Welcome to my share of the Azurite Sea Coolstuffinc.com Review. While last time I gave my full opinion on every card, it did seem to be a bit of a word jumble. So this time I am going to shorten it up a bit. I decided to take all the Ruby cards and place them in my preference order. After that my cut was based on page space and word count, not some arbitrary Top X. I just knew that if I said Top 5, I would really want to include number 6.
I will include this disclaimer. My mind is casual environment geared, so some of my picks are based upon potential tricks that may or may not be viable in a real competitive tournament. With that being said, the Azurite Sea is full of cards for guys like me. I feel that the Meta isn't really going to shift much unless a cool Location deck is developed. See my Ruby Review for why.
Number Eleven
The bottom end of my cut was almost cut out. I honestly go back and forth with this one. Three Stamina is too weak but Ward makes it better. It can still be taken out by challenge but it doesn't have to exert to do "Strong Like His Dad." He only hurts the already damaged but can be used multiple times per turn. It's unthinkable but it gives two lore? Well, I guess I should cut it off but I've already typed it up.
See what I mean?
Number Ten
For sure if you get to draft this when you get to the common and uncommon slot grab it up. It will be one of three scenarios. Gain 3 by exertion then opponent challenge, pull an opponent's direct removal so challenge doesn't trigger, or gain 1 per turn until scenario 1 or 2 happens anyway. In Constructed I don't know if he'll be able to take a slot away from other low ink value cards but he's worth testing.
Number Nine
I'm lumping these guys together since I do believe that playing one basically makes the other happen. Of course, you would also need to add more Stitch cards to the mix but what color. I would probably choose Amber since it has more targets and you might Shift up a different Stitch.
Number Eight
I'm including this card for two reasons. First, there is a card later in this list that needs this to be played. Second, the flexible choice of "when you play" abilities. 2/3/1 is kinda pedestrian for 3 inkable and the effect you get to choose is very niche to be useful.
Number Seven
At 5 inkable this feels a bit heavy however the 4 backside with ward will survive a bit longer than most aggro cards. Three lore for 5 is above curve for Emerald Ink/Lore ratio so it can find a slot but I'm not sure if true aggro wants to wait for 5 ink. Where I can see it landing is in an Emerald/X midrange control deck.
Number Six
The Powerful feeling behind being able to tell your opponent "you can't gain lore" is very tempting. Seven might be a bit on the heavy side but its effect is immediate. Entering play exerted isn't a liability here but rather a bonus. The options for design around this guy are varied. I can see a deck that ink rushes to drop Peter quickly. Maybe a deck concentrating on Strength in characters so challenges become removal. How about a deck that wants you to challenge them with cards like Mad Hatter - Gracious Host?
Number Five
This may be one of the quickest grabs in Draft after rare drafting is over. Two lore for 2 ink must always be considered. In Constructed, good aggro decks might also consider her because of the versatility in the midrange turns. Decks that can disregard her discard are typically too slow to beat hyper aggro and decks that hinder hyper aggro don't want to lose a card on turn four. Meanwhile she can survive to grab at least 2 lore. The big drawback is her 1 toughness which allows your opponent multiple chances to remove her before she quests. I wish they would have made her discard a look at their hand and they discard our choice but that would be SICK!
Number Four
I'll admit when I first saw this Daisy I thought "how cute, Casual will be able to play a Pirate theme." I don't mean to sound condescending there. I will personally shuffle up a Pirate deck and feel they will be just for fun. However, it is not much of a stretch to see Daisy dropping anchor in Hidden Cove - Tranquil Haven. Now she's a 4/4/2 that will draw a card each turn. Fang - River City seems like overkill but she could sail there as well. Of course, these suggestions are just Emerald. Choose the right sister color and we have options a plenty.
Number Three
This rating is entirely based on her being shifted! With proper board management, filling up your opponent's hand in lieu of a full board is potentially a game winner. Looks like Robin Hood isn't the only shiftable must kill. My personal choice would be Sapphire for extra Jasmines and the Queen of Agrabah (also shift) is pretty good. Don't forget about little Morph - Space Goo.
Number Two
I've always been in love with Mad Hatter as a card but found him just outside of my ink curve. Now along comes the Captain at just 3 inkable. He easily fits in curve and all we give up is 1 Strength and 1 Lore. I guess we also get a "drawback" that we have to draw instead of may draw a card. Shucks. Don't forget he also "Inspires Dread." while pirates are not the focus of many competitive decks there seems to a few Piglet and Mr. Smee floating around with just a splash of John Silvers.
Number One
I can hear you grimace from here. Why does he make this his #1? Sure, Olivia is very basic but what she does she does just right. Three lore for 2 ink is above the speed curve for every color and more so for Emerald. Azurite Sea seems determined to spread the love of speed lore to more than just Amber and I endorse that message. I personally piloted a Lemon-Lime Speed Lore list to 4 Mirabels and 1 playmat in the last round of Set Champs, so of course I am eating this up. I probably have Captain Hook higher on my list than most people for that same reason.
Hopefully, I've added to your horizons as you travel the wild Azurite Sea. Until next time, remember that all of the coolest Ink can be found at coolstuffinc.com.