Greetings fellow Spoilers!
So as of this reading I have no doubt that most of you have called in sick, locked the doors, and told loved ones to stick it where they would have things stuck because April 10th, my friends, was Holy Heist day. I, myself, have told my significant other that while I love her, I’m not in Spoils love with her, and even though now it seems like that was a mistake I believe we will look back on this time not as a roadblock in our relationship, but rather the building of the strong foundation that our marriage rests upon. Plus, I’m sure all will be forgiven when I speak incessantly on the new combos I’ve discovered, but I digress.
I want to talk again today about the moment when the planets align and the rare card in the pack is worth drafting on its own merits. In the previous article, I mentioned cards that could or should direct your drafting following that pack, cards like GGG or Samuel Gristwalter. But forget those tired Shade and 2nd Edition card; it’s Heist time.
The one thing I noticed, and you will too, is that MANY of the rare cards in Heist are very good and worth grabbing. The bummer being is that they are costed appropriately (I know, right) or they have a high threshold, meaning they will direct your draft, locking you into pulling cards from the same trade in order to best make use of your target threshold – not unlike the previously mentioned cards. There are, however, three rare cards that I believe are a must grab regardless of what you’ve already drafted.
The main reasons that they are must grabs are that they require only one threshold and we have access to the new faction: Unlikely Heroes. If you haven’t read the spoiler article by Hampus Eriksson, please go read it. In a nutshell, we can reliably play three or four trades with nary a worry. Por ejemplo, start with a rage and obsession and fill your deck with greed and one deception. Now we can play three trades at one threshold and banker at greater thresholds. So, there you go. If you come across these cards you can use your free search from Unlikely Heroes to grab the threshold you need.
Card numero uno! Super Slingerang XL200.
Alright, at first glance there is a ton to digest on this card, but not really. Just know this: recyclable character removal. Kill cards are some of the most powerful cards in the limited setting. So draft it.
I want you to think of the Slingerang as a tactic that can only be played on your turn, not as an item. It should only be played when you need to kill something, and its first ability should never be used unless absolutely necessary. Paying 3 to destroy an item? There are better ways. Heck, there are better ways in Heist alone. The major downside of the Slingerang is that the card you must discard to destroy a character is chosen at random, but the way I see it the slingerang should be killing something that is worth any card in your hand. Once you kill your desired enemy, you pay 4 to reload your killing machine. In this scenario I imagine that this is the only rogue card in your deck, so you cannot fulfill the alternate discard a rogue card cost.
This card can also hang out as a resource until you need it. I suggest burning through all your other kill cards first. There is no reason to start discarding cards right away unless you need to…or want to; I don’t judge.
Card numéro deux! Thieving Casino!
Holy moly is this card great in limited, especially if you are into negative play experiences and opponent irritation (you sadist!), and even more so if you are into winning. Ugh…milling. Or, Yay! Milling! Whatever your reaction to the milling mechanic is, you need to draft this card. The cost is reasonable and the structure is decent. The effect only has a 50% chance of going off (depending on how honest you are), but this isn’t some Tremor/Garbage Machine. The effect only happens to your opponent. So the times it does fire will be extremely satisfying, especially if you see a crucial card get dumped. I assume in this scenario that you subsist off the anguish of others and consume a steady diet of tears.
The ability on this card is okay. It definitely isn’t setting the world on fire because of its high cost, but it gives you options when you really need a character for blocking purposes. The fact that you can trigger this right after you opponent attacks might afford you a “gotcha” moment, especially if you can pull a character that has some other deleterious effect when it enters play, leaves play, blocks, etc.
Even if you never use the ability, just the idea that you could at any time might cause your opponent to play differently is always good. You always want to keep your opponent on their toes. Making them juggle more possibilities leaves the possibility that they’ll make a mistake.
Card nummer tre! Thabbashite Temple!
I have a feeling that this decision may divide the crowd, but I also have a feeling that half of you are wrong. But which side? Might be mine. Let’s find out.
The reason this made the list is because, for characters, you trade one obsession threshold for any number of other thresholds. If you play a three-trade deck and put the rest as face-down resources, you will be able to play any character out of your deck regardless of cost or threshold. One at a time, of course. You can fill the rest of your deck with all the one threshold cards, character or not, you managed to draft. There are plenty of strong single threshold cards to make a good deck, and you will be playing any character. Did I mention there is a chance that you will be paying substantially less for those characters? Sounds like a win-win.
Now, I know what some of you are thinking, but why don’t you just chill for two seconds. I’m getting there! You are thinking, “Good luck when you have a handful of characters you can’t play. Also, that card is worthless on the bottom of your deck. Also, I think you are stupid.” I have answers for all those questions. Number three: how dare you?! Number two: You need to dig deep for this card on your mulligan if you’ve decided to go this way. That means dump the entire hand if you don’t have it on your opening draw. Number one: This is slightly trickier, but can be completely mitigated if you draft one other card. I know that’s not a great answer, but it’s the one I’m giving. If you manage to get your hands on an Obsessive Concentration your woes are over. You can use the OC’s ability to put those characters on the bottom of your deck, and also draw three cards (which is insane). Now, normally you could only do this once, unless of course you had a way to flip that resource back over, but where would you even find one of those. See what I did there? This card works perfectly with the Temple because its second ability fuels the OC, which in turn fuels your free character game. Just don’t let anyone kill the Temple or you are totally ruined. I should probably mention that.
There you have it. Rare cards that I believe should be drafted in every draft you ever play, with a small caveat of “maybe” on the last one. What do you think? How wrong am I? Let us know on Facebook.