Hopefully by now you’ve been able to dip your feet into the new Limited format with the release of Primal Dawn, the 4th set of Hex: Shards of Fate. With Primal Dawn comes the brand new EVO Sealed Gauntlet queue, a fantastic format for those looking to rapidly expand their collection of Primal Dawn cards.
Many of you will have already begun listening to JadiimJedi and Wurtil’s set review on the 2 Turns Ahead podcast, but I thought it would be worthwhile to provide an additional perspective in easily-referenced format. While rares and legendaries can have a big impact on a game, it’s the 264 commons and 96 uncommons in a draft pool that are our bread and butter and so that’s where I’ll start today. Some cards may prove over- or under-rated here as the draft meta evolves, but this early look should be a strong starting-point in evaluating card utility.
I’ll be using a letter grade scale that should be familiar to many of you:
A: These are the game-winning bombs. Drafting an A will provide strong incentive to switch shards early on or add it as a powerful splash card.
B: Powerful and/or very efficient cards. Cards in this range will pull you towards that shard and either form the core of your winning strategy or serve as answers to a wide variety of threats. These are often very first-pickable.
C: Cards in this range are the rank and file of our deck. They are decent troops and reasonable actions and most limited-playable cards in any set should hover around this grade.
D: D stands for “Don’t play these unless you have a good reason or are desperate.” They’re playable if you need them to fill out your curve, but are often under-powered for their cost or have situational effects that won’t generally be useful to you.
F: Don’t play these cards in limited.
R: Cards in this category are primarily reserves cards. You won’t be including them in your starting 40, but can pull them out when appropriate to answer specific threats after game 1. In gauntlet, it’s unlikely you’ll run these cards.
Cards are given a grade based on their value to the average deck. Some cards are much more useful in a particular archetype such as spiders or health-gain. Such cards will have another grade which you should refer to if you are drafting that archetype.
If you just want to see the best cards from each shard, I’ve summarized my top 3 at the end of each section.
Bleed Out D
Kills their worst troop for 2 resources only when you’ve done damage to them. It’s essentially a blank card after turn 5; don’t play this if you don’t have to. It can be a reserves option against spellshield-heavy decks.
While it’s a troop, you may want to leave it in reserves until you find an opponent who has a lot of targets for its ability. That said, there are very few 4-drop troop options in Blood and a large number of threatening X/1s in the set
Blood Mist C-
A cheap combat trick that could be useful in aggro decks. If you have troops that trigger off damage to opposing champions, this is playable.
Run this when you want to see the sweet empower animation for cheap. Otherwise, you’re better off developing your board on turn 4 unless you’re hyper-aggressive and ahead on tempo. We won’t discuss the travesty of topdecking this when you’re both out of cards in hand.
Corpse Caller C+
A solid 2-drop with upside. Extra bodies can always be put to use, even if they’re cold. Ideally you’ll have 3-4 early necrotic troops with which to pair this fellow.
Darkfur Tailcutter C
Fairly devastating if your opponent runs a lot of coyotle, which will be common with this set. Like Inventive Saboteur, feel free to run it in your 40 cards and swap it out if it lacks targets.
Death Chant D
Even in a dedicated constant deck, this card isn’t very useful. It suffers from the same troop/constant balance issue that Battle Chant does.
Death’s Liturgy B-
It will inevitably show up at the worst possible time, but the effect is too powerful to ignore. You’ll typically be drawing 2-3 cards from this, probably more if you run Kagulichu.
Dire Spider C (C+ in spiders)
Good in aggro decks and spider decks, trading up nicely. You may want to take them out if you’re seeing a lot of Ruby decks, however.
Duskwing Scavenger B-
Another conditional pseudo-bomb. It will range from terrible to amazing, but will typically be around a 4/3 flier for 5 which is very solid for Blood. Another card that runs best with Kagulichu.
Eggblight Stalker C+ (B- in spiders)
This will often end up as Runeweb Infiltrator’s bigger brother as a 2/2 flier and I’m just fine with that. A great 3-drop for spiders and useful in any archetype. Opponents will go to great lengths to not get hit by him.
Festering Decay B-
The second best removal Blood has to offer in Primal Dawn. It can cut even monstrous troops down to a manageable size after a single chump block. Being a basic action and requiring a dead troop limits its power but you’ll usually have at least one troop in your crypt when you need this most.
