect is only printed on your magi. It does stop Impact since discarding your creature is a cost. Discarding it from your hand does not count as playing a card (if you read the rules doc all the way down, you’ll find this out even though early on there was a contradictory ruling). This also means that magi of any region (even Korg) can use the unnamed effect. All the costs for the spell, power, or effect must still be paid. The most common things a Climbing Staff will counter are direct magi damage effects, such as Spirit Drain, which lots of competitive decks use to kill your magi, and having access to this type of effect can be extremely useful. In KT decks, the relic is fantastic because Higher Ground allows you to get some energy advantage as well, meaning it’s a powerful, flexible, zero-energy-cost card.

Dewstone – 4
Dewstone is good value. If Sip gains you 2+ energy the turn you play it, the relic is essentially free like other relics and can occasionally be better than that. Every turn after that, Sip can net you some free energy. While your opponent knows Gulp can happen, it’s still a protective layer around your magi and it’s pretty awesome with Kyg’n. Sip helps you solve the energy scarcity KT decks are faced with.

Emec’s Forge – 4
Emec’s Forge is worth the price. It might not be in other regions, but in KT, where you usually have one or two large monsters in play, protecting them matters a lot. Recycle’s ability to revive your creature after they attack it is also completely unique as far as protective relics go. The build-around nature of Emec’s Forge is cute, pushing you to play relics, but it can also simply discard itself so it doesn’t even need the help of other cards (though it gets much more powerful with 0-cost things to discard to revive 10-energy creatures).

Flint Staff – 2.5
Alright. This card looks bad. It costs 1 for no benefit, then costs 3 to move 2? Moving 2 is really discard 2, add 2 so it’s a 3-for-4 (4-for-4 the first time). As far as energy efficiency goes, the play + first use is breaking even and every use after that nets you 1 energy. That’s technically coming out ahead but in a very slow and clunky way. You also can’t even use it all the time. If the game is going well, your creature will be bigger and you won’t be able to use Tremor at all. Leave this one behind. Side note: Doesn’t actually combo with Chogus.

Gogor’s Spade – 3.5
Sadly, Gogor’s Spade is the best single card draw card KT gets, which is why they all splash Tradewinds. That said, KT decks often don’t have too many creatures in play so you’ll find it a bit difficult to draw multiple cards off this in a single turn. This is one reason why Agrilla is so awesome and if you have one, Paydirt will pay off quickly.

Grapple Tooth – 3.5
Not a combo with Chogus, but that’s fine. Grapple is an easy “1 energy: draw a card” when you’re in a good spot, making this a good card draw tool that only delivers one card at a time. The first card you get will be on rate and every subsequent one will be discounted, and that’s definitely good enough. Climb is a highly situational effect that can sometimes protect your magi against things like Wasperine Stalker or Quor, but it’s mostly just gravy. You do need the biggest creature in play so make sure you can consistently make that happen.

Hogra Stones – 2
Hogra Stones is a strange one. It encourages you to play fewer relics and more creatures, it rolls dice, and mostly it’s just terrible. What happens if I roll a 1-2 and mill a non-creature? Nothing. What happens if I roll a 5-6 and mill a spell? Nothing. Does the region have any deck manipulation like Orothean Goggles or Barak? No. The best thing you can do with Hogra Stones is try to give Emec an energize rate of 10 by getting rerolls and milling lots of creatures. That’s so inconsistent and finnicky though that the best thing Hogra Stones will do is discard itself to his Forge.

Jasker’s Mask – 3
Double or Nothing has a good amount of matchups where it performs well, in other words any time your magi’s energize is bigger than theirs, because it will increase the energy delta. KT does have access to a good selection of spells, but the cost is symmetrical so it’s not too bad. The real combo with Jasker’s Mask is in a deck with Celebrated Hero and Prek because they can Crushing Fungus their opponent and CH already has 7. 14 is a lot of energy, especially when your opponent gets nothing Willy Wonka style. Even with all that, sometimes you play against Nar and can’t play this card. The point of this, I suppose, is that KT creatures are bigger and so the energy will benefit you more than your opponent but competitive decks that draw lots of cards can always find something awesome to do with all that energy.

