Conviction
Advantage: Soul
Cost: 1G
Effect: Your strikes have -2 Intercept and
+2 Force.
REI_006
Today we inspect a card that makes or breaks
an entire deck-type. Conviction, its cheap,
its fast, and if used correctly it’s quite
deadly.
PROs
-Only costs a green to pump a strike up by
two
-Charges a zone
CONs
-Franchised, and not exactly flexible even
in many deck that use Soul
-Losing two intercept is significant on most
strikes
So, what’s the deal with Conviction?
Conviction is a card most likely created
with a deck-type in mind. As the little
sister to “No Quarter,” Conviction offers a
less extreme way to pump up your strikes
(having a -2/+2 as opposed to a -3/+3.)
Of the shaman that can possibly use
Conviction (Yoh, Trey, Zeke, and Jeanne),
only half of them can actually pull off
using this card.
How am I supposed to use this card?
Conviction is a great way to abuse excess
intercept, and just screams to be used in a
guardian deck. Cards like “Smoldering
Confidence” and “Titanic Summons” are just
beasts waiting to be unleashed. Conviction
basically allows you to use your intercept
as another resource of the game. There’s not
point in wasting a resource, I always say,
so you better use that ten intercept from
“Smoldering Confidence” as best you can and
swing with a just plain massive seven.
Will this card work in non-Guardian decks?
In most cases it would take a miracle to get
this card to work. Outside of a guardian
deck you rely on your opponent to swing with
sub-par attacks in order to use Conviction
efficiently.
The widely played Melee strikes will have
about five intercept. Quick math lesson,
five minus two is three. Three intercept
can’t even counter the opening attack, at
which case you rely on your opponent to
throw a “Jaded Sphere” or “Dark Ascendance”
your way, which is not likely to come up at
the exact instance you happen to get
Conviction pulled off. You rely on lucky
situations here and really there’s no point
in running an overly situational card in a
game with no hand size.
In a ranged deck, the best bet you have
(with the exception of Gush of Flame which
has this effect anyway) is the six intercept
cards such as “Stalefish Grab” and “Rail
Bird” that have their own purposes for their
intercept. Even then, a six minus two is
four, which is just about ready for their
opening attack or a the totally pointless
“Flamboyant Arrival” you never saw coming.
Once again it will rely on a lucky situation
to arise before it sees any use.
Rate it already!
Constructed Tournament Play: 3.8/5
(consistent enough to push in some points)
Casual Play: 4/5 (fun for the whole family)
Sealed Tournament: 2/5 (you usually won’t
have the intercept to support this)
Overall Conviction is a card that needs to
be run in a correct deck. If used correctly
it can be godly, but I intend to smack the
first person who tosses it into their Trey
deck for the heck of it.