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The Lorcana Shimmering Skies Set Review: Steel

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By now, you've seen all the new cards I am sure. But just in case, here are the Steel cards from Shimmering Skies. Hopefully, the reason you're reading this is you want to know my take on the cards. So of course, just to keep my readers happy I will also include my thoughts. Warning - Entering my brain can be dangerous. So read my unfiltered thoughts at your own peril.

I organized the list by Ink cost and type for a reason. I truly feel people buzz too much about the BIG boys and forget the supporting cast that makes them tick. My thoughts today may lean toward the competitive meta, or maybe some casual idea for the card pops up in my mind, or maybe just random comments about the art or flavor. It's truly a grab bag of fun. You'll want to read all the way through since the BIG boys are VERY interesting.

Characters

Happy - Lively Knight - Steels first Evasive handler at 1 Ink. In fact, there are only two others and they can only hit for 1. So Happy can knock out an exerted Diablo - Devoted Herald. He is also a Knight (more to come). This "Evasive on your turn" thing needs to become a Mechanic. "Burst" sounds cool.

Mickey Mouse - Food Fight Defender - The least expensive source of Resist in the game now. Can exchange with the vanilla 1 Ink without fear.

Rudy - Groove Disrupter - I am sad that this card is base Vanilla because he is so lovable in the movie. I could see a "if banished in a challenge return opposing character to its owner's hand" as a groove disrupting ability.

Arthur - Wart - Basically Vanilla but pay 1 more for extra Lore. Not many 2 Lore 2 Ink in Steel so maybe playable. Psst. It might be a good Shift target.

Doc - Bold Knight - This card tickles my brain. Seems like a rare situation that I would use his ability. Without that paying 2 non-inkable for a 1 / 3 isn't good. In this set there is a cool card that would love to see you discard your hand. One of my fellow coolstuffers gets to review it. PS - He's a knight.

Kronk - Unlicensed Investigator - For the longest time spoiler watchers knew this was coming. The Big Kronk (coming later) was one of the first cards spoiled but it had no real shift targets. I started calling this card "baby Kronk". I kind of wish it was a cute little Kronk. Only reason to sleeve up this card is if you want a Shift target.

Sleepy - Sluggish Knight - Yes, he is a Knight but a 0 power Bodyguard is nothing more than a speedbump.

Dopey - Knight Apprentice - Finally, a Knight that works with other Knights. Feels like all the other Dwarves took the night off. Falls short for me. Paying 2 extra Ink to deal 1 damage when conditions are right is not worth it.

Grumpy - Skeptical Knight - Yet another Knight. I'm sensing a theme. This one wants some Location fun. If only they had a Location made for Knights (don't scroll). I am no judge but I am sure we'll get a ruling for what happens if two Knights are at Location(s). Is it just Resist +2 or +4 or even none since two is more than one. Hmmm? I am going to say they stack but I could be wrong. Still, play this only if you're doing some Knight moves.

Pete - Game Referee - This ability is very niche. Rarely playable.

Pete - Wrestling Champ - Currently we have 7 Pete cards over 3 colors. The pool isn't deep enough to dive in. Even if you're doing the Pete Belly Flop.

Simba - Lost Prince - Characters with this ability could be great Support recipients. Just waiting for a Support focused deck.

Bashful - Adoring Knight - Another Knight but this one looks for Snow White. What kind of Bro bails on his crew for a girl? On top of the slap to the face of Knighthood he does it all just for Bodyguard.

Royal Guard - Bovine Protector - Blah and Meh.

Sneezy - Noisy Knight - Just like the other Knights, I would only give him a slot if I was building on the Knight theme. Sneezy does have decent stats. Would be better if the Challenger would trigger whenever you play any Knight.

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Stitch - Team Underdog - Basically, a Character plus Ba-Boom! 1 /4 with 1 Lore is average at 2 Ink so together they fall into an average range. It is a Character so Bounce type effects will let you rinse and repeat. Non-Inkable may be a deal breaker in many decks.

Yzma - Unjustly Treated - Abilities that don't need exerted or dry Characters should never be overlooked. Giving any Character a mini Tinker Bell - Giant Fairy effect could tip the scales a bit.

HeiHei - Protective Rooster - A 5 Ink Bodyguard that dies to Maui - Hero to All isn't going to rock the world. As a common I can see myself drafting him before other commons. Fun thing to notice. We have gotten a new HeiHei in every set and each is a different color. I wonder what the Sapphire one will be?

