Ratings Scale:

5 – All-star. You’ll never be sad to open a deck with this. This card is good without any support.

4- Good/Great. Works in the vast majority of decks, provides good value and requires low support.

3- Okay. This card is provides either low value or inconsistent high value. They need support but their high swings are important

2-Situational. This card requires a lot of setup, requires specific things to fire that are unlikely, or just isn’t very good.

1-Trash/Dead card. Also a 5 star card in Reversal.

*Note I am not reviewing reprinted cards

Logos has been in set two easily my favorite house. I believe they are stealthily one of the most overpowered forces in the game. They are easily the best house at working in conjunction with other houses though that may change with Star Alliance. Let’s dig in!

Babbling Bibliophile: 2

Amazing ability that will very rarely fire. Does have sort of a duskwitchish effect in which you really want to deal with this guy immediately. Doesn’t have elusive though so he is much easier to deal with than DW.

Daughter: 4

You always get to draw an extra card the turn you play daughter and you don’t have to do anything to make her ability go off. Mother is in the top 5 most powerful cards of the game I think and Daughter while being exactly 3 strength worse is still really good.

EDAI “Edie” 4×4: 5

Basically Murmook if you don’t already have cards in the archive when you play it. If you have more archiving EDAI can start to make your opponents keys quite costly. Amber control is still at a premium in this set so anything that can help keep your opponent of keys is really good. Just hard enough to deal with that your opponent will have to put a body or a removal card into it at 3 strength. I really like this card. Always requires removal by your opponent.

Hapsis: 4

This is essentially a 5 strength Quixo and Quixo is a pretty good card. Your opponent probably has to spend resources turning off Hapsis ward which is just a win for you. If he gets left alone he can provide an immense amount of value.

Hologrammophone:3

A very reasonable artifact with a very reasonable reward. Warding seems pretty good and consequently Hologrammohpone is pretty good.

Information Exchange: 4

It always steals one and its conditional text is something that happens fairly often. It’s almost never a dead card and has really decent upside.

Quant: 4

I went back and forth on whether this card was a 3 or 4. I ended up going for 4 because this effect is just really powerful and at the worst this card forces removal. 3 strength creatures are the sweet spot of just difficult enough to remove that its possible Quant lives to fire a couple of times.

Sanitation Engineer: 5

Your opponent does NOT want to trade with Sanitation Engineer and that is really good for you. A 4 strength creature that allows me to craft my hand is very powerful. Discarding an off house card is powerful which is why Sloppy Labwork > Labwork.

TauTau Vapors: 3

Always better than Labwork sometimes better than Sloppy Labwork. If you get logos off the draw and can archive a card it’s A-mazing. If you don’t get logos you just get too see your draw early and archive the least helpful thing for the next turn. A functional and good if unexciting card.

Thorium Plasmate: 3

World’s Collide is very focused on battlefield placement so Thorium is positioned pretty well. You get to move an enemy creature out from behind a taunt or in some cases outright kill it if you can place next to the same house. Very easy to pull off and always gains you an amber.

Titan Guardian: 5

I see no reason this isn’t one of the best taunt cards that has existed to date. Your opponent wants to trade with this less than Rothais the Fierce which is really saying something.

Wormhole Technican: 3

Not absolutely devastating if it lives but his ability just provides solid value if left alone. Very reminiscent of Director of ZYX but definitely worse even though wormhole tech has the potential to play a logos card.

C.A.E.N.D.L.E unit: 4

A pretty good reap hate card with what feels like a pretty random action thrown on top. 5 with 1 armor Caendle Unit is relatively difficult to deal with. If your opponent generates a lot of amber out of hand he gets a lot worse like all reap hate.

Code Monkey: 3

There’s a lot of capture in the set and that makes Code Monkey want to archive friendlies a liability at times. However there are also a lot of powerful play effects and he’s Dust Pixie if you manage to setup archiving two of the same house.

Data Forge: 2

This one is super deck dependent. It is one of the more difficult to pull of key cheats to pull off but when its good its phenomenal. Maybe there’s a heavy archival deck where this will be really amazing but usually it isn’t anything to exciting.