Kybar’s Fang – 3
I’ve seen this relic used in exactly one deck ever, and that deck is more fun than anything else. Still, it’s energy efficient and the more turns it stays in play the more it’ll bury your opponent. The only way they can get rid of it is by killing your magi. Kyg’n anyone?

Kybar’s Hammer – 2.5
Turns cards in your hand into size-limited Shockwaves. Dice rolling really hurts this one, since sometimes it will do stone nothing. Other dice roll cards feel bad when you low-roll them, but this one feels worse. For things at or below 4 energy we have a Crushing spell like every other region. There’s always Emec but he’s not very good to begin with. This one is too much of a liability.

Kybar’s Scroll – 3
I used to play this card a lot because 2 energy to draw a card is fine, and this is better than that the vast majority of the time since it lets you choose from a selection of cards. However, at 2 energy many KT magi will not have near enough energy to make another impactful play during a turn in which they use Lore and that hurts a lot.

Moga Boots – 2
This will basically come down to 3 energy and 2 cards to discard your opponent’s worst attacker, because your opponent can read. It’s not a surprise or anything. Competitive decks often don’t even need to attack to kill a magi, so this is sometimes a 3-energy do-nothing. Pass.

Moga Fang Necklace – 1
KT creatures are already big so Roar isn’t that helpful. On the other hand, the nameless effect is downright horrifying.

Ritual Spear – 3.5
Goes with Wessig.

Shard of the Great Fossil – 3.5
This card is expensive. However, as long as you’re attacking something with 4+ energy the first time you use Shield, it’s probably a good exchange. This card does nothing unless you have control of the game’s tempo or can get something out in PRS 1, which means you’ll want to use Warrior’s Boots heavily (or some other cheat). There are also some random creatures, like Vopok, who can’t be targeted by Shield. Very powerful when it works.

Slime Stone – 3.5
There are a lot of sneaky tricks this relic can get up to. Aside from the three Yark cards, there’s Celebrated Hero, Gravity, and Dream Balm to abuse both Shriveled Dreams and Grand Nightmares.

Ullig’s Ring – 3
In combination with Vertigo this Purity effect can really grind someone’s gears. The biggest problem here is that KT is the number one region that is encouraged to splash Tradewinds and you can’t if you want to use Ullig’s Ring. Tradewinds is better.

Ullig’s Slingshot – 3
Aggressively mediocre with most magi. Decent with Emec. Very annoying with Ullig.

Yark Gloves – 3.5
Combo with Slime Stone. Good against swarmy, growy strategies.


Relics: TLDR

5
N/A

4
Climbing Staff
Dewstone
Emec’s Forge

3.5
Baldar Amulet
Gogor’s Spade
Grapple Tooth
Ritual Spear
Shard of the Great Fossil
Slime Stone
Yark Gloves

3
Jasker’s Mask
Kybar’s Fang
Kybar’s Scroll
Ullig’s Ring
Ullig’s Slingshot

2.5
Chogulith
Flint Staff
Kybar’s Hammer

2
Hogra Stones
Moga Boots

1
Moga Fang Necklace


Spells

Ascend – 2.5
On most turns of the game you won’t want to play Ascend, since attacking and defeating your opponent is pretty nice. When you flip over a new magi, Ascend is pretty decent to try to set up. Then again, you could play Warrior’s Boots and be aggressive instead. For as many “protective” abilities KT has, it’s not a defensive region.

Cleansing – 3.5
At the competitive level, most of what KT ends up doing involves some form of shenanigans with this card and Greater Gargagnor.

Creeping Chill – 1
KT/Bograth is not real. I wish it was.

Crushing Stones – 3
This is probably the worst Crushing spell in the game, but it is a Crushing spell. The reason it’s the worst is because, on average, the Crushing bonus is worth 3 energy. To get that, you need 3 KT creatures in play. This does not happen unless you are pretty far ahead or have built your deck with smaller creatures in mind.

Feet of Stone – 2.5
Just kill it instead. There are some uses, especially in shutting off effects, but it’s not an amazing card. If you do run a Feet of Stone, you should only run one as your Greater Gargagnor can discard it when it’s bad and Unearth it if you ever need to use it multiple times.

