Knighted in the Light: Warrior’s New Groove
Dusk Till Dawn delivered several additional options for Rathe’s favorite Light Warrior, Ser Boltyn, as well as a new specialization for Dorinthea and new equipment pieces for all Warriors. As a supplement to the Light and Shadow talents, this set provided much-needed reinforcements for the two Monarch heroes who have yet to see repeated success at the top tables — Boltyn and Levia.
Equipment
Let’s start with the cards that any Warrior can use.
Ironsong Versus is an immediate upgrade for some Boltyn and Dorinthea variants. While Temper is a bit of a downgrade from Bladeworn, it seems that equipment that doesn’t break itself is becoming increasingly more rare. These beautiful new gauntlets allow the Warrior class to punish their opponent for not blocking. A steady stream of Courage tokens gives Boltyn the fuel he needs to expend soul and create long combat chains. Resource-heavy Dorinthea decks may prefer Ironsong Versus to Braveforge Bracers to add a hit effect to their first sword attack each turn.
Bastion of Unity is the first non-Guardian shield in the game. While most Warriors prefer to use both hands for their weapons, Bastion allows for a one-weapon Warrior that can block an incredible amount of physical damage. With the Unity keyword, this shield is meant to block with an additional card from your hand to cover up an attack with an awkward breaking point.
Decimator Great Axe is an exciting addition to the Warrior’s suite of weapons. Axe builds have received subtle support over the years, but can the archetype break through the wall and reach the top tables? Here’s a list I threw together to test things out. There are some strong cards to pair with Decimator, like Cleave, Spoils of War, Felling Swing, and Spill Blood. The axe is heavy and requires plenty of resources to swing. But with Oldhim out of the picture, Dorinthea may just bring a new weapon to the battle for the dawn. The Decimator may become particularly useful after a new Ninja set when top decks may be running high amounts of cards that only block for two.
Light Equipment
Soulbond Resolve joins the new class of chest pieces that challenge Fyendal’s Spring Tunic for its spot in every deck’s inventory. Notably, Soulbond Resolve does not directly grant its bearer resources like the other chest pieces in the game do (Vestige of Sol, Courage of Bladehold, Redback Shroud, Trench of Sunken Treasure, etc.) Charging cards does provide later value to Boltyn, so while not quite resources, Soulbond still grants extra utility beyond its armor value. Its damage prevention is worth noting as well. The most straightforward use allows two additional points of defense from the card. For example, if the opponent’s first attack is for three, Boltyn can use Soulbond Resolve and charge a card from their hand to stop all the damage.
Beaming Blade is an interesting variation of the classic Raydn, Duskbane. This new Light Warrior weapon demands two resources on its own and a yellow-pitch card to be placed into its wielder’s soul before it can attack for five. Assuming that Raydn is designed fairly, placing two new prerequisites on this weapon seems odd and requires resources equal to a pitched yellow card only to increase the attack by two.
Light Warrior Cards
Let’s review and grade all the new Light Warrior cards. The following letter grades are on a curve specifically for Ser Boltyn, Breaker of Dawn.
I’m going to cover every card in its yellow-pitch iteration. For perspective, we’ll compare these cards to Wounding Blow yellow.
Pitch 2 |
Cost 0 |
Attack 3 |
Defense 3 |
Effects – |
Value 8 |
I’ll calculate “Value” as Pitch + Attack + Defense + Effects – Cost. Cards like Wounding Blow and Raging Onslaught demonstrate how attack action cards typically have a total value of eight. The Value of each card will be the card’s average value, given the conditional and optional nature of Light Warrior cards.
Card text effects grant various amounts of direct or conditional value. In general, here are some rules of thumb for certain common effects:
- Conditional go again = 1 (Scar for a Scar)
- On hit, draw a card = 1 (Snatch)
- Go again = 2 (Head Jab)
An alternative way of thinking about it would be that each of these yellow-pitch generic cards requires one card per three damage. Let’s see how these standards stack up against Dusk Till Dawn’s new Light Warrior cards.
The Bannerets and Solflare
There are six Banneret attack action cards in Dusk Till Dawn, three majestic and three rare. Each of them only comes in yellow pitch and has an interesting new keyword ability — Solflare.
Unfortunately for saber-combo fans, Solflare only activates when one of these cards is charged, so it won’t proc on Lumina Ascension turns. Solflare only adds value when charged, so it doesn’t feel great tacking on value to the other stats when evaluating these cards as a whole. However, that is the method I’ve chosen as a way for deck builders to select the highest possible value cards for their next list.
