This is a continuation of my ratings of all cards for Dark Draft.
Final 16 Uprising Cards
Rift Summoner Rating
Best case scenario: Play Plentiful Dead. Then play Rift Summoner, spend 1 life to recall Plentiful Dead, reveal it and 1 other Evil card for loyalty, and get a demon token. Finally, break the zombie token from Plentiful Dead with Rift Summoner’s expend ability. You just put 17/17 worth of stats into play across 4 bodies, off-turn, costing you 1 card in hand and 1 life (requiring Plentiful Dead and 1 other Evil card). That is an insane amount of value.
Worst case scenario: Play this without loyalty 2. Then, use its ability to break itself and put 2 demons into play. Same as off-turn Demon Breach, but no recall ability. Off-turn Demon Breach isn’t very strong though.
Most common scenario: Play this with loyalty to put a demon into play. Use the expend ability to break that demon. End up with 13/13 worth of stats, over 3 bodies, off-turn.
Chump block scenario: Chump block with a champion in play, such as a token. After blockers, ambush this in (with or without loyalty). Then, break the chump blocking champion with Rift Summoner’s expend ability to make 2 demons.
Rift Summoner is extremely powerful, especially with loyalty and the ability to make tokens. Aside from Surprise Attack, no other card puts this much offense/defense into play off-turn.
In addition, if Rift Summoner stays in play, it can break another champion you control to make 2 demons on each of your turns. With this in play, you can attack with a demon on your turn. Let your opponent block it with a bigger champion. Then use Rift Summoner to break that demon (since it was going to break anyway) to get 2 more demons.
This card can be powerful even if you don’t go Evil, especially if you are able to make incidental tokens. It also has some cool interactions with other cards, like Inheritance of the Meek. Play Rift Summoner on your opponent’s turn and make some demons. Then on you turn, break Rift Summoner to its own ability before playing Inheritance.
Saren, Night Stalker Rating
I like blitz champions because they are a great way to punish an opponent for spending their gold before me on my turn. This card can perform that roll, but its stats and abilities are worse than other champions that perform that roll.
If I want to wait to play this until after my opponent’s gold is down on my turn, unbreakable is largely meaningless. Without their gold, the odds that they could break Saren on my turn are very low. However, if it survives until my next turn when both our golds are up, unbreakable could be nice.
With 7 defense and no unbreakable on my opponent’s turn though, it is not terribly likely it will survive until my next turn. In addition, it has no form of evasion (airborne, unblockable, breakthrough). Due to this, it is at the bottom of my blitzing gold-punishers. Since I value blitzing gold-punishers so highly, I would still take it if I had none near the end of the draft.
Winged Death Rating
1-cost 3-defense-champions in dark draft are risky, since they can be removed by 0-cost cards which can be a massive tempo loss. However, Winged Death immediately breaks a champion when it enters play. If it isn’t immediately removed, it can break a second champion that turn, and it threatens to break another one each turn.
When this ability triggers, your opponent chooses which of their champions in play they want to break. Therefore, if they have 1 strong champion and 1 weak champion (like a token), they can choose to break the weak champion. But, if they only have 1 champion in play, they must break that champion. In addition, this ability doesn’t target, so if their only champion in play is the untargetable Sea Titan, they must break their Sea Titan (since this effect doesn’t say target, untargetable doesn’t protect it).
This card can also be a devastating punish when your opponent’s gold is down on your turn. If they have 2 champions in play that can’t block airborne champions, and no 0-cost answers in hand, you can play this, break a champion, hit for 4 damage in the air, and break a second champion. It’s sweet.
Even if your opponent’s gold is up this can be a strong play. Play this to break their only champion in play, and then pass. This way, your opponent can’t followup by playing a non-airborne, ambush champion like Noble Unicorn or Lurking Giant. If they do anyway, you can just attack with your Winged Death afterwards. Assuming they don’t have a 0-cost answer, you hit for 4 and force them to break their freshly played champion.
It’s also a demon, so Raxxa’s Displeasure.
Beware Rescue Griffin!
Zannos, Corpse Lord Rating
When I dark draft, my deck generally doesn’t consist of much more than 50% of the same faction (since I generally value generically powerful cards over taking weaker cards just to match faction). Therefore, the odds of me hitting greater than loyalty 3 or so with this card isn’t great. That is also assuming I go Evil in Dark Draft which I generally don’t like to do, since it relies on acquiring a critical mass of strong Evil cards.
