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L0- R3 Staples For New Players

Hello all, today I wanted to discuss something which I was looking for when I first joined the game during Battle for Attoractia but realized that no one had done. I will be posting what I believe are staples for the current meta of New Frontiers and hopefully will be updating this as the meta evolves.

This is important to me because I do think the game is growing (no matter how slow) so having a list of staples for each attribute is important for new players when getting cards. So without further ado, let’s start of the list.

 

Light

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Miscalculation

A 1-cost removal that generally hits all targets in the current meta game, as long as they are attacking. Some would consider this a better Zero’s Magic Light if you ain’t playing Zero.

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Separation of Fates

A card that helps you to remove those pesky imperishable rulers which are growing in popularity recently. Also helps against J/resonators that have really annoying abilities, such as Sylvia’s attacking trigger.

The fact that it replaces itself by drawing you a card is an added bonus and considering that Light rarely has card draw, pushes this card to at least all side decks of white decks.

 

Darkness

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The Final Battle

When I first saw this card, I was instantly remind of Toxic Deluge from MTG, which is a staple in black decks in Legacy. Unsurprisingly, it’s the same story here, considering it’s even better than it’s MTG counterpart. A card that technically costs only 1 darkness is able to get you insane value, clearing ONLY the opponent’s board, using your life as a resource.

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Thought Control

A lot like The Final Battle, this card reminds me of a certain discard spell in MTG that is widely played in Modern. Thought Control is an amazing catch all spell for your early turns, removing your opponents early plays or making way for your own.

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Blazer, the Legendary Thief

This card might be a little harder to acquire, being only available in The Lost Tomes deck, however if it’s available to you, you should definitely get the deck. Blazer is a 4 drop 800/800, which is a pretty on the low end of stats, but he makes up for this with his amazing abilities. On enter you will get to look at your opponent hand and remove whatever will you give you trouble and get a +100/+100 counter. This counters will help you later on, being able to remove an attacking resonator that’s in combat with Blazer (he can be a target too), or cancel a spell/abilty targetting Blazer.

 

Fire

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Piggy, Hoelle’s Great Hero Pig

Piggy might seem like it only can work around Kirik, but due to the fact that it manages to let you gain 2 counters make it abusable in almost any Fire deck. Being able to give anything swiftness opens aggressive decks to a whole new world of abuse, such as some recent Kirik decks have been trying to give Jack swiftness on T3.

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Heaven Sundering Dragon Palm

This card’s name is almost as long as it’s abilities. This card is amazing even if you’re not running Kirik as a Ruler. Whether you need to kill that pesky turn 1 sacred elf, burn your opponent for that lethal damage or kill off that Ultra Dragon, this card has you covered for ONLY 1 FIRE WILL.

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Frayla, Servant of Demon Fire

This card can go pretty well in a deck that wants to go really fast. Being able to give your resonators swiftness and +400/+400 might just be enough damage to win you the game. Also, always keep in mind that with 4 will, this + Refarth’s Wall of Flames can do 2000 damage from an empty board.

 

Water

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Shackles of Ice

 

If there’s ever a time to mainboard Shackles of Ice, it’s definitely now. This card prevents Rulers to use their activate abilities, and considering the fact that the meta we currently see is a lot of Sherry and Kirik, this manages to shut both of them down. The downside though is that it’s a double edge sword, not allowing your ruler to use activated abilities, though you can build around that.

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Keez’s Call

This card is also relevant as ever right now. The whole game of FoW tends to orient around powerful enter the field effects, such as Laurite or Rachel. Keez’s Call not only prevent your opponent from doing them, but manages to draw you a card, effectively a 2 in 1.

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Shaela’s Return

A lot of Force of Will greatest resonators are 4 cost and below. Therefor, this card for a single will is able to help you bounce back all of them. From Mariabella to Blazer, all you need to do is to response to the enter ability and Shaela’s Return the resonator, putting you ahead 3 will.

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Misty Dragon Spirit

When it comes to finishers in blue, this dragon totally has you covered. Misty Dragon is a 900/900 flying for 4 will, but he makes up for this lack in stats by being able to dodge almost all sorts of removal by being able to blink himself for free. He also dodges Thought Control in the early stages.

 

Wind

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Severing Winds

This is a card that is 100% staple in almost all decks. Just knowing the fact that this card exists,  causes everyone to play around it. Card maybe rotating in September, but if you have the cash, you definitely need to pick this up.

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Laurite, Seven Luminaries Astrologian

Another card that is probably going to be in New Frontiers for a very very long time. If you haven’t yet realized, a lot of this game is played around powerful ETF effects. This card literally shuts down the most powerful of the bunch. If you’re playing Spirit Magic cards? This get even better.

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Rachel, the Ancient Library Researcher

This card didn’t seem like much when she was first spoiled, most people were talking about milling your opponent with Lumia. Now however, people have realised being able to control your opponents or your own top decks is amazing. Not to mention the fact that whenever she leaves the battlefield, you get to tutor for whatever that you need.

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Faerur’s Spell

You might have noticed that a lot of good cards are Quickcast. That’s what makes this card so good. Faerur’s Spell is an amazing back up cancel spell to hold up when you have other cancel spells.

Multi Attribute

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Flourishing Hope// Burgeoning Despair

An amazing card for sure. Being able to protect your resonators just for a single will is great, but making your opponent sacrifice 2 creatures with the same card later on? This is the meaning of card advantage.

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Sylvia, Blade of the Supreme King

This was, and still is, the face of aggro decks. Being able to attack on T2 for 600 and preventing any sort of blocks was amazing. Even in late game, you could make your opponent’s J-ruler not block for the turn.

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Dawn of the Earth

Remember when we talked about how giving players choice was always strong? This card hits you with 3 options, all extremely relevant most of the time. Being able to attack again, prevent something from being cheated in or removing from game all of the inverse cards will just be amazing.

 

Honorable Mentions

These cards have seen a lot of play and are very useful too. However, due to the fact that they aren’t easy to get for new players to get/ are about to rotate in September, I decide to put them as a list over here.

  • CFC Dual Stones

A lot of decks you see currently are at least dual colored, if not triple colored. These bad boys are the reason why. Having dual stones without any drawbacks make for an extremely consistent game with nothing to fear.

  • Sacred Elf

This used to be played in every single deck. With the addition of Otherworld Dreams in Advent of the Demon King, playing this turn 1 and holding up Otherworld + Severing was so strong and oppressive that Otherworld was banned right before TSW was released. Even so, turn 1 ramp has never been bad.

  • Tama, Familiar of Holy Wind

What happened if you didn’t draw your Sacred Elf in your opening hand though? Well you would play this cute cat who not only let’s you draw a card to find your sacred elf, but also able to ping elf tokens or any small resonator!