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The Bad Card Review: With Ryan Lilly

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There is one card in the current New Frontiers format that is adequately poised to deal a crushing blow
to the meta-game as we know it. That card is “The Eternal Tower” from Advent of the Demon King.
At first glance this card appears to be unplayable; and for the longest time it was. This card reads:
Whenever a chant with total cost 1 or less is played, Cancel it.



Being an addition, this card can just sit on the board and retain its value until the opponent manages
to destroy it or develop an effective game-plan around it. This card can put a stop to a surprisingly
large percentage of cards in the current meta. I’ve taken the liberty of recording some percentages
based on the results from WGPQ Minneapolis to exhibit the kind of damage this card is capable of.
The following percentages represent how many cards in each Top Deck are susceptible to The Eternal
Tower’s ability:
  • Time Spinning Witch – 1st Place: 37.5% of the Main Deck, 46.7% of the Sideboard
  • Ayu – 2nd Place: 47.5% of the Main Deck, 66.7% of the Sideboard
  • Chamimi – 3rd Place: 29.3% of the Main Deck, 46.7% of the Sideboard, 20% of the Rune Deck
  • Kirik – 4th Place: 42.5% of the Main Deck, 13.3% of the Sideboard
  • Chamimi – 5th Place: 22.5% of the Main Deck, 60% of the Sideboard, 20% of the Rune Deck
  • Chamimi – 6th Place: 30% of the Main Deck, 40% of the Sideboard, 20% of the Rune Deck
  • Gill – 7th Place: 33.3% of the Main Deck, 66.7% of the Sideboard
  • Ayu – 8th Place: 47.5% of the Main Deck, 66.7% of the Sideboard
Of the total 458 cards played between all Main Decks, Sideboards, and Rune Decks… The Eternal 
Tower could cancel 177 of them. This means that, in the given event, The Eternal Tower would
consistently have a 38.6% chance of stopping whatever your opponent was about to play. The amount
of different cards from the Top 8 Decks in Minneapolis that can be stopped by The Eternal Tower is
astounding: 43. 43 different cards in the Top 8 Decks can be stopped by a 3-cost addition. This
laundry-list of cards includes, but is not limited to:




Across the Top 8 Decks, there were 14 cards capable of removing an addition from the board:
12 copies of Destruction of the Portal, none of which were played in the Main Deck; and 2 copies of
Shaela’s Foresight, which was played in the Main Deck by both Ayu’s. Assuming that each Destruction
of the Portal can get two uses and will not be canceled by another spell, there were effectively 24
Destruction of the Portal across 8 decks and 2 Shaela’s Foresight, for a grand total of 26 cards/uses
that could remove an addition after it is played. This percentage (even with each Destruction of the
Portal being counted twice) is 5.6% of all cards played in the Top 8 Decks. If you only count the
Destruction of the Portal as one card…that percentage drops to a sickeningly low 3.1%.



Barely three percent of all cards played at WGPQ Minneapolis could deal with The Eternal Tower
and almost thirty-nine percent of all cards played could be cancelled by The Eternal Tower.



It is my belief, based solely on observation and probability, that if a deck could be designed to play
The Eternal Tower as early as Turn Two, the current meta would struggle greatly to accommodate for its presence.


This being said…The Eternal Tower costs (Wind)(Wind)(1), and the only Wind Ruler that can
reliably produce three will by Turn Two, is Faerur Letoliel. Combined with cards like Spirit
Caller Elf or Absolute Awareness, Faerur can consistently have three magic stones by Turn Two,
whether he goes first or second. Playing four copies of the Eternal Tower may seem excessive,
but if that the line of play you choose to take, then it becomes essential.

Example List:


Wind offers a lot to control strategies and even aggro strategies. So, to develop a successful
midrange deck with the King of Wind, you would need some cancels that cannot be stopped by
your own addition, likely in the form of Ruined Story and/or Song of the Fairies. You would need
something to answer resonators your opponent is likely to land, for this you have access to Laurite,
and Laurite’s Disciples. For draw power, you have cards like Fairy of the Lost Isle to protect you
from flying resonators, and Ciel’s Familiar Mikay, to handle spot removal. Lastly, you will want
something to make use of Faerur’s Judgment; here we have Cecil and Tia, or Tia and her Falcon…
Either of these are acceptable, depending on the desired application, Cecil and Tia for board control,
or Tia and Falcon for pushing through that last bit of damage.


Coupled with some Speaking Stones and Spirit Stones, an additional 5+ Basic Wind Stones will provide
a stone base that can consistently produce the desired board state and offer ways to defend it.


Thank you for reading, and stay tuned for more good reviews on bad cards!



TL;DR…The Eternal Tower = Good.

Guest Authored by Ryan Lilly

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