Snow White - Fair-Hearted - Finally a Knight that knows how to use other Knights. 3 Lore gain for 5 ink is a good ratio for Steel. Plus, with the right pals she can stay on the field for plenty of time. If you build the Knight deck, 4 Snow White is a must.

Jafar - Tyrannical Hypnotist - Challenger +7! That's huge. But he only has 0 power when not challenging which would normally lead to some easy tag team attacks that eventually damage enough for banishment. This is where his second ability kicks in. If you're going to challenge him it has to be with something you invested big Ink into. Unfortunately, about the time that you play Jafar without ramp Characters that cost 4 or less are more likely to quest than challenge.

Simba - Son of Mufasa - If you split up his cost the "play this character" ability normally costs 3 Ink (Rise of the Titans). Then 3 Ink for a 3 /5 with 1 Lore is barely above the norm. So, at 6 he is a bit above average. At Shift 4 however he is a value play, especially if you shifted on top of a Simba - Future King.

Arthur - King Victorious - Figuring the cost of his ability was tricky at first. It's like a Charge! and a Pick a Fight put together. That would consume 4 Ink and 2 cards to do normally. This leaves us with a 3 /6 with 3 Lore for 3 Ink or 1 if Shifted. That maths out well but clocking in at 7 non-inkable may make him unreachable. Still, I wouldn't mind seeing an un-exerted Beast - Tragic Hero being knocked out by a Gaston - Arrogant Hunter with Gaston winning for once.

Kronk - Head of Security - Unlike Jafar that we looked at a moment ago, Kronk will make your opponent pay for questing with the little guys. It's one thing to grab Lore knowing your Character is probably doomed. Now you also have to worry about a free Character play if you exert. Not quite as good as Robin Hood - Champion of Sherwood but still good.

Sir Ector - Castle Lord - It's hard to say no to 3 Lore but no. Unless you have some Mickey Mouse - Trumpeter tricks this is a pass.

Namaari - Resolute Daughter - When I first saw this card I missed the "in a challenge" part and thought "wow, Be Prepared followed by a free (or near free) 5 /5 with 3 Lore!". Then I read it a second time and started trying to figure out a way. Basically, I feel your deck needs to be heavy Rush and Challenger and you really need your opponent to go wide on their own. Of course, playing her for 5 is still valuable but the dream is getting her for 1 or 0 Ink.

Actions

Food Fight! - I am having a difficult time forming an opinion on this one. On one hand it's direct damage for moderately cheap cost. On the other you need to go wide to max its value. So, if you think you'll need to swat down some Diablos go ahead but if you plan to remove a Hiram better find another source.

Duck for Cover! - Not excited. If it gave benefits until the start of your next turn I would probably play it.

When Will My Life Begin? - I can see a home or two for this one. The Steel/Song deck could use it as a Cantrip and if sung by Ursula - Deceiver of All it reaps card advantage and safety from challenge. Note: the opponent can still quest.

Tug-Of-War - I really feel that this card should do both for 5 Ink. Choosing just one makes this very expensive and narrow. Grab Your Sword still wins this card slot. The art however, I love. I imagine Pete on the other end struggling to out pull Tink.

Items

Shield of Arendelle - I would rather play Mouse Armor and I really don't see a deck that would want both. It's the banish part of its cost.

Plate Armor - If I never played Mouse Armor and they make the same card doubled in every way would I play it? NO. If you like Mouse Armor however it may be good for you to consider.

Steel Chromicon - What has happened to "ping" damage? First Robin Hood - Capable Fighter comes in for 2 ink. I like it. Then Hans - Thirteenth in Line comes in a 4 but that's okay since he also gains lore doing it. Now this for 6! Non-Inkable?!

Locations

Seven Dwarfs' Mine - Secure Fortress - Remember earlier when we were talking Knights and Locations? This is it. It might be good enough to warrant a Knight deck. In a nutshell, every Knight can Ba-Boom! If you have a second one or a different location in play you could move your Knights back and forth for some real artillery power. Don't forget about the passive Lore gain.

Bad-Anon - Villain Support Center - this card was printed for flavor only I think. Its ability is so narrow and costly. Still, keep it in your binder. With the right mix of Villains, maybe something cool could happen.

So, there is my 2 cents on Steel. Not as exciting as Sapphire this go around. I was most bummed by the lack of any real Action cards but considering the arsenal Steel already has I can understand why.

As always remember that all the Ink that is cool is sold at coolstuffinc.com.

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