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Pojo's Dreamblade Mini of the Day


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Carrion Spiker
Fear


Reviewed September 14, 2006

Constructed: 3.3
Sealed: 3.15

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating
 

That Guy That Plays DreamBlade

CARRION SPIKER

Ahh, yes, a truely sweet piece. Today we have a piece that is already cool enough to have a deck built around it. A 7 drop with * - 7/10. Now 7/10 is average for Dreamblade as of now, but what is * you might be asking. Well Spiker's only effect makes it so * is the number of pieces in your destroyed pile. Yes..anywhere from a horrid 0 to a sexy 15 (unfortunately, you're opponent will usually have the board advantage to beat you before this happens). Now most people figure the easiest way to do this is by sending out swarms of 2 and 3 drops as a front line as Carrion Spiker grows in your backline. I haven't had time to use this piece alot since I traded mine away, but it seems like the potential could be there. Although you could run 3 in a Spiker-centered warband, 1 could easily be splashed since its aspect is 1.

Constructed - 5/5 for its own warband, 3.5/5 for the splash

Limited - 3/5, it really depends on the warband, ususally be the last guy you bring out.

Artwork - 3/5, Snake = Spiker I guess??
 


Charninja

CARRION SPIKER

Ladies and gentlemen, I present to you Dreamblade's version of Chaos Necromancer.

Seriously, this dude IS Chaos Necromancer, only more snakey and crud. With a theoretical upper limit of FIFTEEN power, there isn't a dagarn thing your opponent could really do to stop it. Thing is, of course, that such a power would mean it would be your only creature on the dreamscape, and even if it could clear an entire cell of 4 enemies, your opponent would just jog past it and go for 5 conquest point cell.

However, comma, that would be playing stupid. Playing it SMART means that you just save his 7F rear for after 3 or 4 of your guys are dead (entirely likely, especially against someone of equal or better skill). That means that his beginning power will be worth his cost, and better yet, he will only get stronger as the game goes on. While it is unlikely he will ever top, say... 10, I could easily see him reaching 6 or 7 power, assuming you can keep him around long enough.

And luckily for you, that will not particularly difficult. 7 Defense and 10 Life is more than adequate for his cost. While I would definitely suggest that, on his own, you keep him well away from other fatties, he can easily mop up smaller figures, and, when you team him up with say, Dreadmorph Ogre, well... do I REALLY need to tell you about the kind of fun that scenario could lead up to?

Sadly though, his greatest strength is also his greatest weakness. Thanatomancy means that he is neutered in the early game, and in the end, he is nothing more, nor less, than a serpentine beatstick. And that's only when you are either LOSING or have gone to great pains to see plenty of your figures die. However, comma, I can see having some fun in a warband with Eater of Hope and Knight of Autumn Gate. Obviously, their appeasement spawn abilities only feed ol' scaley some of those dead corpses he so desperately hungers for, and if you are just sacrificing small stuff, like Cannibal Pariahs and Zombie Enforcers, well, who cares really?

Constructed: 2.5/5 in a normal band, 4/5 In the Appeasement based band I just mentioned

Limited: 3/5 I could see him getting nice and fat here, depending on how many cruddy figures you pull. Or, alternatively, he could be entirely useless.

9/15/06
 


Rolf the Ruf

Carrion Spiker

7F

P: *

D/L: 7/10

Thanatomancy

Reviewed by Rolf the Ruf

Today we have a nasty little Fearmonger to review. On looks alone, the Spiker must be one wicked dude. Looks like my Uncle Leo desperately trying to escape its belly sack, there. Hey, he owes me fifteen bucks! $&#%! Sorry, what was I talking about? Ah, the Spiker -- let's break down the numbers. For a 7-drop, this guy looks pretty solid. With a 7 Defense and 10 Life, he's tough enough to hang in with most of the other minions the DreamScape has to dish out. But hang on, what's this little star thingy where his Power score should be? The answer lies with his special ability: Thanatomancy? Er, something to do with evil spirits according to the dictionary. What it means for you is that the Spiker has one point of Power for each creature in your graveyard. That doesn't sound so great right off the bat. I mean, my graveyard is not the place I want a lot of my creatures to be. I should be working pretty hard to keep them out of there. Okay, maybe, but like it or not, at least a few of them are going to end up there no matter how well the game is going for you. But with the right warband, this guy can really rock. Put together an Appease band with Knights of Autumn Gate and Eater of Hope. This causes you to sack your weenies to put these big-bodies into action. That makes the Carrion Spiker a really nasty mid to late gamer. I usually bring him out at 4 Power and watch him grow from there. If you can keep him around long enough, he can turn into one lethal beatstick.

Constructed: 3.5/5

Sealed: 3/5 (Still not bad even without the Appease support.)
Artwork 3.5/5 (Pretty cool. Sorry Uncle Leo.)
 
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