| A basic guild bounce card. Is free mana and is supposed to cast a normal creature card cheaper, so its presence in hand improves value per mana. Has to be combined with card draw in hand to compensate for extra card spending. | OKAY |
| Another good draw option for Deception domain. Nothing to say really. I wonder if in the future those small cost draw cards will be part of an OTK combo deck like for Magic. | OKAY |
| The card is in effect two Axewomen for one mana, when manasurged. Should be bounced about. Of course double Axewoman cannot be anything but good. | GOOD |
| Is nuts, best card of the domain. Infinite value only dependent on your deck building skill. Interesting things to try it on: Swashbuckler+Uncanny Rogue, Avraxus, Irontooth, Crooked Quartermaster, Onyx Nightblade + Blade Borrower, Lethargy Mage, Admiral Mayday, Desert Mercenary/Merchant Prince, Diligent Architect, Illusionist Outlaw, Frumentarii Instigator, Swaggering Saboteur, Faceless Benefactor, Ogre Archer, Digby, Thalia. Annoying Bureaucrat and Double Dealer under Forge New Bonds for extra spice. | AMAZING |
| Eh I want to give this a bad rating because it's a relic and relics don't stay. But it's a part of the super interdependent Mayday Guild Bounce package. So not a standalone card. And I'm kind of curious about using it on more high mana high value Guild creatures in the future. | OKAY |
| The card produces lots of value, can't think of any negatives. Strong in any deck that uses the guild tribe and return to hand mechanics. | GOOD |
| Okay so... first play this creature, then Trapdoor/Walk/Shore/Daring a creature already on the board, and then play a First Mate and it produces one-two lethal blitzes, and two more blitzes. And it can take... anything from two to six mana and three cards for almost a boardclear. This is really complicated and not great. Better just bounce Marcella. | BAD |
| I really like the card. Requires a specialized deck build around it. Deception now has better face damage options, and lategame Mayday defeats Control Nature with accumulated damage: S_n=(n/2)(n+1); S_15=120; S_20=210; Though of course I can't rank it higher then Francesca in good conscience, and legendaries are supposed to be stronger then the other cards. | OKAY |
| Still good even with the nerf. One day this will be an incredible card, when Deception has more strong 8-9 mana spells. That day is not today, but mana reduction trick is very strong tech. | GOOD |
| The mockingly named Fighting Fair is an improved, upgraded version of Hunting Trap, is even better then the the original, which was already good. | GOOD |
| The fleeting illusions give good stats for no mana, and the draw effect significantly improves topdeck chances. Well the first thing to know is that the shuffling code is very very bugged and all the ships shuffled are in the same deck spot even though they should obviously be dispersed all over the deck. So you can't ever play Illusionist more then two times a turn, to not overdraw, and the ships clog up the board so few cards can be played, and Toast to Piece is anti-synegry. Also control opponents have no trouble dealing with the ships, and aggro is not hindered by the small main body. | DEBUG |
| This is so much worse then Shore Leave, but can be used on non-guild and enemy creatures. | OKAY |
| The improved and upgraded version of Pickpocket spell. Now with a solid body. Was buffed by the recent patch, effectively pulling one more card. The card is pretty good value, especially in sealed. | GOOD |
| This card needs to be buffed. There are better ways to get hidden and not just for one turn. Delaying the opponent's attacks for one turn will not halt him for long, also the card is vulnerable to Over the Line and almost everyone uses Over the Line. | OKAY |
| Combo gimmick card! I like the fun idea. Would have had a higher rating if it didn't redraw the same cards. | OKAY |
| Void steal, three good cards for five mana. Can be better then standard value-wise, if used at the right time. | OKAY |
| This is a much, much necessary heal option for Control Deception, I think the card was underestimated by the meta so far. | OKAY |
| A justly neglected card, those stats don't matter that late into the game. | BAD |
| Multiple use anti-ward removal for control Deception. Can't say anything bad about the card. Comparing it with for example Reinkeeper Selena, there is such a huge difference in power. | OKAY |
| | |
| Sartonian Spymaster was indirectly debugged by the recent patch, more cards like Toast to Peace now synergize with it. Bringing it up from DEBUG to okay. Too bad with cards like Ransom and Guerilla Sabotage, they still do not interact properly! | OKAY |
| Void steal, hidden and with five health, this card has a pretty good chance to live to deal seven face damage, and then it can be rehidden. It's a new possibility for Deception and it's decently strong in my opinion. | OKAY |
| This is the wincon card that has no counterplay that you can employ in your deck, except for some new anti-combo stuff. The only way to survive this as control is to have all the win cards already in hand. The card synergizes with void steal (Nether) Deception cards: Shrike Moonlighter, Spore-Light Lantern, Gama, Poacher Daemon, Scavenger Impling, Toast to Plunder. And Eiko's Expedition. Is not meta at the moment. | OKAY |
Good writeup! I realy want them to fix all the shuffle-related bugs. Playing mayday decks right now is frustrating when you flip only to get the same card(s) back.
Shore Leave is indeed nuts. I think I played against this card for about 2-3 times now and they are kind of annoying especially when combined with Mayday.
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