Therefore, I am not a huge fan of Zannos in Dark Draft. If you are going Evil, it is fine (especially if you do prioritize in-faction cards over generically powerful cards), but I would pick a lot of cards over it. That being said, even just loyalty 2 is a reasonable effect: 13/13 worth of stats, over 3 bodies, with 2 direct life loss for your opponent, 2 life gain for yourself, and a 1-cost body your opponent doesn’t want to bounce is definitely not bad.
Master Zo Rating
9/8 ambush champion is never a bad choice. The unbreakable trigger can be nice too, in theory. Play this when your opponent attacks (preferably when their gold is down). If they don’t break it before blockers, you can declare it as a 9-offense, unbreakable blocker which is pretty solid. Then, after combat if their gold was still up, it is safe from slow break effects like Kong and Winged Death.
On your next turn, you can attack with it first to immediately give it unbreakable without spending your gold. Therefore, you have a reasonable threat that is hard to remove.
Rescue Griffin Rating
Always Desirable +
7 health on a 0-cost champion means the only 0-cost cards that can immediately remove it by themselves are Raxxa’s Curse and Siren’s Song (Unquenchable Thirst too with enough Evil cards in your discard pile).
7 health also means it survives combat with all airborne champions except: Thundarus, Silver Dragon, Djinn of the Sands, Draka Dragon Tyrant, and Draka’s Enforcer. It also breaks all of the following champions in combat while surviving: (0-cost) Corpsemonger, Guilt Demon, Watchful Gargoyle, Courageous Soul, Faithful Pegasus without an accompanying champion, Bodyguard, Keeper of Secrets, Ogre Mercenary, Muse, Warrior Golem, Cave Troll, and Fire Shaman (1-cost) Winged Death, Winter Fairy, Mist Guide Herald, Citadel Raven, and Pyrosaur.
Even just ambushing this into play on your opponent’s turn and then attacking with a 3/7 airborne champion on your turn is reasonable.
Silver Dragon Rating
I love Tribute draw a card. Banishing 3 token champions is pretty nice too. Airborne 9/8 is a very real threat: it only breaks to Thundarus, Djinn of the Sands, and Draka Dragon Tyrant in airborne combat and only Thundarus lives through it. Rescue Griffin also can’t survive chump blocking it. Finally, it requires no faction commitment so it can be run in any deck.
Village Protector Rating
This card can be much harder to remove than you might think. With no other human token generation, your opponent still has to remove 2 human tokens (which might not even attack), in order to remove Village Protector. In addition, only banishing or transforming effects can remove it while it is in play with human tokens, since it survives AoE break (Apocalypse) and damage effects (Hurricane). If you do have ways to put more human tokens into play (The People’s Champion, Martial Law, Revolt, etc.), it becomes a lot harder for your opponent to find a window in which they can remove this card.
In general, I think this card is underrated, and it will stay that way until people start drafting it more. I don’t think it is incredible, but I do think it can be solid.
Reusable Knowledge Rating
Always Acceptable +
Draw 2 effects in dark draft are mandatory. A draw 2 effect that lets you take back a specific card from your discard pile seems quite handy. However, if this is your only draw 2 in hand when you have no discard pile, you might be very sad.
Siren’s Song Rating
This card has dramatically underperformed for me in constructed, but I still think it should be reasonably strong in dark draft. The ability to remove a 0-cost champion while putting one into play should be great. This wrecks Muse and Rescue Griffin for example.
Unfortunately, it doesn’t immediately protect you against Little Devil, Dark Knight, or other 0-cost blitzing threats. In addition, if it gets bounced, it returns to its owner’s hand. At the very least, it is Sage and has an “or draw 2” option.
It’s possible that this card drops a couple tiers as I play it more in dark draft.
Velden, Frost Titan Rating
10/13 blitz is enough for me to draft it already. Loyalty x for Sage means, regardless of the effect, I’ll probably be able to get some value out of it since I draft Sage a lot. Bounce x target champions…wow.
This card can be an absolute monster in dark draft. Bounce is strong in dark draft and even just Loyalty 1 can be a massive tempo shift. High loyalties can get you back into a game where you’re far behind. Even just using it to remove multiple tokens has value, especially since doing so removes potential chump blockers.
Most of the time you won’t even need to use that high of a loyalty x to get a strong effect, but that does also mean that if you have more cards you could reveal, the effect doesn’t get any stronger. With the other loyalty x cards, each card you reveal makes the effect stronger increasing its damage, health gain, and/or zombie spawn. With Velden, if your opponent only has 1 champion in play, Loyalty 1 is actually stronger than loyalty 6 (since you show your opponent 5 less cards in your hand at no loss of effectiveness). That being said, this is still the strongest loyalty effect in most dark draft situations.