Like Fai’s red-pitch-only cards from Uprising, the Bannerets continue the trend of Light heroes preferring yellow-pitch cards. Perhaps we’ll see a return of the Great Library of Solana to a table near you.
Banneret of Courage – A
Banneret of Courage offers the new keyword Solflare which grants a conditional value if the card is charged from a separate card’s effect. The closest comparison to Monarch’s suite of Light Warrior cards is Battlefield Blitz, which has conditional go again.
The Courage token granted from Solflare is particularly good for Boltyn. If he can start his turn with one and has cards in his soul, he can spread attacks across the combat chain. For that reason, this banneret is probably a new staple.
Pitch 2 |
Cost 1 |
Attack 4 |
Defense 3 |
Effects 0-2 |
Value 9 |
Banneret of Gallantry – A
Banneret of Gallantry may be another staple. Its stat line makes sense – an increased cost of one for one additional damage. But its Solflare ability raises its stock. Quicken grants another way for Boltyn to fire off multiple attacks in a turn, which is what he needs to compete at the top tables.
Pitch 2 |
Cost 1 |
Attack 4 |
Defense 3 |
Effects 0-2 |
Value 9 |
Banneret of Protection – C
Banneret of Protection has an interesting Solflare ability that contributes a Spellbane Aegis token, which may be the best way to get this kind of token so far. Since Boltyn will charge plenty of times per game, this card will be useful against arcane-dealing opponents.
Pitch 2 |
Cost 1 |
Attack 4 |
Defense 3 |
Effects 0-1 |
Value 8.5 |
Banneret of Resilience – D
Banneret of Resilience‘s Solflare ability is only valid when the card is charged, while Soulbond Resolve defends against an attack; then the opponent needs to attack again, AND you need to use another card to block only to get one more point of defense.
As stated earlier, Soulbond Resolve’s ability to cheat an extra defense point during certain circumstances is excellent. Still, the extra conditions here make this card harder for me to slot in.
Pitch 2 |
Cost 0 |
Attack 3 |
Defense 3 |
Effects ~ |
Value 8 |
Banneret of Salvation – B
Banneret of Salvation‘s Solflare ability could grant one point of value in the form of a life gained if Boltyn hits with an attack. Luckily, this does include any hits from a weapon attack. Since most of Boltyn’s attacks lack serious hit effects, I think this is a relatively easy condition to reach.
Pitch 2 |
Cost 0 |
Attack 3 |
Defense 3 |
Effects 0-1 |
Value 8.5 |
Banneret of Vigor – A+
Banneret of Vigor arrives with an often-relevant hit effect. When Boltyn is trying to go wide, he needs a lot of resources since many of his cards’ abilities require paying an additional card to charge with.
Now with this card and a Tunic resource, Light Warriors can pull off a V of the Vanguard or Take Flight into Battlefield Blitz into Rayden with a Boltyn activation into another attack without pitching a single card.
For these reasons, I’ll give a greater range of its effects. In its best uses, it will save the player from pitching one card (typically a yellow pitch in most Boltyn decks).
Pitch 2 |
Cost 0 |
Attack 3 |
Defense 3 |
Effects 1-3+ |
Value 10 |
Attack Action Cards
Dusk Till Dawn brought us more than just Solflare Banneret attacks. Again, I’ll show my evaluations of the yellow pitch of each card unless the cards only come in a different color. Let’s look at the remaining attack action cards.
Beckoning Light – C
Beckoning Light brings a unique effect to Warrior decks in its ability to recur cards. However, it’s very conditional. Assuming that most Boltyn decks will be heavy on yellow-pitch cards, bringing this effect onto the chain will be pretty standard. With below-rate damage printed on the card, this effect must add substantial value to earn a slot. The Tall Timmy made a compelling case for this card through a delightful performance. So even while recursion is a useful tool, since it only affects attack action cards (and can’t be used on a Lumina-sabre turn), I don’t think this card can do enough to warrant a slot.
Pitch 1 |
Cost 0 |
Attack 3 |
Defense 3 |
Effects 0-? |
Value 7 |
Spirit of War – B+
Spirit of War gives you conditional Courage tokens. Therefore, introducing a playset into your collection is likely worth it if you want to play Boltyn. Similar to Beckoning Light, this card only comes in red pitch and is a below standard-rate attack. That means the designers at LSS highly value getting a Courage token from Spirit of War’s combat chain to start the next turn with an easy way to gain go again.
