Wednesday, June 8, 2011
In TAV, attacks are difficult to defend against. It's a fast format, filled with instant-kill cheese. The best strategy is usually to prevent your opponents from attacking at all. That's where realms like these come in. The Ruins of Zhentil Keep (3rd Edition, 3/400) and the Ruins of Iolonia (Dungeons, 32/100) are two lands your enemies will struggle to visit.
Both have powerful movement restrictions, although both have weaknesses as well. First of all, they both attract realm-destroying cards like magnets. This goes without saying, since they are othwise tough to raze and/or discard. Secondly, they are both vulnerable to a popular category of attacking champion: Zhentil Keep allows clerics to attack, and most Avatars are clerics. Nothing like having Zhentil as your front realm when your opponent slaps down Istus. Whoops.
As for Iolonia, the undead are practically everywhere in Spellfire. They're cool and there are quite a few of them to choose from. Odds are you're going to face a few now and then.
Still, even with these vulnerabilties, I'll take these two lands over the typical "can only be attacked by flyers and swimmers" realms. In the right situation, if your opponent lacks the proper type of champion able to attack, Zhentil Keep and Iolonia can shut him or her down for turns at a time. You can concentrate on picking off the few champions that can attack, hopefully before they do their damage. With Zhentil or Iolonia up front, you get precious time to build your Formation and stock your hand. And if you are going to be hit with a land-destuction card like Cataclysm - at least you know where it's going to go. Your Avanil or Tyr is safe for now.
Sometimes hiding out in the Ruins can really pay off.
Next time: Dungeons.