It occurred to me that I didn’t review the original set of spoilers from Rise of the Realm Runners. So here they are. Bear in mind these are from about a month ago, so are very likely to have undergone some revisions since then:



Otrix’s Doll of Pins and Magus Elite Helmet both essentially do the same thing, but for different subtypes. For 1Δ you can make a character Occultist or Magus Elite respectively. I honestly can’t see myself ever making room in a deck for these objects of power unless we get some serious support for those subtypes.
Arabella’s Recipe is a nice little action that I could definitely see myself playing. Once you’ve played this you will have 1 fewer card in your hand, yes, but you could easily be gaining a couple of Δs here, and feeding your dregs for cards with DIG as well as delving further into your deck to find your key cards. I still think I’m playing Abundance of Quintessence first though.
Revolt is a curious card that is a serious meta call: it’s a card that has a very powerful effect but only against the right deck. If we see another event where changing decks and cards between games is allowed, it’s not much of a stretch to imagine players slotting this one in if they’re confident they’ll be facing an occultists deck. A slight issue with this card is that you have to keep track of which cards are claimed, though most of the time you can do this by card owner. However, there are some exceptions with cards that allow you to play opponent’s cards directly to your canvas, like Prying Eyes or Hex Clunker Engineer. The biggest problem though with the card is that if you’re playing Curdle Hill you probably want to be including cards that claim and restrain in your deck, like Hostile Takeover, Corrupted Muon Trap or Magus Elite Investigation, so this could come back and bite you, as it affects cards you’ve claimed and restrained.
Lacringi Shield Wall is some nice support for SHIELD WALL. On the assumption this was a typo and should have said SHIELD WALL 1, this could get out of control quite quickly. A reminder, SHIELD WALL X means “Characters on your Canvas get X additional Strength when defending”, so if you had 4 characters, each now with SHIELD WALL 1, all your characters would get 4 additional strength when defending, making them pretty deadly. Of course this doesn’t increase their Δ value, so they can still be erased just as easily by an attack. I could see this mostly being played in a deck with Siv of Lacringi for a large gain of Δ, though realistically, unless we get other cards triggering off SHIELD WALL this card just seems too situational to be playable.
Factory Overalls is simply amazing. I mean, just embarrasingly good, I can’t get my head around it. You pay 2Δ for this. Then you drain the opponent 1, which isn’t bad in and off itself. But the kicker is that since it can ERASE a location through DISPOSE, which can be used during the opponent’s turn, you save this effect for when the opponent plays a location and immediately erase it before they get a resolve. That means their Monastery Nest or Hex Clunker cost them 3/6Δ for absolutely nothing. The only downside is if the opponent erases the attached character with an ACTION you lose the object of power too, but well, if your opponent is spending valuable erase effects on a 2Δ pair of overalls, it still represents pretty good value. It’s also an object of power. So when I play this card, I shall be saying, “behold my powerful overalls.”


Drake Corruption costs 4Δ and makes a character a Drake. I have simply no idea what this card is for right now, and why it might need to cost 4Δ. I assume it supports other effects in the set. Let’s move on.
Kyusho Kougeki Jyutsu is a 2 cost holding pen for a character. I was going to say it’s not that great as a card, but actually the ability to kill off abilities for a turn means that as well as preventing resolve and splat/squish onto other cards, you can turn off PROTECTION or “can’t be attacked” text, giving you a tool to deal with combos like Meterno/Dexter or cards like Copper Joss. I’m not yet clear though whether this can remove abilities which are given by actions, like if the opponent played Defensive Position. A strong card to include in a character heavy deck.
Samr Drums I’ve already reviewed and I still think it’s not that great. Shield of Lacringi on the other hand I think is really interesting. 2Δ cost for +1 is acceptable, but the ability to dispose to get SHIELD WALL 3 means you can use this reactively when it looks like the opponent could successfully attack you. The downside of using it reactively is then you can’t combo it with any cards that trigger off SHIELD WALL on your turn, such as Siv.
Right, that’s all for now. Still lots to come I’m sure.

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