All Leaders = New Ranking
Now, that we have a list of all Leaders available during Closed Beta, I think it's time to judge their abilities in terms of power.
Here are my ranking of power and Early Thoughs:
1. King Bran (Discard 2 cards from your hand to your Graveyard. Choose any card in your deck and place it in your hand.):
In any CCG, ability to take any card from your deck is very strong opportunity, and despite of fact that in terms of Hand advantage you ends with -2 after use, discarding cards like Clan an Craite Raiders, or having Clan Dimun Pirate Captains on the field can reforge this disadvantage into advantage.
2. Brouver Hoog (Choose a Silver card from your deck and play it.):
If you add to your deck Silvers that are important for your strategy, or, well, some kind of strong Silver, like Yaevinn, Brouver gives you guarantee that you will be able to use it in every duel.
3. Francesca (Choose up to 3 cards from your hand and replace them with cards randomly drawn from your deck.):
Her ability allows you, together with starting mulligan, to change up to 6 cards from your starting hand, which minimazes possiblity of getting a "Bad Hand".
4. Eithne (Choose any unit on your side of the battlefield and play it again.):
Cards like Iorveth, Elven mercenary, basically any unit with strong ability has great synergy here.
5. Dagon (Create and play one of the following: Biting Frost, Impenetrable Fog or Torrential Rain.):
Even after nerf of Weatherbound abilities, Monster still are able to get many uses of weathers, and with Dagon, even if you don't get Weather card, or any unit that are able to play weather in your starting hand, you can use any of it.
6. Ge'els (Choose a row on your site of the battlefield and set the value of all non-Gold units on it to 6.):
Obviously it means to work if any muster/Monster Nest decks/combos, the more and weaker units you place on one row, the greater value you will get from him.
7.Henselt (Choose a row on your side of the battlefield and convert all units on it to Gold.):
Theoretically, if NR still has ability that adds 2 STR to all Gold units on your field, you can compare his ability with that of Ge'els's, and IMO, this ability cames out weaker, yet has great synergy with cards like Reinforced Siege Tower.
8. Foltest (Choose a Bronze unit on your side of the battlefield and create and play a copy of it.):
If, according to description, Foltest will be not only giving you a pure STR, but also allowing you to use that unit ability, then it gained a good Value from KTS time.
9. Ex aequo Radovid and Eredin (Choose any unit on the battlefield and remove 10 STR from it, and Create and play an Eredin unit (10 STR, Melee)):
Those 2 leaders does practically the same thing in case of Strength change, Radovid removes (albeit up to) 10 STR from opponent, and Eredin gives you 10 STR.
10. Crach an Craite (Create and play 2 Clan an Craite Warrior units):
During KTS, they were both a 7 STR, Melee units, they purpose was I think to counter Eredin ability, and if that's still the case, I guess they had been nerfed to 5 STR each.
11. Harald the Cripple (Remove 4 STR from all units on your opponent's side of battlefield whose STR is below its original value):
This ability is the most difficult to get a value, even not the fact of working only on Wounded units, but that bit about "original value", which, if battling against some kind of "heavy buffing units" strategies/decks, you may even not have an occasion to use it.
Those are my thoughs, what are yours ?, how would you judge abilities that we will be using Soon ?
Now, that we have a list of all Leaders available during Closed Beta, I think it's time to judge their abilities in terms of power.
Here are my ranking of power and Early Thoughs:
1. King Bran (Discard 2 cards from your hand to your Graveyard. Choose any card in your deck and place it in your hand.):
In any CCG, ability to take any card from your deck is very strong opportunity, and despite of fact that in terms of Hand advantage you ends with -2 after use, discarding cards like Clan an Craite Raiders, or having Clan Dimun Pirate Captains on the field can reforge this disadvantage into advantage.
2. Brouver Hoog (Choose a Silver card from your deck and play it.):
If you add to your deck Silvers that are important for your strategy, or, well, some kind of strong Silver, like Yaevinn, Brouver gives you guarantee that you will be able to use it in every duel.
3. Francesca (Choose up to 3 cards from your hand and replace them with cards randomly drawn from your deck.):
Her ability allows you, together with starting mulligan, to change up to 6 cards from your starting hand, which minimazes possiblity of getting a "Bad Hand".
4. Eithne (Choose any unit on your side of the battlefield and play it again.):
Cards like Iorveth, Elven mercenary, basically any unit with strong ability has great synergy here.
5. Dagon (Create and play one of the following: Biting Frost, Impenetrable Fog or Torrential Rain.):
Even after nerf of Weatherbound abilities, Monster still are able to get many uses of weathers, and with Dagon, even if you don't get Weather card, or any unit that are able to play weather in your starting hand, you can use any of it.
6. Ge'els (Choose a row on your site of the battlefield and set the value of all non-Gold units on it to 6.):
Obviously it means to work if any muster/Monster Nest decks/combos, the more and weaker units you place on one row, the greater value you will get from him.
7.Henselt (Choose a row on your side of the battlefield and convert all units on it to Gold.):
Theoretically, if NR still has ability that adds 2 STR to all Gold units on your field, you can compare his ability with that of Ge'els's, and IMO, this ability cames out weaker, yet has great synergy with cards like Reinforced Siege Tower.
8. Foltest (Choose a Bronze unit on your side of the battlefield and create and play a copy of it.):
If, according to description, Foltest will be not only giving you a pure STR, but also allowing you to use that unit ability, then it gained a good Value from KTS time.
9. Ex aequo Radovid and Eredin (Choose any unit on the battlefield and remove 10 STR from it, and Create and play an Eredin unit (10 STR, Melee)):
Those 2 leaders does practically the same thing in case of Strength change, Radovid removes (albeit up to) 10 STR from opponent, and Eredin gives you 10 STR.
10. Crach an Craite (Create and play 2 Clan an Craite Warrior units):
During KTS, they were both a 7 STR, Melee units, they purpose was I think to counter Eredin ability, and if that's still the case, I guess they had been nerfed to 5 STR each.
11. Harald the Cripple (Remove 4 STR from all units on your opponent's side of battlefield whose STR is below its original value):
This ability is the most difficult to get a value, even not the fact of working only on Wounded units, but that bit about "original value", which, if battling against some kind of "heavy buffing units" strategies/decks, you may even not have an occasion to use it.
Those are my thoughs, what are yours ?, how would you judge abilities that we will be using Soon ?
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