War Machine Rating
Tribute -> banish all opposing 0-cost champions on a 10/10 body is absolutely great. This removes all possible 0-cost champions your opponent could have in play including tokens. If this was all it did, I would draft it frequently, especially since it is Sage.
But that’s not all! Loyalty 2 (on a Sage card) gives it blitz too. Basically this combines a lot of my favorite characteristics into 1 card:
- 10 defense (survives Drain Essence)
- blitz (to punish my opponent for spending their gold before me on my turn)
- removes Muse
Savage Uprising Rating
I’m not a big fan of this card. I generally want my AoE damage events to break tokens and 0-cost champions.
I also generally don’t want an effect that can only go face. In addition, if I want to go face, the “draw a card” effect is usually irrelevant because I’d want to either be finishing off my opponent or already have lethal in hand.
In theory, this can be nice if you have reasonable 0-cost champions/tokens in play, but if you do, 9 or less defense champions probably won’t be that big an issue for you.
If you do have a significant amount of other burn though, this can help push through a victory from a reasonably high health point.
Scarros, Hound of Draka
Situationally Desirable –
This card has been underwhelming in Dark Draft. Since my decks are generally lucky to have over 50% of one faction, I generally don’t get much higher than 2 or 3 damage with this ability. Both of those are reasonable values, but not terribly impressive. Not a bad card (and it works reasonably well in my Pyrosaur deck), but there are a lot of cards I would take over it.
Spore Beast Rating
Situationally Desirable ++
I absolutely love this card.
Removing a champion from combat with a 0-cost card is such a powerful effect. If your opponent manages to get ahead on board and is able to attack with a champion while both players have their gold, this is the perfect answer that doesn’t require spending your gold and leaving yourself open to be punished. Oh, you are attacking with the Juggernaut you Surprise Attacked in on my turn? No you’re not, but thanks for expending it. Due to this ability to negate attackers with a 0-cost card, it is very similar to Fumble, which I also love.
With Fumble, you stop up to 10 damage from hitting your face and recycle. Most of the time, this fully negates an attack and you lose a net 0 cards from hand. With Spore Beast, you completely stop an attack and leave a 2/2 champion in play that can continue to stop an attack every turn. To prevent this, your opponent will generally need to spend a card to break Spore Beast, effectively costing both you and your opponent 1 card. So, you lose a net 0 cards compared to your opponent. Cards like Wolf’s Bite or Pyrosaur/Draka Dragon Tyrant can disrupt this exchange rate, but Spore Beast can also generate more value.
Since Spore Beast completely stops an attack, any buffs like Brave Squire or Mighty Blow completely go to waste. In addition, if your opponent attacks with a card like Rampaging Wurm, you chump block, and then they Rage/Lash it, you can then play your Spore Beast to remove Rampaging Wurm from combat, prevent all damage, negate any value from their buff, and save your chump blocker. Yup, pretty great.
On the other hand, if you are the one attacking with a breakthrough champion like Brachiosaurus and your opponent blocks with a high defense champion (like their own Brachiosaurus), you can play Spore Beast after blockers and remove their defender from combat. This allows all of your breakthrough damage to hit your opponent because there is no longer any blocking defense in combat.
Spore Beast can also function as a combat trick if your opponent attacks/blocks with more than one champion. Remove one of their champions from combat so the other one breaks while yours survives. (Fumble can work similarly, and it has the advantage of not requiring 2 champions to attack/block.)
Overall, this is one of my absolute favorite cards.
Winds of Change Rating
I’m not a huge fan of 1-cost buffs, especially on cards I’m incentivized to play on my turn.
Yeah, giving +2/+2 and breakthough to all of your champions could be powerful if you either have a lot of champions in play or a couple big ones, especially since the +2/+2 is permanent, but it isn’t terribly common to have a lot of champions in play or a couple big ones and still have your gold available for the turn. In addition, if you play this when your opponent’s gold is up, they can punish you by using a board clear. In that case, it doesn’t matter that the buff was permanent.
On the other hand, +5/+5 on-turn and breakthrough could be nice when an opponent’s gold is down on your turn (and there are a lot of champions that a permanent +5/+5 boost would be incredible on: 9 or less defense champions in general, Avenging Angel in particular). In addition, drawing a card always helps. But, I would much rather just spend my gold on another blitz champion or to draw 2 cards instead.