Gemsoul Deathblade D+
A 3/3 flier in Blood for 3 resources is great, but not worth the cost of admission. Discarding a troop impacts our tempo immensely, but consider it if you have a decent reanimator backup.
Blood doesn’t get great flight troops so a common 2/1 for 3 resources that can drain our opponent for 2 is very playable. Pairs well with bounce troops such as Monk of the Six Strikes and Recoiler, and fits great in Blood/Ruby “damage matters” decks.
Grave Offering C- (C+ in Kagulichu recursion)
Underpowered at 4 resources and awful at 8. Consider it in sealed as insurance for your bombs or if you have a lot of big recursion targets.
Grim Martyr C+
As big as Blood troops get at this rarity and a great ability to shift onto an outclassed or disabled troop. We get a big body and a very welcome draw ability in the mid-game.
Hatchery Tormentor C+ (B- in spiders)
A wonderful early drop that can contribute later on assuming you have some spiders to attack with. More at home in an aggressive deck than a control deck.
Midnight Paladin C (B- in Uzzu decks)
This is a priority pick if you’re running Uzzu but for most decks it’s slightly over-costed. If you can hit 3 or more thresholds by turn 5, Paladin won’t disappoint.
Your 6-drop spot should be for big impact troops. Plagueheart does not qualify. Even if his lethal ability was always on, he wouldn’t be worth 6 resources.
Priest of the Sacred Web C- (B- in spiders)
Decent stats for a 2-drop and a useful way to turn chump blockers into more ammo for our spider cannon. He isn’t the best late game topdeck, however.
Unconditional removal with a single threshold. Easily a first pick in many packs. Being a basic action hurts it slightly but run as many as you can get your hands on.
Shadowtail Rider D-
About as useful as you’d expect a rabbit on a broken bike to be.
Skitter of the Arachnid C- (B in spiders)
8 eggs is a lot even if we have to spend the 3 resources to get them. Making it potentially free is icing on the cake. This is a key card for the spider archetype.
Splinter of Bokrug C-
While it is a flight troop for Blood at common, it is a little awkward to play on 2 in spiders and the body is too weak to make it a strong late-game play. Still, vennen and Kagulichu decks will still often grab these as late-picks to fuel their respective engines.
Vampython C- (C+ in spiders)
Expensive for its utility but very handy with a brood of unblockable troops. It’s also pretty good at bolstering your ground defense.
Vilefang Theurge D
This would barely make the cut if the ability was always on. Even with spiders to sacrifice, the Theurge isn’t useful in most instances. 4 resources is simply too much to pay for a 1/4.
Wailing Rider C-
It doesn’t take long for a troop with evasion and rage 2 to finish a game. The problem with Wailing Rider is that it takes 6 resources to make it happen and it leaves behind a mediocre body. Rate it higher if you have a lot of evasion in your deck.
Top 3 Blood commons/uncommons
Adamanthian Captain C
Nothing exciting here, just a solid and reasonably flexible human with empower. He will gum up the ground (especially empowered) while your flight troops do some work.
Often actions that pump troops aren’t that valuable but considering that Diamond has a multitude of fliers as well as Phantoms, Airvolution offers good value—especially since you’re guaranteed one flight troop.
Battle Chant D
Even in a constant-heavy deck, this is underwhelming. The constant deck wants more constants while the effect wants troops. It’ll be hard to get the most out of it and will require a very keen balance.
Fairly costed for the effect, handy in sealed to protect your bomb. Can turn a combat into a blowout but can also do very little against an opponent with a lot of gas. Do your best to save it for a 2- or 3-for-1 situation.
Brightmoon Augur D
Awful stats for a 5-drop and a buff we may never see. It improves slightly if you have a lot of empower troops or ways to bring buffed troops back from the crypt.
Canyon Runner C+
Decent stats, and a minor socket that gets prophesized to another troop. What’s not to like? Tailor it to your deck with swiftstrike, lifedrain, or flight being your most likely choices.
Cheery Songbird C+
An average flight troop with upside. Prioritize it in Diamond/Wild health-gain.
If your opponent is buff-happy, bring it in from reserves. Handy when you’re facing a lot of prophesized troops.
