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 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

We are entering the final lap of the World’s Collide house review! Just in time for the official street drop of WC on November 8th! Thanks to everyone who’s taken the time to share your thoughts, disagreements and encouragement! I feel like the conversation has been really interesting and I’m excited to see what changes WC brings. That said let’s hop in.

Bramble Lynx:

3.5

The requirement of having to reap to enter ready feels a lot better than Alaka’s requirement. I think I value the skirmish a lot more than the extra 1 strength too.

Cauldron Boil:

1

It’s pretty good if you can combo it with Unsuspecting Prey. This card is a combination of Misery Exploit and Save the pack but it is much worse than the sum of it’s parts.

Deepwood Druid:

1

FFG pleaseeeeeee stopppppp. We don’t want Untamed’s identity to be healing and caring about thing’s being damaged. These mechanics just don’t seem very good.

Ghosthawk:

5

This card is just really good design. In my opinion this is one of the most interesting examples of ‘Deploy’ thus far in KF sets. It requires minimal setup and has decent pay off. It can get pretty silly with Song of the Wild or a powerful reap ability.

Harmonia:

2

This card’s ability just almost never triggers or usually triggers for very little amber. It will trigger itself which is nice but it’s a sad pretender to the Hunting Witch crown.

Imprinted Murmook:

4

A+ flavor text and art. A -1 to key costs is really decent ability to stick an elusive 3 strength body. You get a couple Imprinted Murmooks on the board and suddenly they can become a big problem for the other side of the table.

Molephin:

3

This is one of the steal hate cards that I like the least. There are a lot of situations where this just isn’t that punishing for your opponent. If your opponent needs to steal and they have a full board though things can get a bit difficult for them.

Musthic Murmook:

4

Even though the key cost increase is mutual you get to deal 4 damage on play which is not insignificant.

Song of the Wild:

2.5

Man this card is good with Ghosthawk. Song of the Wild is action Crystal Hive and that’s really okay with me. SOTW is sometimes amazing and sometimes a discard. If you can reap with 1 creature it’s like SOTW has an amber pip. Reaping with 2+ creatures makes SOTW very valuable.

The Fittest

3

Just makes your board slightly more sticky. Getting to buff an established board of creatures with this feels really nice. I don’t like all the damaged creature lover cards but it’s still kind of sad Dharna didn’t get a reprint for this set because it makes cards like The Fittest much better.

Unnatural Selection:

4

Should read ‘Leave your best 3 creatures alive and your opponents worst three creatures’. It’s a very decent board wipe and hey no chains! Sweet.

Unsuspecting Prey:

2

Nooooooo poor Gruens. I now hate Snufflegators. The card itself is really good against low strength elusives and not much else.

Fangtooth Cavern:

3.5

This artifact becomes a lot better because it happens at the end of your turn. You always get to be in the driver seat of what Fangtooth cavern hits which is a big plus.

Gebuk:

2

Discarding an action or upgrade kind of feels like a punishment and the upside of playing a creature out doesn’t seem particularly worth it to me. If your deck happens to be fairly creature heavy this is very reasonable. You don’t get the play effects of the creatures that get put out is the saddest part of Gebuk.

Instrument of Silence:

3

There are quite a few really good fight effects in WC and being able to stick skirmish on them plus they gain an amber when they fight is really good. Still like all upgrades it’s only as good as the creature you stick it on. Feels like it should be a Brobnar card to me.

Kangaphant:

2

It hurts you most of the time just as much as it hurts your opponent. You can call Untamed to get rid of it on your turn but I think this ends up being a pure temp loss card that hurts you as much as it helps you.

Low Dawn:

3

Single card amber burst is at a premium in WC and so anything that gains you this much amber has to be looked at. It’s not too difficult to arrange to meet Low Dawn’s requirements either.

Mad the Mad:

2

I feel like maybe they experimented with this card having two raw amber and it was too strong? Nature’s call is still around so Mab the Mad could get a little silly at two raw amber. I don’t know what to say about this card other than Mab on average gains you exactly 1 amber.

