Survivors of the
Megapocalypse Review for Sealed
Part 4: Darkness
Darkness Civilization
Are those double breaking
freaks from Nature or Light giving you a problem? No worries mate, Darkness
has you covered. The civilization of destruction brings a host of
specialized slayers, more hand discard, and another playable Double Breaker
to the Sealed format. Consider Darkness as the removal supplement the
kick-butt offensive strategy of your Sealed deck. Another bonus—quite a few
of Darkness’ offerings are affordable.
Slime Veil
The only 1 cost card in the
set is bad in Sealed. This card is good for making your opponent ram a field
of blockers with the slayer ability or a field of blockers that overpower
your opponent’s hitters (which is better since you retain your hitters). It
has potential in Constructed play where you can setup your field or shields.
Playability: Not Playable
Jewel Spider
It’s a cheap drop. That’s
about it. It has the ‘draw from the shield zone’ effect, but that’s not good
in Sealed. If you lose a shield to a card’s effect in Sealed then you should
do it in order to kill something big or turn all your hitters into double
breakers. It’s wants to be Emeral, but it isn’t.
Playability: High
Gigazoul
Vanilla-ish 3000 power for
3 mana. Has a drawback of not being able to attack if your opponent has no
shields. That means it can’t attack players or creatures, but if you manage
to drop it early or going into the midgame that’s not too big a problem.
Playability: High
Wisp Howler, Shadow of Tears
It’s a solid hitter for the
cost and can double as a slayer to knock off those pesky affordable Light
and Nature Double Breakers your opponent plays.
Playability: High
Skullsweeper Q
It stands a chance to knock
a card from your opponent’s hand and cause your other Survivors to do the
same. In Sealed you do see cards in hand in the late game due to decks not
having fleshed out choices at each mana cost. Players hold onto cards
because they can’t yet cast them or can only cast 1-2 cards a turn. It’s
1000 power means that it won’t be chucking cards for long.
Playability: Medium
Horned Mutant
Another 5 mana 3000
creature, but is its effect good? If you don’t nab any Nature hitters, then
Mutant has more playability. If you are running Nature’s then don’t bother
with this creature. I don’t enjoy making myself pay more to run my best
cards. If you don’t have a single nature card in sight, then this is an
interesting counter to those easy to drop double breakers. I wish the
taxation were 2 more mana instead of 1.
Playability: Low
Notes: If you don’t have
any Nature cards then give Horned Mutant a shot depending on what else you
have going for your 5 drops.
Gigakail
A bigger Wisp Howler. Its
power is decent for the format.
Playability: Medium
Gigaling Q
Here’s another slayer that
can slam more than just Nature and Light creatures. Less powerful than
Gigakail for the same price, but it can share its slayer trait with your
other Survivors. I prefer my slayers to come relatively cheap when anything
can ram it.
Playability: Low
Vashuna, Sword Dancer
Use Vashuna to dwindle down
your opponents’ shields then hit with another attacker once its restriction
kicks in.
Playability: High
Scheming Hands
Ghost Touch is better for
this format—trigger or 2 mana. Hands isn’t total junk, but it’s not a must
deck either. Being able to knock away a card of your choice, like
Twin-Cannon or other thing creature, is very useful but expensive at 5 mana.
Discard effects are better on creatures in Sealed.
Playability: Low
Notes: If you have little
else going for your 5 spot but have solid 3 & 4 drops, consider Hands.
Sinister General Damudo
Meet Vampire Silphy’s
younger brother. You will see a lot of 3,000 and below creatures in Sealed.
If your opponent has a bunch of those buggers out and needs to kill Damudo,
then he’s lost big part of his field. In any format this creature requires
precision play because it stands to take a few of your guys with it too.
Playability: Medium
Death Cruzer, the Annihilator
7 mana—doable. 13,000
power—insane. Triple Breaker—holy snap! Yeah, you know where I’m going with
this. Cruzer MUST have a drawback—and boy is it some drawback. To party with
Cruzer you have to destroy all your other creatures. Now, you can make
Cruzer work in Constructed play where you have far greater chances to
control what remains in play for your opponent and can amplify hand discard
to further limit his options. You don’t have that luxury in Sealed and
losing all your creatures to play Cruzer can bite you in the seat of your
pants if your opponent has a ripe field and you have few shields or blockers
because he has summoning sickness.
Playability: Low
As stated before Darkness
can give your Sealed deck an extra kick by providing relatively cheap
answers to fatties and some hand discard. The civilization isn't phenomenal
on the whole, but several of the picks should find themselves in many
decks.