If you’re flying over their heads, you need walls on the ground to keep you alive. This furry wall helps both causes.
Duskwing Shepherd C+ (B- in necrotic/five-shard)
The ideal early common flier for Diamond/Sapphire and can get you a splash threshold when it’s outclassed. Even better in multi-shard decks since it fills two important roles.
Force of the Tomb C- (B in necrotic/five-shard)
Over-costed for the average deck, straight gas for necrotic-heavy builds. Having two Phantoms available early in the game gives you great targets for buffs or at worst fuel for the Blood crypt-relevant cards like Festering Decay.
Hallowed Radiance C- (B- in health-gain)
Things it does well: Fix multi-shard decks. Provide repeatable health-gain. Be a constant. If your deck requires one or more of these things, it provides a lot of value.
A 1/1 flight troop for 1 resource with an added benefit of removing troublesome recursion targets. Don’t overlook its quick speed which enables surprise blockers or sacrifice effects as well.
Mesa Totemist C- (B- in health-gain)
It’s a 1/4 for 3 in most decks but with support it becomes very valuable. Its empowered form can be a huge beating if you can trigger its ability consistently.
Midnight Spiritualist B- (B+ in necrotic)
A 3 power flight troop that will make 2-5 phantoms when it dies. That’s some value right there. Look to complement it with Airvolutions or Cloudspeakers.
Can make combat awkward for your opponent and give evasion to your big troops. He fits into at least two different archetypes but it’s rare you’ll get full value from him.
Pale Harvester D (C+ in health-gain)
A mediocre troop with a mediocre shift ability. If you have troops like Mesa Totemist or Ghost Howler to benefit from repeatable health-gain, its value skyrockets.
Pious Paladin C+
Two very relevant abilities on a 2-drop. The threshold can be awkward, however. This little lady can proc health-gain abilities before the normal combat damage step which may catch opponents off guard.
Prairie Trapper C-
A powerful effect if you have 5 resources and several coyotle and your opponent doesn’t have a pump spell. It’s not going to work as well as you hope most of the time, however.
Cheap conditional removal. Best used on troublesome ground-pounders while you fly overhead, or on evasive troops. Sadly useless on utility troops like Phenteo and many of his fellow vennen.
Righteous Heir C+
Most of this cycle are reserves cards but this one is a solid 3/3 steadfast with upside. Playable without a necrotic target, and pretty impressive with.
Risen Lancer C-
Aggro isn’t really a thing in Diamond here so have a backup plan for Risen Lancer if you play him. Will trade up like a champ, however.
Shield Bash B-
Very cheap combat trick with empower. Expect to get ambushed by this more than you’d like. At the very least, be wary of an opponent with Diamond threshold and resources open.
Spirit Howl C
Decent combat trick with a helpful prophecy effect. I wish it cost 2 resources, though.
Stern Infinitor B-
2/1 flight and swiftstrike that can distribute buffs to your bigger troops. A staple of any Diamond deck.
Totem Trap B
3 damage from a 1-resource Diamond action. Won’t hit utility troops but is otherwise premium removal. Yet another reason to never trust opponents playing Diamond.
Venerable Mystic R
If someone is ballsy enough to run the constant deck, bring him in. Not playable in your main deck unless you really need a big coyotle presence.
Whirlwind Scout C+ (B- in health-gain)
Very good troop with an upside. Can be played even without the allegiance effect.
Top 3 Diamond commons/uncommons
Ashwood Apprentice C
Ruby’s version of the common empower troop isn’t vanilla like the others in the cycle. Aggro decks can’t get enough of him.
Ashwood Cinderstump D (B- in actions)
Most decks will be lucky to activate the Cinderstump more than once or twice. He fits like a glove in the action-heavy archetype, however. A single Combat Training can go a long way with Cinderstump.
Blade Flourish C
Combat trick with a cantrip effect. Ideal for the action archetype.
Blade Juggler C-
Very good against unaware opponents and great value with other elves. Awkward against swiftstrike troops or phantoms.
Burning Tendrils B-
Premium Ruby removal that can take down dragons and other bombs if need be. Take them early and often.
