Wednesday, 23 September 2015

Darkforge Uprising: Prelude to War Preview: Remembrance

It's that time again! Today it is my pleasure to introduce Remembrance, one of the cards soon to be available in the Darkforge Uprising: Prelude to War (or 6.2) release.

Being able to tutor a card from your entire discard pile, albeit at the cost of banishing it forever is a really powerful effect, not because it's necessarily stronger than just playing a creature from your hand, but because Remembrance gives you choices. Think about it this way: Remembrance effectively expands your hand size to what else is in it, plus the creatures in your discard pile, just from being in your hand, and that is insane. However, What I find even more fascinating is the number of angles this card can be approached from:

You can treat the Banish as a boon; there are several cards in Solforge that don't scale well at all, and using Remembrance to throw them out at an opportune moment as well as getting rid of them from your deck can be a win-win. Consider Progeny of Xith, a rare case where it actively gets worse as you level it, clogging up your draws. It is also a supreme chump blocker, and has a potent combo with Suruzal, Emissary of Varna, and Remembrance makes those opportune moments ever more frequent.

What if banishing one card isn't enough? "We must go deeper!" I hear you say, as you reach for your Tomb Pillagers, and you would be right, Turbo-banishing with Tomb Pillager is yet another way to use Remembrance. Some of you may be familiar with the infinite gameplan; a deck that aims to utilise card draw from cards like Energy Surge and Lucid Echoes to draw through your entire deck, then looping a combo an infinite number of times through cycling Energy Surges through your discard pile to win. But drawing through 30 cards can be difficult and unreliable, not to mention you have to survive what your opponent throws at you while levelling your Surges. Why not thin down your deck instead? In fact, many of the Overload cards have powerful effects with them being one use, cards like Xithian Direhound and Ambriel's Edict not only allow you to stabilise, but also advance your gameplan simutaneously.

Thus, I present to you: Overoverloaded!

 3 Xithian Direhound
 3 Remembrance
 3 Ambriel's Edict
 3 Ironmind Acolyte
 3 Epidemic
 3 Tomb Pillager
 3 Energy Surge
 2 Killion, Infinity Warden
 2 Lucid Echoes
 2 Ebonskull Knight
 1 Spirit Torrent
 1 Crypt Conjurer
 1 Perilous Insight

GGBird is so 2014, I for one welcome our GGMoth overlords.

Moving on, another thing Remembrance aids is timing. There are many games in Solforge where a card can be game changing one turn and completely dead the next. Cards that have Rank Up triggers like Glaceus, Tundra Tyrant and Othra, Apex Predator, and board dependent cards like Malice Hermit, or even something as outlandish as Venomdrinker are prime examples of this. Furthermore, a deck with Remembrance is not forced to use it solely for banish synergy or a well timed Othra 2 on 2.4. You can also use it for general utility, pulling a Shardplate Behemoth you passed last turn, a Roaming Warclaw for a Bron combo (not that I foresee it seeing play in Dinos), and so on.

It's very easy to compare Remembrance to Soothsayer Hermit, which puts the creature into your hand instead of the board, and a reasonable body onto the board as well. However, what Soothsayer was never able to pull off were two card combos, which Remembrance does, arguably making it the more flexible of the two, though it cannot abuse cards with a 'from hand' clause.

Speaking of two card combos, there are numerous potent combos in constructed which could be utilised alongside Remembrance, examples include:

Roaming Warclaw + Bron, Wild Tamer
Xrath, Dreadknight of Varna/ Heart Tree + Zombie Dreadknight
Progeny of Xith/ Spiritstone Sentry + Suruzal, Emissary of Varna
Dozer, the Dormant + Scourge Hydra
Forgewatch Sentry + Gauntlets of Sulgrim/Aegis Knight
Iztek, Khan of Arrachtor + Iztek's Flame/ Frost

Of course, you have to be careful about banishing combo pieces permanently, but sometimes getting the combo now is worth not getting the combo later, and in some cases, it may even be beneficial. For example, Roaming Warclaw is a lacklustre card on its own, but is usually only played for a combo with Bron. Since you still can mount Bron onto your other Dinosaurs, using Remembrance to pull Warclaw for a timely combo can be a win-win.   

There are so many more things that could said about Remembrance, from Tarsus Deathweaver synergy, to cheating out level four Forgeborn in PL3 (and playing the level 3 Forgeborn in the same turn!), to name a few. I'm excited with what the brilliant minds amidst the community can come up to utilise Remembrance, and even more excited to face it in the queues. Until then, I bid you a good day and goodbye.

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