Discombobulator: 2

Steal and shadows is very popular so you would think this card would be better but the problem is it’s so dependent on having a sticky/big creature to stick it on that how good it is going to vary widely. It’s probably a 3 against COTA but it’s actually a lot worse against other World’s Collide decks.

Dr. Milli: 3

So this card its pretty comparable to Glorious Few that on average you’ll get to archive somewhere between 1-3 cards (instead of gaining 1-3 amber). Where this card could really shine is the aforementioned Data Forge combo deck.

Groupthink Tank: 3

This guy is in that below average sweet spot. Sturdy body with a situational action. If this was a reap ability I actually think he’s quite powerful but alas he’s just a little too slow most of the time.

Mini Groupthink Tank:3

I like the flavor of the smaller tank having a play/fight/reap because it’s more nimble. Sometimes it’s ability does nothing but when it fires it kills something most of the time. You’ll have to think a lot about the positioning of your own creature if you have this in your deck.

Reassembling Automaton: 3

A really solid little robot. He’s really nice if you can stick a powerful upgrade on him. Otherwise he’s just a sticky minion who your opponent will ignore.

Academy Training: 3

A really amazing card if you have a creature ready as it turns them into Doc Bookton. Definitely better in sealed than in Archon but suffers from the same problem all upgrades do. If you have no creatures this card is super worthless.

Hyde / Vellum: 5

Persistent resources are really powerful. Once you get both of these to the table they just provide an insane amount of resource soak from your opponent. Even if they just keep killing the two strength Vellum when she hits the board you still get to then play Vellum and draw two with Hyde. If your opponent spends time killing both of these every time they hit the board that’s just a win for you.

Mimic Gel: 4

Mimicry has been a persistent threat in the Keyforge world since COTA for good reason. Namely that its flexibility opens up many lines of play to creative and strategic players. Mimic Gel accomplishes the same but is limited by the creature it copies must be in play. Not much of a downside but a downside nonetheless.

Prescriptive Grammarbot: 2

He’s got hazardous 3 and taunt so I don’t think Grammarbot can be totally ignored but he’s definitely not one of the more high value creatures in WC Logos. I’ll take a Titan Guardian over this any day.

Self-Bolstering Automata: 3.5

The little brother of Automaton is probably better than his brother but not enough to be bumped up in score by much. He needs some way to make use of his reassembling subroutine but he is a very sticky minion.

Universal KeyLock: 3

It’s probably not very difficult most of the time to play this one it wont hurt but forces your opponent to pay an extra 3 to forge with amber control at such a premium with in house Logos I would be very happy to open this with a deck. Get’s a knock because your opponent can definitely use this against you.

Universal Recycle Bin: 2

There’s a lot of purge in Dis in particular in this set both self and enemy inflicted. URB is exciting if for no other reason is it’s the first time we have been able to interact with purged cards. It’s pretty much worthless if you open it in a deck that doesn’t purge it’s own cards though. Always worth a amber at least.

Zenzizenzizenzic: 5

Named by the guy that got to choose all the Mar’s creatures names. Z is a very powerful turn one play and easily one of the best leaders. He’s probably worse than Mother but still very good. Narrowly worse than one of the best cards in the game is nothing to scoff at.

Logos Final Rating: 3

Logos proves to be an decent utility house yet again. However, overall it is slightly lacking in amber control across all rarities. Filling the hole for amber control is. Interdimensional Graft which makes it’s third appearance, Information Exchange and EDAI which are all very solid tools but there will be many decks pulled that have only one of these if that. This Logos seems a lot more focused on archiving than previous sets than drawing cards and in general I think archiving > drawing cards. The lack of a Helper Bot or Phase Shift effect is very important as that was often how you managed to control amber on a logos turn. Overall I think they are likely to be supplanted by Star Alliance in popularity as you’ll see when I get to their review. They are doing off house cheating very well and appear to me to be poised to oust Logos as premiere support house.

Stay tuned for next week’s review where find out if life finds a way with House Saurian.