3 damage for 3 resources is good, right? It can be, but it can also be somewhat awkward when your opponent has few good targets. It does enable “damage to opponents” as well as finish off injured troops at quick speed. Paired with Yotul Mogak, Cleave is fantastic removal. Toss in Whirling Brutalizer for a one-sided board wipe.
Combat Training C- (C+ in actions)
The average deck won’t be able to use this to its fullest potential but look for synergies such as Ashwood Cinderstump, Embertongue Skarn and the dream: Flickering Gobbler.
Crazed Raider C
He’s very angry, very scary and very fragile. Great on turn 2, mostly useless as a topdeck unless you can back him up. Make sure you’re putting him into an aggressive deck.
Crimson Bolt C+
Can’t go to the face but otherwise flexible and an ideal option against big flight troops. You can give big ground troops the Boris Blastforge treatment in a pinch as well. Consider hanging onto a Bolt to see what big flight troops your opponent might have.
Cry of Gawaine B-
Gives aggressive decks an appropriate way to deal with beefy blockers or to finish off a vulnerable opponent. Sporting empower, being quick, and usable on both offence and defense makes this a priority pick for troop-heavy decks.
Deadeye Enforcer C-
Crush is possibly the least-useful shiftable ability that the necrotic have to offer but you will find opportunities to use it, especially from the Armies of Myth packs in your draft and sealed.
Deathmask Ravager D
A powerful ability on a very over-costed troop. It will be at its best if you have a troop with evasion and at its worst when you’re behind or stalled on board.
Emberleaf Evoker C- (C+ in elves)
The Evoker can get good value in decks that can find a way to get damage through, though she may end up being simply a win-more card. You really feel bad having to pay full price for her as well.
Embertongue Skarn D (C+ in actions)
This is the type of card that will circle the draft table until it finds the person drafting the actions deck. A great first-turn play that can become relevant even if drawn later. Less impressive outside the archetype it’s designed for.
Expert Bladecrafter D (C- in elves)
It triggers elvish triggers with both race and cost but has little else going for it as a 6-drop.
Another quintessential Ruby troop that is bonkers early and useless late. If aggro is your jam, she aims to please.
Fury Chant D (B- in constants)
The key card in the constants deck (if there is such a thing in limited). If you can pick up all the chants that no one else wants, you may be able to live the dream.
Ghostblade Duelist D
The Duelist is the key enabler for all of the cards that care about champions taking damage but doesn’t accomplish a lot otherwise.
Hired Horn Hunter C- (C+ actions)
Any troop that has a built-in pump and access to evasion (via the minor gem) has to be respected. How often you can utilize both of these features will dictate how useful he will be to you. Another troop that digs Combat Training.
Impulse D (C+ in actions)
The Ruby/Sapphire actions deck loves cards like this that allow it to keep going in the later stages of the game. For most decks, it’s a dead card early.
Junk Welder C
No artifacts to weld? No problem. Junk Welder is a solid body for 4 resources. Being able to bring back one of the infusion devices you drafted is gravy.
Kindle Archer D
It saddens me to pan a card whose art I adore, but Kindle Archer simply isn’t good enough without a lot of support. If you manage to draft some Ghostblade Duelists to accompany her, she may make the cut.
Midnight Fever F
I’ve got a fever, and the only cure is not playing this card. Playable only in the mythical five-shards action archetype.
Pyretic Performer C (C+ in elves)
It seems somewhat masochistic that he provides the exact thing that will kill him, but I won’t judge. If you’re in elves and empower him, you’re looking at decent value. Just don’t expect him to live long afterwards. Decent fuel for action-thirsty decks.
Quash Ridge Exterminator C+
Entrath’s Orkin Man is here for your extermination needs. He will give you the breathing room you need to overrun the spiders deck. Play him main in sealed and in reserves for a draft unless you lack 5-drops.
Scion of Volosolov C+ (B in necrotic)
A sweeper on a stick that leaves behind a good body. A first-pick if you have any opportunity to go necrotic/five-shards. A good option vs spiders even without other necrotic in your deck.
Seeing Red C (B- in actions)
Sneakily versatile, Seeing Red can pile on the pressure or force your opponent to make unfavorable attacks. Bonkers good on an early Embertongue Skarn or Flickering Gobbler.
