Card Previews: July 26th

By Mike Rosenberg

Just say no.

Countermagic is a straight-forward message from any player harnessing the power of sapphire gems. If your opponent is playing something troublesome, you can not only stop that card while it is still on the chain (preventing that card from resolving its effect or entering play), but you’ll also hinder their ability to play cards of the same name again for the rest of the game.

Was your opponent looking to resolve that Alabaster Sphinx? Sorry sir, you’re denied.

What about that game-ending action? Nope.

How about something that is going to generate an army of Shin’hare? Get outta here.

In the PVE campaign, Countermagic can also be enhanced with with equipment like the Antimagic Helm, which gives you the very powerful flexibility of casting Countermagic by discarding a Sapphire shard rather than paying the resources to do so. When you’re in need of coming out of the gates as quickly as possible against a powerful PVE boss, sometimes you won’t have the time to keep those resource points unspent on your opponent’s turn. The Antimagic Helm lets you have the flexibility of paying an additional card that you may not need as an alternate cost.

Before we go on, we should probably address the question that most likely just popped into your head: “What exactly is a dingler?”

Well, to answer that…

Now that we’re on the same page, that makes Polymorph: Dingler a much easier card to explain. Aim it at a troop, and it becomes a dingler. Which is sure to make combat awkward if a troop that was charging in ends up running straight into a monstrous troop of yours post-transformation.

Things get even crazier with the equipment available to it. The Dingler’s Hood not only transforms the troop you targeted, but all other copies in all zones. The Morphing Footwraps simply add some extra value to an already powerful trick. Why settle for one dingler when you can give your opponent two?

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