Winds of the Ominous Moons Prerelease Primer
May 30, 2018
Welcome everyone, to a probably terrible prerelease primer! I hope you enjoy the wild ride as I take you through some of the cards that I think are going to range from, “good” to, “OMG why are you not playing this in your deck?” Let’s just JUMP RIGHT INTO IT!!!
Grimmia is pretty good. I would only play this card with some Aura support. Decent Bomb for sure.
Decently playable in sealed. Very solid card overall. Definitely strong. It doesn’t win you games though.
This is a chant tutor that can be really strong with the right search conditions. If you have a good tutor option for a game finisher, for example, this could be very strong.
Very good card. Removal on a body and inheritance is a good combat trick. -4/-4 hits enough things and threatens blockers when they consider blocking.
Very playable. Huge wall, and protects things during your turn. Overall very decent and incredibly annoying in a format like this.
Minimum 7/7 for 2 is big enough to see play. He beats out other 2 costs resonators, and has precision. He’s good enough to earn himself a slot.
Absolute bomb! Absolute biggest dude in the format. Amazing card to drop. Easy chance to win you the game the turn it comes out, if you’re in a stalled board state or having trouble with anything. Removal is absolutely amazing, and it’s one of the only things that kills J-rulers. This card is probably the best card in the format.
Strong discard, but weak in sealed. Mystery counters in general are really hard to justify in sealed because of the butler’s mystery counter generation. Also it would be pretty difficult to actually name a card during a prerelease, because let’s be honest, nobody is going to have the set memorized or even know what half of these cards even do, let alone what their damn name is. On second thought don’t play this card at all.
Very strong in sealed. Lets you push over bigger resonators and attack with unfavorable odds. Also has the potential to ping stuff down for -4/-4. Really strong upside.
Decent card, the removal is nice to have which is why I would play it.
Super good removal. Playable even outside of a strength counter deck. The strength counter removals is just gravy, and the recycle ability is amazing for card advantage and replayability, which is key in limited.
Good pump possibly, also functions as removal, even better in certain decks. Definitely worth taking a look at.
Very good in sealed. Functions as a second attack for resonators or J-Rulers. Extremely useful for blocking too. Overall good card, the extra attack makes it great.
Functions as good removal, but the discard effect hits both. still playable.
He’s a bomb and super good. Absolutely amazing as a resonator on top of a super solid god’s art to copy a chant. Absolutely game winning, but not as game winning as ragnarok.
Honorable Thief Guild Member
Honorable mention for making games last entirely too long and being super janky.
Very good options. Saves a lot of resonators, while also functioning as removal. Also gets through any blocking resonators.
3 cost 8/8 is better costed than most other 3 costs, so it is playable. Becomes very good with panda support as it can function as small removal. God’s art is so janky, I love it.
Amazing bomb, hard to get rid of, and removes pesky things every turn. Seriously if you get this thing to stick for maybe two or three turns the game WILL snowball out of control. You will have killed off any resonators and pulled way, way ahead.
Really strong card, even without the combo. There are a lot of 3 cost 8/8 cards in this set though, so he’s not as oppressive as he could be.
Useless card in sealed, throw it in the trash, and then go back and get it because
it’s amazing in constructed.
This card is a decent bomb. Protects all your guys and can possibly win games with how fast it is.
Good card in this limited format where you will have a lot of leftover will to ping stuff. The ramp potential is also quite nice. Good attack and defense. Overall very nice.
Beyond the Threshold of Time
Good card for ramping up your mana base, could get you ahead but not going to win you games.
Every Last Ounce of Strength
Draw three cards is alwasy really good, and the cost on this one is really nice in limited. It can get you that extra gas needed at the end of the game.
Naughty Child’s Chastising
Great card in limited, the removal is really valuable.
Vice-leader of the Chivalrous Thieves
Amazing card in limited, he gets you ahead, and can make you stay ahead very easily. Hard to remove and if he stays out more than a couple turns he will put you so far ahead. absolutely ridiculous upside, with no downside.
Amazing bomb, incredibly strong and versatile. If you can get the synergy with
elementals he becomes quickly unstoppable. Protection from a ton of cards and can’t be removed by almost anything in this format.
Lowkey, maybe one of the strongest cards in the set. Big stats, and on top of that any time your opponent tries any removal he gains barrier to check himself before he wrecks himself. Super underrated and very resistant to pesky combat tricks. Nothing can remove him, and he dodges the only board wipe in the set. Just watch out for combat tricks, or attacking stupidly into a bigger thing, and that’s all.
Good cheap board wipe and hits a lot of stuff. I love board wipe, great card. Won’t kill a J-ruler though. Limited bomb for sure.
Really good in limited. Can ping stuff down fairly easily, kind of like a pseudo Artemis Bow. This is a very deceptively good card.
Good for stalling out. Can get you through blockers at the end of the game. Probably worth playing.
The Dragon Lord’s Breath
Really strong limited card. Good tempo and a lot of utility. Useful for blinking out blockers and stalling stuff. Becomes much better with synergy.
Laurite’s Seven Disciples
Surprisingly strong card. Comes out of the gate with swiftness, and then can follow up consecutive turns with flying or drain buffs. Very versatile and has a lot of options when you start the turn.
On top of being high stats, he also has the potential to destroy damaged cards. Fairly playable in limited.
Don’t sleep on this resonator! Eh? Eh? But seriously he’s deceptively good. Starts picking up turn 2 and doesn’t turn off the heat. He’s a very strong turn 1 play.
Good card, the swiftness is very nice, and the high defense means he can survive a lot of punishment. He is also very efficient against dragons and beasts.
I do need to stress something. There are much more 800/800 3 cost resonators lately. I always say play your 3 cost 800/800 cards, because they will be big stat sticks/beat sticks/big dudes that can really dominate and take over mid game based on stats alone. However, with the unflux of more 800/800 resonators with that stat line they might need an extra push to take a slot in your deck.
As an additional thought, I stress that any removal or combat tricks are almost always worth taking. Being able to trade efficiently is a huge part of this game, and burn, combat tricks, or straight up removal are all things that let you do that. They take care of the huge threat that you otherwise would have no answers to. So keep that in mind while compiling your decklist out of your sealed pool.
Whelp that’s it for this long article. I hope you gleaned some sort of insight from it, and I hope your prerelease goes well because of it. ABOVE ALL HAVE FUN!!!! HAPPY PRERELEASE!!
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