It’s no Burn to the Ground, but it’s as good as common Ruby removal gets in this set. Save one for your opponent’s turn 8-10 fatty. Mind the double-threshold if you have to splash for it.
Top 3 Ruby commons/uncommons
Azure Fang Decree D (B- in spiders)
As with most of the spider archetype, this card isn’t worth playing in the average deck but is a workhorse in a focused vennen deck. Good early and late in the game. It’s worth hate-drafting these if given the chance.
Azure Fang Hierarch D (C in spiders)
Unusually fragile for a vennen, though he is a reasonable contributor to the archetype. Consider him a turn 6-7 play rather than a turn-3 play for best results.
Brood Bounty D
This is not an ideal way to spend a card slot, even in a vennen deck. 1-4 eggs over the course of the game isn’t enough to play it over other cards. Its value can increase slightly if you have some action-triggered troops in your deck.
Cavern Creeper D
There are very few times when you’re actually happy to see this come off the top of the deck. Use the vennen with active and passive effects over this vanilla one-drop.
Don’t waste a valuable card slot for Chill. If you’re running a heavy action deck, pause before picking this over any other action in the game for your list.
Chilltail Guide C+ (B- in flight)
A solid flight troop that can be a game-winner in Diamond/Sapphire fliers. One of the top non-rare 6-drops in the format.
Normally not something you’d run but the cantrip effect makes it playable, especially if you have a big ground troop to target. It being quick also can lead to ambushing an opponent’s flier.
Cry of the Eagle D
You’ll need to field a lot of coyotle to make this card worth the effort to play. A 4-resource do-nothing action is not something you want to rely upon to win games. If you have lots of early coyotle to support it, Cry gets much better.
Cyclone Rider C
A 2-attack flier for 3 resources with a decent effect. The 1 defense means you should expect it to not attack in a lot of games however, and if you’re not running a lot of actions, its ability may disappoint.
Hatchery Malvoker D (C in spiders)
It doesn’t have a very big body for a double-threshold 2-drop but it will probably pull its weight in a spider deck. He’s worth including if you can reliably play 3-4 actions per game with this in play, and pulls good value out of the otherwise mediocre Brood Bounty.
Inventive Saboteur C
Like Righteous Heir, this is a reserves card that is strong enough to play in the main deck and can be taken out if no elves show their pointy ears on your opponent’s side.
Lamprax Lurker F
The Lurker is a troop with no synergies, no permanent effect and no efficiency. 17th pick material.
Lanupaw’s Sight D
Another do-nothing action that you may not even get the full benefit from. It’s acceptable if you can find a way to re-use the buffed cards (e.g. Wintermoon) or if you are running a deck that can stall out to get all the cards you’ve prophesied.
Mackerel Mitts C-
While it offers a permanent de-buff, it’s very situational and can’t remove anything. It can be handy against little armies of unblockable troops, however.
Mesmeric Chant D (C+ in constants)
Locking down a troop for two turns can be handy and can win you the game if you have the means to do it repeatedly. This card isn’t normally playable in limited, however.
Midnight Hour F
You shouldn’t be playing 5-resource temporary removal. It’s worth consideration in Sealed if you have no other way to deal with an opponent’s bomb.
A remarkably good body for Sapphire with a single threshold that comes bearing a little gift. This is the type of 3-drop that we like to see. Don’t underestimate the power of a 1-resource action and prepare for the occasional surprise Life Siphon or Burn to the Ground.
More useful in Sealed where answers to our opponent’s bombs can be scarce. Bring it in if you need an answer to cards like Cry of Gawaine or Electrofry.
Runeweb Cultivator C+
A 2/4 flier for 4 resources with upside is something every deck can use. Get all you can if you’re in Spiders. The big defense can shut down opposing flight troops while your spiders get busy.
Runeweb Recluse D+
It is a 4-attack flier and a relevant troop type. Most decks won’t want it, however. There are more useful 5-drops to be had.
Runeweb Reaver C-
This fits in the Diamond/Sapphire flight archetype better than the spiders archetype. Try to upgrade these later in the draft, if possible.
The bigger his friends, the more valuable he’s going to be. One of the best cards to break up stalled boards but he’s not going to save you single-handedly.
Solemn Cryptguard C
The biggest ground-pounder that Sapphire has to offer with only a minor drawback. Someone has to be on dinosaur guard duty, and it may as well be him. Sapphire offers a number of troops that can become defensive without affecting their utility.