The Feathered Shaman:

4

This is actually a pretty scary effect. Your opponent will have to prioritize removing Shaman and if they don’t they can get really punished. This is another witch you pretty much have to remove the turn they come out.

Wild Spirit:

3

This is reasonable if not amazing amber control. Obviously a lot better if it gets stuck on a really big creature.

Creed of Nature:

2

It’s really nice that this has omni. It basically turns a creature into removal and you will almost certainly kill whatever it fights but ultimately it just removes one creature which isn’t the most impactful thing in the world.

Creed of Nurture:

4

There are some really cool plays that can be set up by this. Suddenly that vanilla high strength guy becomes really useful for a turn when you make him a Babbling Bilbliophile or Breaker Hill for a turn. It’s Omni like the other Creed but this one can set up some insane plays unlike Creed of Nature.

Eldest Bear:

4

One of the worst leaders but still a really decent card. It’s slightly better Ancient Bear when it’s not in the center and fairly threating if you manage to get Eldest Bear to the center.

Giant Gnawbill:

4

Best in a non-artifact deck just like Techivore Pulpate. It being single target over destroying all the artifacts of the house will be a downside in some cases. However, the silver lining is sometimes it will let you play Gnawbill even if you have artifacts out.

Moor Wolf:

4/5

Strong contender for cutest creature in the Crucible. Wolves always come in multiples of somewhere between 3-6 (based on current decks opened and registered on DOKF).

At 5 or 6 this effect seems pretty strong as there’s a decent possibility of you having multiple in hand and I would give this a 5.

At 3-4 it’s still pretty decent but you probably on average draw 2 of them together which is still pretty decent value.

Nepeta Gigantica:

1

Very niche ability. Maybe if it outright destroyed the creature it would have been a bit better.

Vineapple Tree

4

Amber control is fairly elusive in house Untamed and because of that I think this card gets a bump even if it’s a little lackluster. This card feels like a great opportunity for Omni but they seem to want to use that pretty sparingly. I would guess the best hope with Vineapple Tree is to make your opponent forge for 7 or 8. I don’t see you being able to get more than 2 counters on this card on average before a key is forged.

Xenos Bloodshadow / Toad

3

So Xenos Bloodshaw is a really interesting design addition to Keyforge. This card is always partnered with Toad as a balance to how many keywords XB has. The question we have to ask about Xenos is are they worth getting a card (Toad) that is essentially worthless. The answer to that is probably very debatable. I feel like mostly Xenos is worth the cost but also that it’s value is largely dependent on whether your opponent has direct removal or board clears. Xenos Bloodshaw is definitely a creature that sticks around awhile after you play it most of the time.

House Untamed Overall Rating: 1

I was really surprised by this rating to be honest. Untamed has a lot of interesting things going for it and it probably has some of the best amber burst potential in WC. They however have the absolute bottom of the barrel in terms of amber control. They have exactly: Musthic Murmook, Wild Spirit, Vineapple Tree and Mimicry (which only kind of counts).

Half of their amber control works against you when you play( Murmook and Vineapple) it and the other half are situational (Wild Spirit and Mimicry).

You can have low amber control and still win Keyforge but it means your deck is going to have to be on the high end in either amber gain, disruption or efficiency to make up for the lack of amber control. Key Charge helps the equation immensely but I think without it Untamed in WC will often fall short of the finish line.

As I wrap up the reviews on the houses in World’s Collide I want to give a huge shout out to Lady Caffeina, Mlvanbie, Fibbler, Danisome1, JakeFryd and Burnside and many others from the Sanctumonious Discord who all provided extremely valuable feedback and insights to the review process! Special Thanks to Kav Manickaraj who provided in-depth strategic conversations which were the starting point of these reviews.

Lookout for a special bonus review of the Anomalies which should drop in the next day or two!