With Elder Legends: Providence closer than ever, I was curious to see what cards were catching peoples attentions, so I talked to 4 top players to get the top 5 cards from the set they're most excited about. The results stretch across all 9 realms, and highlight a ton of support for a variety of archetypes including consistent faves, rising champs, and some future potential!
As the premier Big Shield pilot of the game I am a massive fan of pummel. Seeing more pummel cards makes me happy. One day I will build a prometheus deck and pummel someone to their demise with a couple big shields. I guess there are other lines of text on this card that are also good, but Pummel.
Primordial Reckoning is a really nice in-archetype card that provides great utility. Even at its high cost of 20 AP, being able to negate AND eradicate a fortified and not just one on the field gives you a reason to run Reckoning over more copies of Dismantle (although Dismantle isn't restricted to once per turn). Having a bonus effect to revive a "Phoebe" titan warrior when this card is eradicated is just icing on the cake and adds some consistency to Prometheus decks. The card is also a good target to add from eradication to hand with Rise Of The Banished Primordials.
Corpsechory was a card that grew on me throughout the set, I initially wasn't a fan of it due to it having the Belladonna lock but it allowed me to explore Putrid & Garden Stax with taking Belladonna as an option. This card also makes Putrid Poison Cloud really useful and almost always live on your turn
Very neat card that instantly gets my head cooking new ideas! and that art is sweet!
I've already gushed about this quite a bit in the Snapshot Exclusive Spoiler article (!), but I'm still a huge fan of this card as an enabler for an exciting existing Synergy package. Both Sanctuary Of The Ascendants and Astral Gates Of The Ascendants have been close considerations for Castiel, and having easy access to it makes Lance Of The Lost Messiah a worthwhile addition too!
Magi Sanctum may not seem too crazy at first, it's actually a key piece to all the new Magi cards we received this set. To start, Condemn is a strong keyword to give any warrior because multiple instances of 5 damage do add up. Although, it's the once per turn that is the important part. By being able to send any Magi card to your discard you set up your Cornelius perish to essentially be a tutor for any magi card in your deck. With Marovin as your guardian you can guarantee this combo if you have a way to perish your Cornelius.
Another great utility card, Allure Of The Jinn gives both Mythical beast warlords a much-needed form of removal besides destruction. Being able to bounce one face-up card when Allure Of The Jinn is first activated can also be useful to return to your hand one of the other ACT unified cards that Mythical Beasts like to run (Mystic Fire Dragon Clash for example). On top of being a nice removal tool, Allure Of The Jinn also gives Mythical Beast decks both a burn and a heal tool with its second effect.
Courage is a silly card, being able to snapshot for 5 is quite funny and allows to be able to do heavy damage with snapshot spamming.
ooooo he looks mean! and the implication of just how many masks this bad boi can wear and how much power he can wield is a tad mind boggling! and (Unmask) is *chefs kiss*.
An exciting pick up for Frozen, the archetype has had some incredibly impactful, but Bloodbourne heavy fortified cards, and Frozen Hyperborean Hills is a great way to recover the DCM lost doing so. The ability to sacrifice away Frost Wolves is highly relevant too, to clear space for more Warriors.
Fallout is the current capstone to the Mount Bane Archetype AKA the cooler Onoskelis deck. Fallout is the supreme Mount Bane value engine. You can conscript them out of the deck with Magma Chamber and then use their pyroclast ability to setup something to revive with the magma chamber. With all the other cards in ELP Mount Bane can very easily swarm the board with their iconic warriors.
Headhunting In The Wasteland is a very powerful card with a big drawback. Destroying 2 face-up cards for the cost of 4 life is a pretty good deal, but being able to eradicate Headhunting and pay NOTHING to revive up to 2 Orcbane cards from your discard AND give all your Orc warriors +2 is fantastic value. A fun line is to destroy your own Orcbane warrior(s) just to revive them and trigger ETB keywords again and/or attack again with +2 attack. With all this being said, the big drawback of Headhunting In The Wasteland is that it's locked to the Synergy Wartorn Wasteland - probably the weakest of the available Orc Synergy cards.