Soothsaying D (C in actions)
This is a 2-for-2 swap which typically isn’t worth the trouble. In the action archetype, it can have peripheral benefits, however, and it’s decent gas in the late-game.
Startouched Watcher D
It’s unlikely you need a furry wall, but if you do, it won’t get bigger than this. He becomes more valuable if you have a good air force.
Time Flux C- (C+ in actions)
Time Ripple is back, except it’s more expensive and doesn’t increase the card’s cost. Useful in the action archetype but probably reserves material for most decks.
Wakuna Brave C
He’s got a big back end, he’s versatile and he buffs another troop. For those reasons we can look past his cost and play him in most of our decks. Like with Canyon Runner, flight or swiftstrike can be very useful on him.
Wrenlocke’s Apprentice D (C in actions)
Her ability will whiff in most decks, but can offer some value in action-heavy ones. I wouldn’t feel comfortable running her with less than 8 actions in my deck.
Top 3 Sapphire commons/uncommons
Aryndel Sentinel D (C+ in elves)
A Dino Might on a stick. The cost is prohibitive but a little ramp can make it a game-winner. Look for this to gain value from those Armies of Myth packs.
Chlorosaur C- (C+ in health-gain)
Below-average for most decks but shines with a few sources of health-gain. If they’re repeatable, he’s hard to stop.
While the ability is very situational, the 4/4 body with crush is not. Feel free to run him in your 40 and hope to find a constant or artifact to feed him.
Cottontail Explorer D
2 resources for a 1/1 and a shard (on average) just isn’t good enough in most decks. It’s fine on turn 1, but basically useless on turn 8. Also keep in mind he may find some spiders underneath your deck as well.
Fearless Fray C+
Conditional removal with a cantrip (probably). About as good as common Wild removal gets. Excellent for taking down opposing flight troops.
Flourishing Growth C
Very efficient and if we can find a buffed troop to recycle, we’re very happy. Sadly there will be times that we won’t be able to play it when we need it, however.
Fungus Amongus D
There is something to be said for surprise blockers but you’re going to need a way to abuse this card to get full value from it. You’ll find it easier to use in a Kagulichu deck, but it may negatively impact other cards in that archetype.
Gale Force R
Make no mistake, you will need to deal with flying troops in this format. There’s no better way to do it than with Gale Force. You may not always need it, but when you do, it’ll likely win you the game. Running a copy in your main 40 isn’t a terrible plan and is recommended in gauntlet.
Ghost Walker C- (C in health-gain)
Mediocre stats hold Ghost Walker back but it’s another health-gain option if you need one. It can also get a fat Trufflehead back into your hand at some point.
Harvest Moon F (C in health-gain)
It gains you life twice. Probably. Abuse it in the appropriate deck or don’t use it.
Lifeweaver Shaman F
Not even the health-gain deck benefits from this little lady. Last pick ahoy!
Lyrical Chanter C-
A reasonable 2 drop with a very unreliable ability. Playable in elf decks, better in chant decks.. If you can hit multiple thresholds and have a few constants you’ll be much happier with them.
Maw of the Hunt D (B- in elves)
An over-costed 3/3 for most but super efficient in the elves deck. If you have no 1- or 2-drop elves, pass it along.
Midnight Convergence C- (C+ in necrotic)
A permanent buff on the right troop can swing a game but unless you can reliably get at least 3 different thresholds in play, it’s too expensive.
Monk of the Six Strikes C-
You’re happy to run the Monk if you have lots of troops with enters-play effects or even cheap constants/artifacts. Send him on his way if you can’t abuse him. Young Seer and Nightsky Prophet are ideal targets in Wild.
Nelebrin Vanguard C
Part of the vanilla empowered cycle, Nelebrin Vanguard can slide into any deck. The 3 defense is a small concern with Festering Decay and Totem Trap in the format.
Nightsky Prophet C+
A decent troop with a decent effect. Double threshold could prove a problem on turn 3. As with most of the prophecy troops, it pairs very well with empower troops.
Satyr’s Song R
Keep this up your sleeve for de-buff heavy opponents. If you have shifty necrotic this will come in handy as well.
