Welcome to part two of my complete set review of the recently released "The Early Church" Redemption expansion. Today, I'm going to cover anything you could possibly play on your hero in battle (and the fortress).
Fortress
Widow's Tables - This card is really good.... if you omit the phrase "during battle". Oops. It's still not terrible (mostly because Nicanor isn't terrible - assuming they fix Nicanor's poor wording of course), but it's not what I would consider good (at least not yet).
5/10
Dual-Alignment Enhancement
Gamaliel's Speech - Love this card. It sucks that it's in Clay, but since it's in Gray too, I doubt anyone will even notice. If anything, this card is a little too good. It's so versatile that there's really no reason not to play it.
9/10
Covenants
Scroll of Isaiah - This is interesting. At first glance, it seems really good (and it is), but it also gives your opponent an out to negating your convert indirectly. Jury is out on playability, as it's pretty meta dependent (heavy balanced deck meta makes this card bad, heavy offense leaning meta makes it good).
6/10
Good Enhancements
Coming of the Spirit - Ehh. Gaining the brigade is nice, but the Holy Spirit is basically not going to be played in a deck with enough purple to make this card worth it. I don't like it.
4/10
Deception Exposed - Standard CBP discard battle winner with a chance to double up with Peter (who will never get initiative to play it). Nothing special, but isn't bad.
6/10
Gentleness - Some nice widespread protection from discard is never bad. Negating play abilities is cool. But I'm not sure what space your deck will have for this card since it doesn't really help you win the battle.
5/10
Goodness - The usefulness of this ability capped because of the deck building restrictions of T1. In T2, this is really good, but this is a T1 review, so this card is bad.
2/10
Joy - I like Joy. There's a hero out there to abuse this card. I'm not sure which on, but there's something. It's kind of a bit card that I'm not sure will get played much, but I like it.
5/10
Kindness - I love this card. Let's bomb the world, Greece, here comes the Thunder! The immunity isn't bad either - instant grain belt and bombing on the same turn seems good to me.
7/10
Miracle at the Gate - Just another vanilla battle winner. Negate the EC, try to win the battle, hope they don't negate. Nothing special, nothing terrible.
5/10
Narrow Escape - Hmm. There's some tricks you can use with this card, but it seems super situational. I don't think this has enough playability, but there's definitely a combo here.
4/10
Peace - This is a super, super good card. Forcing toss onto a defense is super good because no defense really ever wants to toss anything. If you can find a good hero for this to go with, you have a good deck to start messing with.
8/10
Peter's Sermon - "Regardless of Protection". Sign me up for this one!
10/10
Patience - Surprisingly, I like this ability at face value. If there was a consistent way to get it out into your field, it'd definitely be good. This is probably more of a T2 card, but it's still got potential.
6/10
Peter's Vision - Just gives you site access and negate an annoying soul. I don't see it getting much press.
3/10
Preaching at Pentecost - "If this mid-tier dominant you don't really want to play is in play, do cool stuff". I'll pass.
4/10
Speak with Power - Withdraw isn't the best ability, but at least it's hard to protect from.
6/10
Hopefully Sunday I will be able to finish up with evil Characters, evil enhancements, and sites. I'm pretty excited for that one!
Why won't you quote what some of what the cards do rather than assume the reader knows what you're writing about? Just stating "oh this card is bad or this one is really good" without the proper context of what the cards do, doesn't help us readers much.
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