Staff is a great way to be able to do crazy damage on a warrior quite quickly for a good cost, while enabling Majik to have their own unique wincon
After seeing the pirate cannons coming up, I instantly loved the column specific mechanics! This beauty of a control piece will be instantly targeted for removal, but the flame that burns half as long, burns twice as bright!
Speaking of exciting new additions for Frozen, Algidus is a great new piece for a lot of Dwarf decks, but Frozen decks will certainly get the most bang for their buck with Wintertide. Having access to huge bursts of DCM recovery while also filtering cards into discard and breaking through stacked cards on the top of your deck makes him a well needed addition to the archetype.
After almost 4 years of being lost we finally found it. This card is here because I think the name is hilarious. It also gives demons a strong way to dig through their deck while also providing a decent recovery of DCM. While the discard effect is not the strongest it can come up in situations where you just need to stop a couple strong attacks.
Another great card locked to Wartorn Wasteland is Orcbane Wildness. Ignoring its obvious Synergy Lock drawback and focusing on the positives: the card only costs 4 life, it negates a fortified card NOT once per turn, and has the added bonus of dealing 4 damage to all opponents when it's discarded by the effect of another Orc card. Oh, AND it's an Orcbane card that can be searched for cost and/or discarded off of Sildud's Call Of The Orcbane! It's truly a fantastic card, but just like Headhunting In The Wasteland, you'll need to build your deck around it. A cute option for Sharn could be to side deck Wartorn Wasteland along with copies of both Headhunting In The Wasteland and Orcbane Wildness - just for going second.
Perses is inevitable. It is the perfect piece that Prometheus needs to give him that scare factor after falling out of meta recently.
OMG this makes me so happy. It’s benefits are a most welcome addition to the Hero arsenal, and adding a possible extra fortified along to the power of the Devotion card gives such amazing utility.
A sweet new location with some interesting placement, Bastion gives an exciting way to protect your other Angel cards like Orb Of Divine Light or Kabshiel's Favours For The Seraphim. With the other ability, you can get a lot of value off of siphoning counters off of an Empyrean Empire Of The Lost Messiah, or Ascension To The Seraphim to fuel out some repeated revives.
Fuljama is an exciting addition to the Fandorian archetype and pairs amazingly with Fullilia from Guardian's Creed. It adds extra recursion to make the deck even more formidable. Also the design for this card is perfect, a bunch of little things here and there that just fit very nicely in the grand Fandorian machine. I could go over the many lines this adds to Fandorians, but I don't think I should be putting 3 paragraphs in for one card.
Adding to the list of strong new Orc cards is Essence Of Ancient Rancour. All the new Essence cards are pretty versatile, but Essence Of Ancient Rancour might be the most on theme for its Legion of all of them. Destroying a card? Good. Revive any Orc warrior from Discard? Good. Give all of your Orcs +3 permanently? Good. There's no bad time to draw this card. Whether you're trying to build a board, push through your opponent's board, or trying to attack for game - this card will be useful. The only downside to this card is that you can only activate one copy per turn. A cute "combo" I've had fun with in testing this card is with the Orc Warrior Gojin'Vox, Duxvox Diehard. Being able to resolve both Plunder and Swipe twice by destroying and then reviving with Essence Of Ancient Rancour gets you some nice card advantage.
Huge side piece. Being able to lock down any keyword can be detrimental in turning the tides of a match, Funny thing is when you name Timelock to stop them from locking out your keywords.
THIS IS THE BEST THING TO HAPPEN TO UNDEAD. I know I’m not the only one who saw the Chapters and thought “OMG THE TOKEN aww they’re not grimm”. Welp, prayers answered I guess! I love the Shambly Bois, and i will be repping them hard with the help of this magnificent Doomdrake. So many options, so much time! (because undead)
The biggest baddest new Dragon to bring out with Dragon Tail Beatdown, I've been hyped about this card from the moment it was revealed, and it's a fantastic new piece to add to Dragons. 9 Atk alone is huge with the various Dragon cards that care about attack, and Monolith offers just one more way to push constant damage at your opponent.