Fairy Unchained : Water's future comes from the past
In these crazy first days of summer we're travelling far and wide between the spoilers of the new cards of Force of Will and today we're back on “Millennia of Ages”, that is the past and the future of the protagonists we know from the Grimm Cluster.
The first character we're going to introduce comes from the future of Alice & co. and her name is Lunya.
Just like what happened with Nyarlathotep, after Kaguya's ritual some Chtulhus have been reincarnated in human form and here we have an example. Lunya, the Liar Girl (that reminds us a lot of Lumia but that apparently has nothing to do with her) is a 500/700 resonator that when enters the field allows us to destroy a target chtulhu. Moreover, every time a resonator goes from our field to a graveyard she readies herself. The first effect is really situational (unless we're using the True Magic Stone Moojdart),on the other hand her second ability is much more interesting when we consider the ATK/DEF values of our friend.
The possibility of being able to attack or defend more than once always gives us an advantage and if we want to talk about cards able to support this ability we have to quote Cheshire, Cinderella and Familiar of Holy Wind.
Nevertheless her cost remains a concern: three specific Water Wills are definitely a lot. If she was Wind attribute we could rely on the ramp of Elvish Priest and Gretel, but as of now we don't think she can aspire to a lead role for the next meta. For now, we'll wait and see.
The second character comes from the past and he's a dear friend of Kaguya.
Emperor of Millennia is a human that costs three Wills; his ability let us draw a card if we exhaust him. Sadly his low ATK and DEF values put him into a difficult position: he's got really strong effect but really low chance of surviving more than one turn on the field. He could find his spot in Kaguya's deck from “Moon Priestess Return”, that thanks to her J-Ruler effect can add to him one or more Longinus and make him more though, but at that point we'd probably prefer attacking with a 1200/1200 instead of exhausting him to draw a card. Only time will tell.
Let's take a look at Alice's Soldier, who's a lot more interesting:
At the cost of two Wills (which one of the two must be Water) we can put on field a 500/500 that can't be targeted either by spells or abilities. This allows him to survive the most used removals such as: Thunder, Stoning to Death or Rapid Decay. Since he's a Fantasy, if Jeanne D'Arc, the Awakening Purity is in our field we could also prevent the first damage that's inflicted to him that turn so even an area of effect burn like Cinderella's won't be of much use against him. He's really useful both in the early game to deal damage to our opponent as well as in the late game as a blocker really difficult to deal with.
Moving on to the Spells here's a nice addition to the bounce arsenal of the water Attribute.
Alice's Pursuit costs just a single Water Will and allows us return to his owner's hand a resonator with total cost 5 or more and it will also make us draw a card. We can also play it at instant speed and this makes it even more useful. Forcing our opponent to take back in hand resonators like Gilles, Blazer or Yamata equals gaining an additional turn of life and to force him to play that card again with the risk of having it countered or having it discarded from the hand thanks to cards like Spiral of Despair or Nyarlathotep, the Usurper that we could have drawn thanks to the same Alice's Pursuit. We're pretty sure we'll see this card played regularly in some side-decks with Water Attribute.
The last card is the place where everything started
House of the Old Man is an Addition Field at the cost of two Wills with a really interesting Continuous ability: all our stone will produce will of any attribute. This means that until this card is in our field, we'll be able to play any card in our hand regardless of the magic stones we're controlling. It's a really great advantage because it eliminates the Luck factor of the calling of the stones that often determines victory or defeat. How many times did you find yourself calling a stone of the “wrong” attribute that prevented you from making the play that could have won the match or at least allow you to recover? Since it's an addition it means our opponent can easily destroy it, but if he doesn't do that in a couple of turns, it could be too late for him. House of the Old Man is a card that must be put into a Six Sages deck. Basically it's like having a Grimm, the Fairy Tale Prince for the Six Sages. Being able to play without much difficulties almost all the Sages is a really fascinating factor and it could bring into the metagame a distinctive deck with enormous potential since it potentially has the answer to any situation: draws, counters, removal, burn, damage prevention and ramp. We're sure some intrepid folk will accept this challenge.
This trip into the era has come to an end as well. Today we saw a nice future take shape for the Water Attribute that, among all the attributes, was the least played on the fields until today. We'll see if with this expansion it will finally find its place.
Thanks for staying with us. Bye!