Friday, April 29, 2016

Dr. Sunsoul or: How I Learned to Stop Worrying and Love the McBombus

Being almost strictly a limited player there are certain cards I never felt that I was able to abuse.  Sure, some bombs like Arborean Rootfather and Phenteo are as strong (if not stronger) in limited as they are in a dedicated constructed deck.  But some require a little more finesse to have the same sort of impact.  Case in point: Sunsoul Phoenix, and one of the most explosive sealed pools I've played across any Hex format so far.

Champion: Morgan McBombus

Troops (14)

Actions (9)

Shards (17)

For those unfamiliar, Sunsoul Phoenix is a 4/2 with flight and speed for 6, though that cost is 2 cheaper for each action you've played earlier that turn.  If your opponent manages to kill the Phoenix and you happen to have six actions in your crypt, it can do the whole Phoenix thing and return from the ashes into play by voiding those six actions.  Now getting six actions is a difficult feat to accomplish in limited, and most decks I've run across with Phoenix prior to Primal Dawn would run Savvas to generate a Scorch and play a turn-five Phoenix, which is still pretty solid in limited.  Any actual Phoenix revivals would require some help from a vennen deck milling the unsuspecting bird keeper.

But that was before Primal Dawn, and now we have a Sapphire-Ruby limited archetype that actually encourages you to play actions.  At the core of this archetype is the shard combo's champion, Morgan McBombus, which for three charges will put a Bumblebot into play, provided you played an action this turn.  Bumblebots are 1/1 artifact troops with speed and flight, allowing you to sting your opponent for 1 right away.

Now, you obviously won't have access to Sunsoul Phoenix in every deck, since it's Legendary and in the minority set of the limited format.  Nonetheless, several readily available troops have great synergy with playing actions.  Ashwood Cinderstump is an uncommon 2/2 that gets a temporary +2/+2 and swiftstrike buff for every action you play while it's on the field.   Embertongue Skarn is a common 0/3 that gets a permanent +1 attack for each action you play.  Flickering Gobbler is a multi-threshold 2/2 with speed, flight, and rage 1 for two resources, effectively making is a 3/2 the turn it attacks.  The drawback is that the Gobbler is sacrificed at the end of turn unless you played an action that turn, at which point it merely returns to your hand.  This "drawback" can be frustrating late game for your opponent if their only removal options are slow-speed basic actions like Festering Decay, allowing you to keep your little ball of awful safe.  There are several other common and uncommon troops not part of this pool that interact with actions, including Hired Horn Hunter, Wrenlocke's Apprentice, Hatchery Malvoker, and Cyclone Shaman.

Many of the actions are powerful enough to justify playing them outright.  Crimson Bolt and their ilk are solid removal, where Arcane Focus and Impulse draw cards.  Impulse isn't a card I would include too many copies of since it can be difficult to play around if your curve is higher (this pool also has Forbidden Tomeseeker, which wants additional card draws).  Cantrips like Cloudwalk and Blade Flourish that might not make every deck become more appealing when you can trigger abilities.  In addition, several cards like Prestidigitator and Pyretic Performer generate cheap actions, in addition to being solid three-power troops in their own right.  Zakiir's Frenzy can be a fun addition at the higher end of your curve, though the pure randomness might require a few turns before you get any real value out of it (Plan C and Robotic Rapture, stop spoiling me game).

I would be remiss however if I didn't give Combat Training it's due.  This card was absolutely stupid with evasion troops, giving your Bumblebots presence, allowing you to consistently replay Gobbler, and Kismet forbid you get a Spiderling off Azure Fang Decree or a Malvoker.  Combat Training has to be played cautiously, since it's very easy for your opponent to two-for-one you and take your training offline by killing the only troop you taught to hold a spider-sized sword.  But if your opponent can't answer training you have a recurring Urgnock every turn for one resource, which triggers your Skarns and Hired Horns in the process.

The Sapphire-Ruby Action archtype is just one of many strategies available in the current limited format.  The next month should be fun as everyone adjusts to the strategies, which seem very plentiful as of now.  Well, fun for you guys.  I have finals for the next few weeks, which means I should get back to my Property outline.  So have fun and forgive any spelling or grammatical errors.

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