Spell Changes ~ Set1. Field Spells ~

Summary: Let’s focus on what changes we will see with field spells, starting with Set.1 field spells.

One of unique aspect of the EOJ is the concept of the field.  Matching your creature element with the field element gives your creature +2 Health point and opposite element field will take 2 health point away.  Furthermore, many cards activate special abilities only when they are on certain field element, or spells act based on the number of fields that have specific field element type.  For this reason, there were many spells in PS3 version of EOJ to manipulate the fields.  The issue there though was only limited number of those cards were practically useful and rest are just for your collection binder.  Let’s take look at how these cards will change.

Tinoan Telekinesis

2 0

Move 1 allied creature to an empty field without changing its orientation.
Comment: Can’t think of any specific good use of this card yet, but casting cost of 0 make this card certainly worth for something.

Tinoan Teleportation

3 1

Switch the locations of two allied creatures without changing their orientations.
Comment: Similar to the Telekinesis, I can’t still see a specific situation that would help me but casting cost of 1 makes this card finally worth a chance.

Great Tolicore Quake

4 3

Fieldquake all fields of a chosen element.

Comment: Any fieldquake card should be compared to the standard, which is Fissure of Gohlie.   Given the fissure cost 2 to cast and quakes only 1 field, this card finally pays off even on the initial field setting.  As using this card will fissure two fields at least in the initial board setting.  When to use this card?  Well, you can use this in uni-elemental deck to take away the opposite field element, or against unielemental deck to take away all the field bonuses from your opponent.

Seer Vizak’s Calamity

5 6

Fieldquake all fields. Playing this card ends your turn.
Comment: Perhaps, the most popular sorcery spell.  With all the changes against the Biolith/Reset decks, this is just another way to weaken those deck types.

Call of Timeless Juno

5 0

Exchange two empty fields.  Playing this card ends your turn.
Comment: 5 casting cost to 0 is the biggest change we see, but of course it just doesn’t happen without other change.  The change here is it only applies to empty field.  The one use I can see for this card is again for uni-elemental deck.  Those creatures, which have ability to add field element may benefit from this.  For example, 123. Flameheart have ability of “Any earth fields within 2 fields in front of Flameheart is also treated as a fire field.”  So moving field 4 to field 8, and placing flame heart on field 7 facing toward east makes both field 8 and 9  fire field.
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5 responses to this post.

  1. Posted by Eric on January 31, 2010 at 4:23 am

    “Can’t think of any specific good use of this card yet, but casting cost of 0 make this card certainly worth for something.”

    I can think of a few good uses… Put a Wanderer or Jirva down on element then when time is right move them off element for mana bonus. 8)

    Reply

  2. Posted by Paydak on February 8, 2010 at 12:51 pm

    The new Call of Timeless Juno would have been amazing if it didn’t end your turn.

    Reply

  3. Posted by houshasen on February 8, 2010 at 10:26 pm

    @Paydak

    Really? Call of Timeless Juno is that good of card? Sure ending its turn sucks, but even if it didn’t. I still feel like the card is very situational especially now as you can only switch empty fields.

    Reply

  4. Posted by Paydak on February 10, 2010 at 10:55 am

    If it didn’t end your turn, you could strategically swap fields around just before summoning to essentially dictate where your summons went and therefore limit your opponent’s offensive options. It would be much easier to place things adjacently or in all the corners, which for 0 casting cost would be pretty strong. But alas, it ends your turn, so it doesn’t really matter.

    Reply

  5. Posted by sjabth on February 18, 2010 at 2:59 am

    Well, I think the telekinesis finally will become useful.

    Think big dragons (Gaiakhan or Dendrovort) and follow up with Altar or Seduction… It would also be valuable for moving e.g. these dragons off biolith fields, or move a biolith to a biolith field if opponent gets a Ronin in play.

    Reply

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