Timothy Rivera
Hi everyone, and welcome to the last installment of this series before Crown of the Heavens hits the shelves. Last week we took a look at my favorite class, the Warrior. Warrior did not fulfill all my hopes and dreams as I dismissed it as a class you should seek unless you get a lot of Dirk's Commands. With Warrior out of the way, its time to look at the neutral abilities and the Monster heroes.
Evaluating the Monster heroes is like discovering new, uncharted territory. I have no experience from past sets to draw upon, but with the number of drafts I have done, I can tell you there is something special here. Each class that has a Monster hero has some class abilities cards, which we will review today. On top of all those abilities we will look at all the neutral abilities in Throne of the Tides Limited.
Heroes
Deathbringer Kor'ush - Deathbringer gets a nod for being a Death Knight, since the class is among the more powerful in Throne of the Tides. In my experience, I have found it hard to flip Deathbringer Kor’ush for free, as there are only two non-rare Monster allies that can flip Kor’ush without any additional cards. The payoff for having a flip that is hard to do for free is worth it. Being able to create a free ally every turn can swing the game in your favor quickly. A great example of this was Aric Stonejack. At the end of Worldbreaker Block Limited, Aric Stonejack was highly sought after because of a power flip in a good class. Deathbringer Kor’ush shares those attributes and also comes along with a bonus three health.
Grglmrgl – The Murloc Hunter has a flip that is much easier to use for free. A lot of the Monster cards allow for pumping your hero or allies, making 8 damage seem like a small number. The best part about turning this flip on for 8 damage is it makes all the allies you play into serious threats because your opponent has already lost a large chunk of their health. I’ve only had good experiences with this flip.
Lady Sira'kess - Lady Sira'kess's reward for her flip is so game changing it is unbelievable. You can always shut down your opponent’s best ally while dealing damage along the way. When you add that you can use this as a finisher in a long game, you have a powerful flip. The problem I have with Lady Sira'kess is the requirement to flip. To do so in Limited you will want to play a lot of cheaper Monster allies that deal frost damage. To consistently flip you will need a lot of them. This means you have to fill your 30 card deck with a bunch of small allies. This is where I have the problem. I would prefer my deck not be filled with all these small one or two cost allies to enable my flip.
Rawrbrgle - I have never had a deck that was able to flip Rawrbrgle for free. Having to control five Murloc allies can be a hefty goal to complete. When you finally do get to flip, the reward seems like a small advantage. If you do find yourself trying to build a deck around the flip, take Slippyfists as quickly as possible as they will be integral to the plan.
Edge - Grglmrgl by a mile. The flip is easy to use plus its an power that will always be useful after doing so.
Allies
Commander Ulthok - An ally that should make its way into any Monster deck. Have you ever lost a game in Limited because your opponent had one card that you could not stop? The ability to strip your opponent of their best card for the rest of the game is so good that Monster decks in Core are built just so they could play this ally. The spot where I take this ally will always depend on my read of the table and what pack it is. Depending on the flow of other Monster Empower allies and abilities I will determine if I take this guy first pick or try to get him on the wheel. He’s good enough to take first pick if you are already playing a Monster deck, but I would not take this without first being solidly in a Monster hero deck.
Faceless Watcher - I have heard former World Champions refer to this guy as a “house” (a very powerful ally). Said former champion saw this card in his pack and instantly thought about moving into a Monster hero to play it. Faceless Watcher can be played in any deck, but his real home should be in a monster deck. I have won games by simply playing a turn 2 Crabbyfin into a turn 3 Faceless Watcher. He is three spots ahead of the curve for his cost and he will be a pain for any opponent to deal with. I have considered taking him first, but if you follow my lead, know that it is a risk. There is no guarantee that your first pick will not go unwasted.
Gilblin Plunderer - Giblin Plunderer is my favorite of the Empower Monsters. The controllish player in me likes having answers for what my opponent can throw at me. This guy is the best at killing equipment in the entire set of Throne of the Tides. I will always play Gilblin Plunderer in my 30 card decks even if I am not playing a Monster hero. Once I have him, I like to have one or two Murloc Coastrunners in my non Monster decks. Having these one drops makes it easier to enable the the Empowerer.
Sira'kess Tide Priestess - Getting back an ally for three resources is a great deal. Chasing A-ME01 was an amazing quest, and Sira'kess Tide Priestess is just as good and you get a 2/2 ally. I typically do not play her in my non Monster decks, but it would never be a mistake to play her if you can Empower her. I like taking her around fifth pick or later.
Thrug the Hurler - I’ll put my love for Giblin Plunderer to the side for now to talk about Thrug the Hurler. Thrug is the most exciting of the Empower Monsters. He has the ability to finish off your opponent, or to take out one of your opponent’s allies. Anytime you can destroy an opponent’s card and gain some sort of board advantage you should be happy. Thrug does this and should be respected for that. A first pick in some decks, and unplayable in others, I would be willing to take him early and gamble on being a Monster hero.
Abilities
Death Knight
Monstrous Essence - I have had some experience with this ability and still find it too expensive to get excited about even when playing a Monster only deck. If this effect could target allies this would be a bomb, otherwise do not play it unless you have to.
Hunter
Monstrous Mark - This card will make me try to force Grglmrgl. This is one of the cards that allows you to flip easier, plus it puts your opponent on a short clock. I have taken this first and was very happy about it.
Roar of the Beast - One of the few instant abilities in the set which becomes more powerful in a Monster only deck. This ability is such a good trick in Grglmrgl that I would take it as early as third pick. You will always be able to dictate combat, which is a good thing in Limited.
Mage
Monstrous Frostbolt Volley - Monstrous Frostbolt Volley is the card that makes me want to play Mage when playing Monster. Area of Effect damage is the king in any limited format and is even better when there is a limited amount of it like in Throne of Tides. It is a bomb and should be taken whenever playing a monster deck.
