Forging an Alliance – Playing with Allies 101
When you sit down and think about the equipment you’re gonna play in your deck, the block is really just extra health – how much health you’re saving by playing a specific piece. The same goes for weapons. Having one weapon or two does make a difference, especially with heroes who have the option to play both. Allies are pretty similar in that regard. Some are here just so your opponents have something else to attack other than you, while others are an extension of your arm – an extra weapon without the need for an extra weapon slot. Of course, many heroes enter the battlefield alone, but some may call upon others for aid.
In this article, we’ll go over the heroes which can currently play ally cards and how they should be played.
In the Arms of…
When Suraya first came out, it was a given that the age of Angels would start soon. Angel Prism, as I like to call her, gathered her army and her newfound ability turned the figments of those heavenly soldiers into true Allies.
With the start of a new dawn, Prism awakened a brand new Suraya – Suraya, Archangel of Erudition. Along with the other Archangels, Prism became a true force to be reckoned with. Her eight Angels (nine if you count both versions of Suraya), all partially have the same effect: a once-per-turn attack action that costs two and hits for fours as well as Ward 4. Their differences are in their other effect, as well as their Figment effect.
As I mentioned previously, before each Angel becomes an Angel, it starts as a Figment (except for Suraya – she’s just an invocation). Figments are legendary yellow four-cost Light Illusionist instants with no block and no attack. They’re mostly here to get you out of sticky situations during your enemy’s turn, like Figment of Triumph or Figment of Protection, or to boost you during your own turn, like Figment of Tenacity. The Angels are directly related to their Figment effects. When they attack, just banish a card from Prism’s soul and get a juicy effect, often more powerful than the Figment’s. For example, Figment of War only gives you a Courage, while Bellona, Archangel of War will give each Angel you control a +1 counter.
So what do you do with them? Well, try to keep them alive as best as you can. They will throw themselves to save you, so unblockable damage will just wipe them out, but blockable damage should be blocked by you and only you. Always. Also keep in mind when to play and transform your Angels. Having just one Angel on the field without a good defensive hand isn’t smart, so set your turn up for your Angels.
Copper for Your Thought?
Another hero who got a very nice glow-up is Kassai. Before, when she was Kassai, Cintari Sellsword, she didn’t have an army, but was working hard to get it. Years later (at least according to lore) she did. Grown up Kassai is known as Kassai of the Golden Sand. So where did the Cintari Sellsword part go?
It’s safe to say she did it; she managed to Raise an Army, and with that gained Allies. Making sure you have enough Gold to pay your army is crucial, so you should build up your riches with Kassai’s effect. Then once you have enough money, it’s time to raise your army, attack once and let ’em rip (provided you have enough blues and yellows in hand). They will only attack after you, though, so making sure your first Cintari Saber has go again is crucial for a good Sellsword turn.
Unlike Prism’s Angels, these guys won’t take a bullet for you, but will act as additional things your opponent can target. This is particularly tricky in cases when your opponent wants on hit effects that don’t necessarily need to hit you as the player (such as Dorinthea and her Dawnblade). In those matchups, make your Sellsword turn count.
The Price? Only Your Soul
Sometimes you don’t need an army, just one Ally – even if getting to said Ally is a bit… tricky. Levia is all about blood debt, so the summoning procedure for her best friend in the whole wide world is logically also connected to blood debt.
Just as everything with Demons revolves around 666, so does Blasmophet, the Soul Harvester. He comes in on Doomsday with six attack and six health when you have six blood debt. He’s also here to protect you from blood debt, in a way, as well as from Light heroes or anybody else with cards in their soul. By letting you banish a Shadow card from your hand, he’s basically giving you a “get out of blood debt free” card – provided you have a six in your hand.
So when should you call upon the powers of hell (or the void) itself? When your opponent has a soul. And I don’t mean this metaphorically. Heroes like Boltyn and Prism come to mind here, but also mirror matches, as a transformed Levia, Redeemed or Blasmophet, Levia Consumed technically has a soul. If your opponent is anything else, leave Doomsday in your sideboard.
Into Oblivion
Just like Levia, Vynnset also only needs one friend. Even if that friend is a Demon. Lore wise, he’s the one who opened up the portal so Levia could bond with Blasmophet and wreak havoc in the city of Solana. Mechanics-wise, not many decks play him. But if you’d like to try him out here’s what you need to know.
Levia has her blood debt, but Vynn has her Runechants. And you’ll need to be very precise with them in you want to summon your friendly neighborhood Demon. Nasreth, the Soul Harrower also likes the number six and will come out to play into Oblivion only is you have six Runechants and not a single one more or less.
If Blasmo protects you from blood debt, Nasreth rewards you for taking down Light heroes. He will heal you for banishing Light cards from heroes’ souls. When talking matchups, if you aren’t up against Boltyn or Prism, leave him out of it. But if you’re playing against any of those two, be sure to bring him along.
Honorable Mention: Ashes to Ashes
The gates of Living Legends opened up to a whole swarm of Allies when she went away. But Dromai had a true army, nothing like Prism or Kassai. Twelve full fledged weapons of true destruction and Aether Ashwing babies galore. Now they fill the skies in the afterlife (and in Living Legend formats!).
While playing with Allies can be fun, it’s important to remember they shouldn’t be your only source of damage and protection. Once they’re gone, they’re mostly gone for good, so make sure to only play them when you’re certain they’ll do the job.