Gravity – 4
While it doesn’t always have targets, when it does you’re usually getting an insane amount of energy for your measly one. You can also just play Slime Stone to ensure this has targets.

Jagged Rocks – 3
Doesn’t combo with Chogus. Sometimes this card is dead in hand against another KT deck, but sometimes it’s a nice little energy advantage play. Jagged Rocks is never amazing but it’s always generating a small advantage.

Kybar’s Echo – 2
They fixed it, so you can’t discard your creatures from play and bounce them straight back to your hand anymore. There were wacky decks that did a lot of that before. When you’re relying on your opponent to walk into your face-up trap card, it doesn’t accomplish much.

Kybar’s Gift – 3.5
This card requires quite a bit of setup. You have to bounce a creature (in KT), then have a lot of specifically KT creatures in your hand. The payoff is well worth it though, as you get to kill their creature and hit their magi for a big chunk of damage. This card is a very effective way to finish off opposing magi. You just have to build around it and put in the work. There are several ways to bounce things. Climbing Staff + Rock Yajo is quite cheap. My favorite is Cleansing + Agram’s Plaything because that’s very dumb. Even Cragnoc is pretty reasonable to bounce after using Lend a Hand.

Ominous Presence – 1
Why would you play this when you can just Cleansing the thing and be able to play it on any turn. It costs the same amount of energy. Cleansing can also work against Core decks. This doesn’t. Furthermore, Cleansing allows your newly KT creature to interact with things like Kybar’s Gift and Climbing Staff. This doesn’t. It would be a fine card in a vacuum or in a different region that didn’t have Cleansing, but whatever.

Roar – 2
Same problem with every other Roar ability in KT: Big guys don’t need this.

Rock Slide – 4                   
As long as you’re attacking to reduce the energy on your own large creatures, this card is just Shockwave. You want to remove the biggest enemy thing anyway. That said, it’s not Shockwave in the sense that it’s conditional and will occasionally create awkward situations. Shockwave is a 5, this is a 4.

Spirit of the Teeth – 2.5
This Spirit spell is fine. Making your magi harder to kill doesn’t come up a lot though. A lot of assassinations happen because you spend down your own energy and your opponent capitalizes on that. A lot of other ones happen because they have built an overwhelming advantage and can kill you from a million. Tough Stuff does nothing in either case, but it’s not like you spent energy on it. You did spend deck space and 2 cards, but whatever.

Stand and Take It – 2.5
I love the art on this card. The price is also very, very right at 1 energy to potentially grant much more than that. It’s pretty awesome on a Greater Gargagnor too. That said, competitive decks have ways around these cards and will never trigger them, in which case you’re down a card. This is better than most of these kinds of attaching spells because it doesn’t cost much energy and because you can combine it with other protective effects. That still doesn’t make it good.

Stone Storm – 4
If you can get a lot of energy onto your magi, this is a very powerful thing to do with it. It breaks even at X = 3 and gets better really fast from there. You do need two targets, so sometimes it’s awkward, but mostly the question is how to save up the energy to play a big Stone Storm in the first place. There are enough magi who can get pretty juiced in the region that this is pretty solid.

Topple – 3.5
If you’re discarding something you paid a lot of energy for, Topple good but not great. If you’re discarding a Vopok or something you cheated out with Shaper’s Apprentice, Topple is amazing.

Vertigo – 4
These stack. Making your opponent pay extra for things doesn’t accomplish much if you’re behind on board, but if you can get into a winning position and use this to help ice the game it’s fantastic. Sadly or thankfully, depending on how you look at it, this doesn’t affect a freshly flipped magi.



Spells: TLDR

5
N/A

4
Gravity
Rock Slide
Stone Storm
Vertigo

3.5
Cleansing
Kybar’s Gift
Topple

3
Jagged Rocks
Crushing Stones

2.5
Ascend
Feet of Stone
Spirit of the Teeth
Stand and Take It

2
Kybar’s Echo
Roar

1
Creeping Chill
Ominous Presence

Find all the regional reviews on the Magi-Nation Duel hub page.   Thanks for reading!