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Hey guys! aReNGee here, and I'm trying something a little different in this draft article. Rather than simply stating what I believe the best cards are and hoping you guys believe me, I'm going to write out full explanations as to why I believe that these cards are as good as I say they are. I'm starting with the most powerful commons in the game, but hope to do more articles for all other rarities. Without further ado, let's begin!
Honorable Mention - Lethrai Ranger
On the surface, Lethrai Ranger looks uninspiring. 2/2s for 2 power are readily available in draft, and the Ranger needs to actually hit the opponent to improve. Why, then, is she considered a high pick? In draft, the early game units are usually quite small, and the potential of her becoming a 4/4 will force your opponent to play more defensively. She synergizes well with combat tricks and removal to push her through and if you're opponent has a slow draw and no 2 drop, she may push in before they have a chance to do anything about it. All in all, her low cost and high potential make her a desirable 2 drop for any shadow deck.
10. Amber Acolyte
Amber Acolyte is not a powerful unit, and is indeed not a powerful unit once on the board. However, a 2/1 for 3 in draft is usually good enough to trade with another early unit, and the flexibility its Sigil searching power offers is very powerful, even for a 2 color deck. It smooths out your draws by guaranteeing a fourth power and whatever influence you might require, all while developing the board. Amber Acolyte reaches its full potential once you pick up a splash card or two. There are some very powerful cards in Eternal, and Amber Acolyte offers a consistent way to cast them while being a card you already want in your deck.
9. Rebel Sharpshooter
As a 4 power Quickdraw unit, Rebel Sharpshooter is a very difficult unit to block once it gets going. There are many cards to enable it, even at common: Weapons, Warcry Units, Granite Acolyte, Dark Return, even combat tricks like Finest Hour and Rampage (Quick Shot is somewhat redundant). An enabled Sharpshooter puts a ton of pressure on your opponent and demands immediate removal - not bad for a 3 power unit that is worst case still a 3/3. Once you pick one or two of these up, you should prioritize enablers, but they won't be difficult to find.
8. Execute
In times past, Execute would be higher on this list, but rarity changes have pushed it down. Execute is inexpensive removal that can deal with any creature, as long as it is exhausted, and as an added bonus deals damage to your opponent. The most common case is to use Execute after a unit has attacked, but you can combine it with Stun, Exhaustion and even blocking to add a bit of versatility. Overall its a better defensive card than an offensive one as it is difficult to use proactively, but it's one that you're always very happy to have in your deck.
7. Serpent Trainer
Like most infiltrate cards, Serpent Trainer is a card with a ton of upside if you can get the infiltrate hit off. 4 power for 4/4 worth of flying stats spread across two bodies is an excellent deal in draft, especially since many other flyers have 2 health, allowing you to trade and still attack. Flying is a strong ability in draft, as it makes it far easier to push damage through and actually use the infiltrate abilities. Serpent Trainer is a card you're happy to pick up and doesn't require any enablers to be a great card.
6. Lightning Strike
The best common Primal removal spell, Lightning Strike can only be used on defense. However, it's cheap to hold up, deals with most Units, and as an added bonus unlike Shadow removal you can actually use it to remove weapons. Despite its defensive nature, Lightning Strike is always a great pickup because even in the most aggressive of decks, you're still likely to be attacked sometime. If you happen to win the game without ever being attacked, then Lightning Strike being uncastable clearly didn't hurt you.
5. Brightmace Paladin
Brightmace Paladin is very similar to Rebel Sharpshooter. They have the same base stats, similar abilities and they work off the same enablers. Why, then is Brightmace Paladin the superior card? Lifesteal is a very powerful ability in draft because many games come down to racing. A large Paladin is almost as tough to block as a large Sharpshooter, and it keeps you safe from counterattacks and flyers by giving you a nice life boost every time it hits. Both are great cards, but the Paladin can win you games that Sharpshooter cannot, such as when you're low on life or racing flyers.
4. Awakened Student
Most of the units on the list thus far have been cheap units that grow when enabled. Awakened Student is the latest of these, except all that it asks you to do to enable him is play Power, something that every deck needs. A 2 power unit that immediately grows into a 3/3 and continues from there is a unit that immediately demands an answer and attacks for a lot of damage early in the game. Even if the board stalls, Awakened Student has the potential to outgrow everything in a long game. A 2 cost unit that's strong early and gives late game power is definitely a premium pick up at common.
3. Oni Ronin
In addition to having the best aggressive statline on a monofaction 1 drop (2/1 for 1 power) Oni Ronin also has one of the best aggressive abilities, Warcry. Often your opponent will not have a turn 1 play to answer your turn 1 Ronin, allowing you to get an attack in then trade with their turn 2 play. This gives you two warcry triggers, making your next unit have 2/ 2, a stat boost that Crownwatch Longsword shows us is worth 2 power. Without any tricks at all, Oni Ronin attacks for damage, trades, and makes your units 2 power better. Not bad for only a single power!
2. Deathstrike
This is the card that pushed Execute way down the list. While 4 power is a steep cost to pay for removal, Deathstrike does kill anything you point it at and it does so as a Fast Spell, allowing you to play around tricks and double blocks to get a 2 for 1 out of your removal. It does require double Shadow Influence, so its not particularly splashable, but you want as many as you can get in Shadow and seeing one is a great sign that Shadow is open.
1. Torch
We all knew it was coming, but Torch really does do it all. Its a single power removal spell that kills everything up to 4 power units like Jarall's Froskin and Back Alley Bouncer. Its a fast spell, allowing you to make tricky plays with it and keep your opponents guessing, and its even splashable! Finally, if your opponent is on 3 life, it wins the game for you, something Deathstrike can never do. Torch's upside is high and its downside is zero. See it and take it.
Conclusion
I hope you've enjoyed this article! It is something of a departure from my usual style but I think it is informative nonetheless. If you disagree with something I've said in the article, don't hesitate to let me know! Likewise, I'd love to hear any comments or feedback you may have. Happy drafting!
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