5Resources
FelninFaction
Hunting Party
Scenario • Ritual
Escorted
While Hunting Party is in play, all of your Felidite creatures gain +X*Attack* and +X*Defence*, where X equals the number of Felidites under your control.
'First we learn the power of community, then we learn the power of the hunt.' - Yannah of the Veldt
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6
Illus.

Hunting Party

reviewed by dotc0m
I gave 3 cog because this card is a rare for a reason...


Any felnin deck will benefit from this card depending whatever they play felnin on defensive or offensive play style.

Play hint :

1. Consider this card the same as playing a strong 5cost card except it is harder to kill(its a scenario not a creature), because any feline deck will normally have atleast 2-3 flying spirit in play when the 5cost ressource turn will happen.

2. Felnin flying spirits are a good way to play either defensive or offensive.

3. The gamble you do by playing this card is ultimately to be expecting a 1-2 turn usability for the win. That have to apply to a second factor that implies your previous felnin are still alive. Thus why it is rare as much as any 5cost rare card are core made to win 1-2turn after they are being played. Except this one rely somewhat to a 2nd factor(creatures being alive). So i wont give it a 4cog[plus] ranking.

4.Still affordable and a good asset for fun play, high market liquidity.
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0Resources
Kidnapping
Attachment • Curse
Put a Kidnap counter on Kidnapping when it comes into play and lock the attached creature. During the controller's Resource phase remove a counter. If a counter cannot be removed, destroy Kidnapping. As long as Kidnapping is in play, the attached creature is locked and does not unlock during its controller's Resource phase.
NonPassiveCogCog: Put a Kidnap counter on this card and lock it.
'We have their leader. Now is the time to make demands, and to secure our victory.' - Gloriana
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0
Illus.

Kidnapping

reviewed by isan_k
One of the best Curses for 0 resource cost. It helps with both offence and defence and with 2 resource per turn, you can lock a creature indefinitely. 5 cogs!
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