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Pojo's
Dreamblade Mini of the Day
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Carrion Spiker
Fear
Reviewed September 14, 2006
Constructed: 3.3
Sealed: 3.15
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
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That Guy That
Plays DreamBlade |
CARRION SPIKER
Ahh, yes, a truely sweet piece. Today we have a
piece that is already cool enough to have a deck
built around it. A 7 drop with * - 7/10. Now
7/10 is average for Dreamblade as of now, but
what is * you might be asking. Well Spiker's
only effect makes it so * is the number of
pieces in your destroyed pile. Yes..anywhere
from a horrid 0 to a sexy 15 (unfortunately,
you're opponent will usually have the board
advantage to beat you before this happens). Now
most people figure the easiest way to do this is
by sending out swarms of 2 and 3 drops as a
front line as Carrion Spiker grows in your
backline. I haven't had time to use this piece
alot since I traded mine away, but it seems like
the potential could be there. Although you could
run 3 in a Spiker-centered warband, 1 could
easily be splashed since its aspect is 1.
Constructed - 5/5 for its own warband, 3.5/5 for
the splash
Limited - 3/5, it really depends on the warband,
ususally be the last guy you bring out.
Artwork - 3/5, Snake = Spiker I guess??
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Charninja |
CARRION SPIKER
Ladies and gentlemen, I present to you
Dreamblade's version of Chaos Necromancer.
Seriously, this dude IS Chaos Necromancer, only
more snakey and crud. With a theoretical upper
limit of FIFTEEN power, there isn't a dagarn
thing your opponent could really do to stop it.
Thing is, of course, that such a power would
mean it would be your only creature on the
dreamscape, and even if it could clear an entire
cell of 4 enemies, your opponent would just jog
past it and go for 5 conquest point cell.
However, comma, that would be playing stupid.
Playing it SMART means that you just save his 7F
rear for after 3 or 4 of your guys are dead
(entirely likely, especially against someone of
equal or better skill). That means that his
beginning power will be worth his cost, and
better yet, he will only get stronger as the
game goes on. While it is unlikely he will ever
top, say... 10, I could easily see him reaching
6 or 7 power, assuming you can keep him around
long enough.
And luckily for you, that will not particularly
difficult. 7 Defense and 10 Life is more than
adequate for his cost. While I would definitely
suggest that, on his own, you keep him well away
from other fatties, he can easily mop up smaller
figures, and, when you team him up with say,
Dreadmorph Ogre, well... do I REALLY need to
tell you about the kind of fun that scenario
could lead up to?
Sadly though, his greatest strength is also his
greatest weakness. Thanatomancy means that he is
neutered in the early game, and in the end, he
is nothing more, nor less, than a serpentine
beatstick. And that's only when you are either
LOSING or have gone to great pains to see plenty
of your figures die. However, comma, I can see
having some fun in a warband with Eater of Hope
and Knight of Autumn Gate. Obviously, their
appeasement spawn abilities only feed ol' scaley
some of those dead corpses he so desperately
hungers for, and if you are just sacrificing
small stuff, like Cannibal Pariahs and Zombie
Enforcers, well, who cares really?
Constructed: 2.5/5 in a normal band, 4/5 In the
Appeasement based band I just mentioned
Limited: 3/5 I could see him getting nice and
fat here, depending on how many cruddy figures
you pull. Or, alternatively, he could be
entirely useless.
9/15/06
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Rolf the Ruf |
Carrion Spiker
7F
P: *
D/L: 7/10
Thanatomancy
Reviewed by Rolf the Ruf
Today we have a nasty little Fearmonger to
review. On looks alone, the Spiker must be one
wicked dude. Looks like my Uncle Leo desperately
trying to escape its belly sack, there. Hey, he
owes me fifteen bucks! $&#%! Sorry, what was I
talking about? Ah, the Spiker -- let's break
down the numbers. For a 7-drop, this guy looks
pretty solid. With a 7 Defense and 10 Life, he's
tough enough to hang in with most of the other
minions the DreamScape has to dish out. But hang
on, what's this little star thingy where his
Power score should be? The answer lies with his
special ability: Thanatomancy? Er, something to
do with evil spirits according to the
dictionary. What it means for you is that the
Spiker has one point of Power for each creature
in your graveyard. That doesn't sound so great
right off the bat. I mean, my graveyard is not
the place I want a lot of my creatures to be. I
should be working pretty hard to keep them out
of there. Okay, maybe, but like it or not, at
least a few of them are going to end up there no
matter how well the game is going for you. But
with the right warband, this guy can really
rock. Put together an Appease band with Knights
of Autumn Gate and Eater of Hope. This causes
you to sack your weenies to put these big-bodies
into action. That makes the Carrion Spiker a
really nasty mid to late gamer. I usually bring
him out at 4 Power and watch him grow from
there. If you can keep him around long enough,
he can turn into one lethal beatstick.
Constructed: 3.5/5
Sealed: 3/5 (Still not bad even without the
Appease support.)
Artwork 3.5/5 (Pretty cool. Sorry Uncle Leo.)
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