Spirit Roar F
Midnight Convergence’s brother from another mother. Too expensive for too little payback.
Storm Dancer C+
A very versatile troop that will buff the next troop in line. Its fragility can be compensated for with the gem choice. Flight, swiftstrike and “can only be blocked by artifact and Wild troops” are good options.
Sylvan Bard C (B- in health-gain)
Repeatable health-gain is the holy grail of the Diamond/Wild health-gain deck and it’s not terrible for the elves deck either. A pair of these on board can easily swing a race in your favor.
Thorntwister D (C+ in health-gain or elves)
If you can gain more than 2 life a turn, Thorntwister is a great value. Elf-heavy decks don’t mind paying full price for her in some situations.
Treetop Guardian R
Over-costed for a Wild troop but your best friend against the Diamond/Sapphire flight deck. Easily available late in the pack.
Trotting Buffalo C
Good value with a tough threshold requirement. Best in Wild-heavy decks.
Decent filler in the average deck, off the charts value in a deck with reanimation/recycling options.
Verdant Chant F (C- in constants)
The only chant to affect the board in a permanent way, but it costs too much for too little in limited.
Wrathwood Sycamore C- (C+ in health-gain or elves)
More than we want to pay for a vanilla Wild troop but its ability and cost is relevant in some decks.
Young Seer C+
A good 1-drop option that can positively impact your play options for the following turns. Great when used with troops that require you to return a troop to hand.
Top 3 Wild commons/uncommons
Prismatic and Colorless
Blood Infusion Device C
A fixer with a strong effect on later turns.
Broom Bot D
Best colorless sweeper in the game.
Best used as an enabler for cards that need repeatable damage to champions. Also consider using him as a poor man’s Flickering Gobbler.
Diamond Infusion Device R
The weakest of the cycle, bring it in when you need another reversion effect.
Eagleclaw Orb F
3 resources and a card for a minor effect. This card is bad and you should feel bad for having it.
Flickering Gobbler C- (B- in actions)
Most decks won’t be able to get more than a use or two out of the little guy but the action deck can find great value here if they can remove blockers from his path. Prioritize cheap actions if you can draft him.
Ghost Howler C+ (B in health-gain)
A valuable troop on its own, it will do unspeakable things in a deck designed to trigger it repeatedly. If this card is available in the first 5 picks, you should consider moving into Diamond/Wild.
Hextricator C- (C+ in necrotic)
If you need fixing, this construct is your man… thing.
M.A.P.S. Bot D
A one card Build-a-Bot workshop. Shame the parts are so expensive. Only useful late in stalled games.
Pactmaker Heretic B-
Need health? Need cards? Need both? Bunny Of Questionable Morals has you covered. A big body on top of everything else makes this a high pick. Kagulichu’s right-hand man.
As efficient as uncommon artifact troops get. Do your best to pair him with troops with enter the board effects.
Ruby Infusion Device C+
The ability is very cheap and can swing a race in your favor. Best served with aggro.
Sapphire Infusion Device C
Handy for dealing with pesky swiftstrike or flight troops.
Sepulchra Fleshreaver C- (B- necrotic)
The phrase “greater than the sum of its parts” seems appropriate here. If you have access to Ruby and Blood or Sapphire, Fleshreaver will shine. An absolute beating with all five thresholds.
Servo Servant C-
Colorless ramp that can pay for its own ability, but often you’d be happier with just a 2/2 troop.
Shard Prism C- (C+ in necrotic)
The only uncommon resource available for fixing. Not needed in most decks but a useful add if you’re splashing a 3rd (or 5th) shard.
Silver Rook D (C+ health-gain)
Another source of repeatable health-gain for the Diamond/Wild deck or damage for the Blood/Ruby ping deck. Not recommended in any other archetypes.
Spellstone Gargoyle B-
He starts small but he will rule the skies in short order, especially if he has some flying friends with him. A fantastic target for any of the prophecy effects.
Whirling Brutalizer C+
A great aggro troop on its own, the Brutalizer will make short work of your opponent with an enabler such as Ghostblade Duelist or Cleave.
Wild Infusion Device C+
Arguably the best of the cycle, assuming you have the second threshold for the dinosaur.
Top 3 Prismatic/Colorless commons/uncommons