Ghost Spy CotD
In Kaijudo, Darkness is lining
up to be the civilization with a focus upon taking
cards away from the opponent. In many cases this
involves outright creature destruction such as Bone
Blades, Terror Pit and Razorkinder. However, an
additional strategy of discard was also introduced
to us in the Battle Decks in the form of Fumes – a
level 4, 2000 powered creature that forces your
opponent to discard a card from their hand when
entering play. For the card of the day Wizards of
the Coast has presented Pojo.com with a whole new
Darkness card revolving around the same discard
principle…with a twist.
So, Ghost Spy is the same level
as Fumes (level 4) only to be reduced to 1000 power.
Rather than forcing the opponent to discard a card
when he comes into play, Ghost Spy forces the
discard only when he is banished. Now, understanding
your Kaijudo terminology is important here. Banished
includes putting a creature into the discard pile
from the battle zone. So, this partially limits this
function. For instance, if you are forced to discard
Ghost Spy he does not trigger. If he is removed from
the battle zone into the mana zone once again no
trigger.
However, the most common means of a creature being
placed into the discard pile IS directly from the
battle zone into the discard pile. Because of this,
Ghost Spy is more likely to trigger if he is gotten
rid of then not.
If Ghost Spy stopped in his
ability there then Fumes would be considerably
better and we’d have to ignore Ghost Spy for the
superiority of Fumes. Ghost Spy doesn’t stop there,
though. Additionally, when banished the controlling
player also draws a card.
Net card advantage wise Fumes and Ghost Spy
are equal. For instance Fumes is -1 card for the
opponent therefore +1 card advantage for you.
Meanwhile Ghost Spy is -1 card for the opponent, -1
card for you (banishment of Ghost Spy) and +1 card
to draw for you which comes out to +1 card advantage
for you also.
The greatest difference between
the two cards is how the opponent reacts to them.
With Fumes once he is in play the damage of the
discard is done and banishing Fumes only produces
favorable results for the opponent. For Ghost Spy
the damage to the players hand is looming in the
future and they have to choose if it is better to
tie the tourniquet now and prevent the loss of
shields or save it for later. This psychological
advantage may force the opponent to second guess
themselves causing them to make incorrect choices
thus granting you the advantage.
Overall, I believe we are going
to have to see a WHOLE lot more cards before we can
completely assess the value to Ghost Spy in
constructed play. Still, I’d like to tank Wizards of
the Ghost for granting Pojo.com the opportunity to
preview this card for the Dojo Edition – with
boosters releasing this week!
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