Warrior
Monstrous Cleave - Being able to destroy multiple allies easily for one card is always awesome. The lack of being able to deal damage to a hero holds Monstrous Cleave back. When playing Rawrbrgle this card is easily first-pickable. It's a lot of value for the cost of one card, plus you should be able to trigger the second bonus as you should be taking Slippyfists if you are trying to enable your flip.
Neutral Abilities
Face of Fear - I found face of Fear to be an awesome side deck card. With a number of good attachments in the set, which are all playable, Face of Fear gains value. Typically you would not want to play a card like this because you lose a card to only temporarily remove a threat. When you throw those good attachments into the mix, this becomes a weaker version of ability destruction. I like to side it in against decks with Braeo Darkpaw and against Druid in general.
Monstrous Strike - I found the best home for these is in a deck with Monstrous Frostbolt Volley, but it's also great in Grglmrgl and Deathbringer Kor'ush, allowing you to flip easier. All in all its a great ability for any Monster deck. It dominates the early game by taking out your opponent’s early allies, and it can be a finisher late game.
Monstrous Upheaval - Monstrous Upheaval is the best common for Monster only decks. If you are drafting a Monster deck, this should be your go to card. Many will tell you Monstrous Upheaval is primarily used as ally removal, but not me. I love to burn my opponent’s face off with it. The times you fire this off for 8 or more damage will be among your favorite memories. I prefer to take these early as it allows me to know if I want to take multiple Crabbyfins to combo with it.
Rallying Cry of the Dragonslayer/Strength of Will - I have become fond of these two abilities. My favorite deck to draft involves Braeo Darkpaw and these attachments. The nice thing about these attachments is that they come around picks nine through fifteen, which allows you to get value from the late picks.
RwlRwlRwlRwl! - Overall, I do not like this card. Rarely do I find myself with a Murloc deck that needs this card to win. If I have a lot of Murlocs in play, I find myself winning because of them pumping each other up. Giving them Ferocity and additional ATK will hardly effect the board. I think this card is best suited for Constructed. Only will take it picks thirteen through fifteen.
Surge of Power - Surge of Power might as well be a Druid card, because it has the most synergy in a Druid token deck. If I have four or more token generators, I like picking up this card. If you see it early in the packs, feel confident that you can pass it around and pick it up as a late pick. If you see it around sixth pick, you can consider taking it as the likelihood that it will come back is significantly decreased. Never be afraid to pass this card, as it will not make or break any deck.
Unleash the Swarm! - Unleash the Swarm goes hand in hand with my evaluation of Lady Sira'kess. I do not want to have that many one drops in my deck in Limited. This alone makes the card undesirable in my eyes.
Equipment
Big Cauldron of Battle - So much resource investment for an effect that will randomly happen every turn. I prefer to pass this card along and hope someone else plays it. The problem I have with Big Cauldron of Battle is that it is so slow to gain an advantage. You pay six resources then pass the turn. Then you have a small chance of getting the best effect (dealing three damage to their side of the board), which is usually needed after you took the turn off to play the cauldron. The other annoying thing I have had is hitting the discard effect after my opponent has already emptied his hand. This card comes down to preference. I do not like it, but I would not blame anyone for playing it.
Blessing of the Old God - Blessing of the Old God is among my favorite cards in the set. I was made fun of by Patrick Sullivan during the release event drafts for drafting a deck that featured tons of Empower allies that did not match my hero. Patrick came up to me with one of the rule inserts that explained how Empower worked. I knew I was onto something when I drafted that deck. Blessing of the Old God is an enabler that also digs you deeper into your deck. The fact that it draws you a card is what truly makes me love it. You’ll put it into play and it helps you find that Empower ally you are hoping to trigger by sacrificing it. There is nothing to dislike about this card. I would take it as early as first pick.
Bottled Spite - Bottled Spite is considered by many to be the second or third best bottle in this set. In my ranking of the bottles I find it to be the second best bottle in the set. My favorite is starting with this card in my opening hand and having my opponent lead off with a one drop ally. This signals to me not to play an ally that they can trade with one of mine. I want to get the most value out of my bottle, so I will take some damage early to gain it. It falls into the same category as many of the other cards that deal AoE damage making it highly sought after. Take it early, as it will not come back to you.
Shroud of Cooperation - This is another card that can enable Empower allies. I don’t always take this card, but I have had some good success with it. I find it best when coupled with the Anastina, Herald of the Fel because of the lack of good Warlock allies. The armor effect will come in handy, since this card favors you going to the long game to really take advantage of it. I like taking this around seventh of eight pick in a normal draft, or higher if I am playing a deck with tons of Empower allies.
Throwing Starfish - I consider Throwing Starfish a bomb. It can easily fit into any curve while altering the way your opponent plays. Do you think your opponent is ever going to play a one health ally if you have this in play? I don’t either. It also allows all of your allies to damage an ally for you to finish off with Starfishes. I never pass this card and for good reasons.
Overall Evaluation
Whenever drafting a Monster deck you are going to take a risk. Without being able to play Horde or Alliance it can be difficult to reach 30 cards. If you are going to force a Monster deck I suggest going for it early and quickly. Take Monstrous Upheavals early, and try to force Hunter. When drafting any Monster hero, always be thinking about how can you draft your deck to turn your hero over for free. This will give you some direction on the best way to build your deck.
What I would like the community to talk about this week on the forums is their opinions on the Monster heroes and what success they have had drafting them. Next week will feature previews for Crown of the Heavens, so have fun looking at the new cards and at your upcoming RCQs.
If you have any specific questions feel free to email me at tim@dailymetagame.com.
-Timriv
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