Rise of the Realm Runners

Rise of the Realm Runners is now live on the achroma database so I thought I’d go over the highlights of the set (as I see it).

I’ve already discussed at length DISPOSE in a previous article, but I am loving this new keyword. Some of my favourite cards of the set utilise this keyword to great effect, adding a layer of hitherto unheard of interactivity to achroma.

My favourite DISPOSE cards include Alchemist’s Tincture (go hunting for an expensive object), Hawthorn (on-tap triple prevent), Violet Flora (some cheap hand hate), Impundulu Feather (on tap PROTECTION), Orium Diamond (a real facilitator to make non-trader Norso decks work, as they can net you 3Δ on the turn they’re played if you want) and Von Ruthro Teapot. The last one on the list may seem a bit of an odd choice, but a 1 cost +1 card that can go hunting for Abundance of Quintessence (or Arabella’s Recipe) I consider to be excellent value.

I’m also loving REVEAL cards. I’ve recently extolled the virtues (as I see it) of REVEAL cards to feed your hand with key cards, especially with some clever deck building.

I do however find it a little odd that some of these are “add to hand” and some are “deploy for free”, yet the Δ cost difference seems minimal. I do appreciate that there are times when you want to add to hand and not deploy right away, but the cost difference means I just don’t find myself building with the “add to hand” cards. For instance, Pixie Enlisting, Creature Comforts and Search for Power all cost 2Δ and REVEAL 1 single card, while the slightly better Squad Formation and Crucial Discovery REVEAL 2 cards for 3Δ.

Replenishment does break the mold a little and costs 2Δ for 2 card, but if you compare this to a card like Factory Production Line which REVEALS and plays an object for free, the REVEAL only card effects just seem like poor value. That object could easily cost 5-6Δ, so while there is the element of chance if you don’t build around it, it adds consistency and saves you Δ. Cave Expedition similarly adds consistency to your deck for 3Δ, which is the average cost of Wishwell Quarry locations, and could easily pull The Warriors of Wishwell (4Δ cost) or the undercosted Brisgavi Falls, which is really a 4-5Δ value card in the right deck. These two cards (Factory Production Line and Cave Expedition) are fast becoming 2 of my favourite cards from the set.

I really wanted to love Achrom Blast, but when deck building I find myself drawn more to Arabella’s Recipe. I love this card, and it’s resulted in a build that is mostly mixed achrom/chroma cards and Teapots to trigger big steal plays. However, I have no doubt that someone out there has done some pretty dramatic surprise drains from a well timed Blast.

Out of the realm runners and relics, Dyrnwyn has given my Brisgavi some extra punch. This dagger on any character with RAGE is utterly devastating against a location heavy deck. Ray is possibly my favourite realm runner, despite being a chroma character. He nets you +4 on the round he’s played, so is better value than Copper Joss (though she does overtake in net value if she remains on the canvas for an improbable 4 turns). He is easier to erase with effects that drain Δ from cards though. My second favourite is probably Mutans, as he provides good value oppression for an achrom deck looking for some cheap and effective drain.

Muon Sphere, Thrall’s Cuffs and Wing Clipper are solid “cursed” objects to help control the opponent’s characters. Ironically, Wing Clipper is ineffective against SPLAT, but otherwise these objects might as well be 2Δ actions that erase a character, they’re that good.

Corrupted Muon Trap really fits with what I love about occultists, and has provided an extra control tool for this already control-heavy archetype. It’s also a handy addition to chroma Salum decks, though at the moment I don’t feel anything can match Spirata decks for all-out chroma rush, so I just haven’t found myself building a chroma Salum deck. I’ve no doubt it can be good though.

And finally, Cintimani Stone. This card is quite possibly the most powerful card in the game right now. It would probably cost 4 if it didn’t have an ACTION, but the ACTION to play any card from any dregs for free is just crazy value. This feels like an auto-include for all but the least character driven decks, and if I were to put money on any card from Rise of the Realm Runners seeing an errata, it would be this one. I’ve been messing around with Hex Clunker, this card, Corrupted Muon Traps, and the ice and fire runes. It feels oppressively good, and the Clunker would be second on my list for a possible errata given all the tools it’s now got at its disposal.

That’s all for now. There’s so many highlights of this set, and the build potential has exploded. I’m planning to share some decks when I’ve had a bit more time to test them out.

It’s an exciting time for achroma, especially with Chapter 2 right around the corner.


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