Pitch 1 |
Cost 0 |
Attack 3 |
Defense 3 |
Effects |
Value 9 |
Beaming Bravado – B
Beaming Bravado is an interesting card to evaluate. It’s most similar to Monarch‘s Take Flight, except the latter requires a pitch card to have permanent go again, while Bravado needs you to have a card in soul already and to pitch a yellow card to have optional go again through Boltyn. For a clean, pitchless turn, you could see this card paired with an Engulfing Light to net one or more charged cards, but not presenting on-rate damage.
So how do we value this card? We have a conditional +1 in power, which gives optional go again, but Bravado begins with below-rate damage. Ultimately, Beaming Bravado joins the ranks of the other zero-cost Boltyn cards like Bolt of Courage and Engulfing Light – class and talent cards that trade in a point of damage for the opportunity to charge a card from your hand and gain a conditional effect.
Beaming Bravado joins the ranks of Light Warrior cards that leave the value-optimizing players scratching their heads. Charging is declared to be an optional cost but is factored into the positive value of cards. When comparing charge to something like Rune Gate, it’s odd to see the new Shadow Runeblade attacks retain on-rate damage since those attacks could be played at no cost in exchange for resources gathered previously in Runechant tokens (see Vantom Banshee for an example).
Pitch 2 |
Cost 0 |
Attack 2 |
Defense 3 |
Effects 0-2 |
Value 8 |
Glaring Impact – C
Glaring Impact could be a useful roleplayer for Light Warrior heroes looking to close out games through the Overpower mechanic (cards with Overpower can’t be defended by more than one action card). Substantial reps are needed to see if Boltyn needs this in his repertoire for any given meta.
Pitch 2 |
Cost 1 |
Attack 3 |
Defense 3 |
Effects 0-1 |
Value 7.5 |
Light the Way – C
Light the Way is the sister card to Beaming Bravado and Take Flight. Like nearly all Light Warrior cards, its primary stat line leaves much to be desired. Unlike something like Leg Tap that has the standard attack action value of eight and with the potential of extra pitched resources that could be used for something else, Light the Way requires a yellow card to be pitched and to hit for go again to trigger, reducing go again’s value from two to one (or less, given the charged card). So maybe it’s more like a weaker Soulbead Strike.
Pitch 2 |
Cost 0 |
Attack 2 |
Defense 3 |
Effects 0-1 |
Value 7.5 |
Actions and Reactions
Let’s keep this grading train on the tracks. I’ll just note here that in my evaluation method, the standard rate for actions is 7-8 (Come to Fight) and reactions is 6 (Razor Reflex).
Prayer of Bellona – A+
Prayer of Bellona rules. It’s an immediate upgrade of Come to Fight that also impacts weapon attacks AND conditionally gives you a free charge card. Boltyn will be happy to see this card at any point in a match. It works for every archetype I can think of, making it a must-have for Light Warrior players.
Pitch 2 |
Cost 1 |
Defense 3 |
Effects 4-6+ |
Value 9+ |
V for Valor – C
I appreciate what V for Valor brings to the Light Warrior pool. On turn zero, this card is an A+, but getting into play during other parts of a match could be awkward. Once it’s in the arena, it’s nice to have around, but it requires two cards to activate (one for the resources and another for the non-optional charge).
Pitch 2 |
Cost 0 |
Defense 2 |
Effects 1-3+ |
Value 6 |
Resounding Courage – A
I love that Resounding Courage can also target Light Warrior weapons, and if I haven’t made it clear, Light Warrior LOVES Courage tokens.
Pitch 2 |
Cost 1 |
Defense 3 |
Effects 2-3+ |
Value 6+ |
Notable Light Card
Access to the Light talent cards shouldn’t be overlooked. Here’s one standout for Boltyn and future Light Warriors.
Searing Ray – B
Assuming most of the cards in your deck are yellow, the conditional power boost with Searing Ray should be easy to hit and allow you to receive go again from Boltyn’s ability. While this card doesn’t charge, it can be used with other charge cards or with certain weapons to cash in on your ever-growing soul.
Pitch 2 |
Cost 1 |
Attack 3 |
Defense 2 |
Effects 0-3+ |
Value 7.5 |
Farewell
Light Warrior is an interesting beast. They sacrifice points of value here and there to cash them in later for a big weapon combo or several extended combat chains and increased damage if defended by attacks. Boltyn certainly needed an increased card pool, and while he didn’t get the blockbuster cards he may have been hoping for, he still boasts some of the best specializations in the game and will surely be lurking at a table near you.