{"id":5371,"date":"2024-09-18T06:30:22","date_gmt":"2024-09-18T10:30:22","guid":{"rendered":"https:\/\/fabrec.gg\/articles\/?p=5371"},"modified":"2024-09-20T14:18:59","modified_gmt":"2024-09-20T18:18:59","slug":"rosetta-set-review-generics-expansion-slot","status":"publish","type":"post","link":"https:\/\/fabrec.gg\/articles\/rosetta-set-review-generics-expansion-slot\/","title":{"rendered":"Rosetta Set Review &#8211; Generics + Expansion Slot"},"content":{"rendered":"<p>Hello and welcome to our <em>Rosetta<\/em> set review! This time, we&#8217;re taking a look at the generic offerings and the expansion slot cards. So all you Wizard and Runeblade haters who would rather just cave your opponent&#8217;s face in with a Rok than fuss about with arcane damage, your time has come!<\/p>\n<h2>Generics<\/h2>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcanite Fortress\"href=\"#\" target=\"_blank\">Arcanite Fortress<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<p>Let&#8217;s start out with one of the biggest surprises that Rosetta had in store for us. Who had an <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcanite Skullcap\"href=\"#\" target=\"_blank\">Arcanite Skullcap<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> on their spoiler season bingo list? Certainly not me. But the new legendary chest piece <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcanite Fortress\"href=\"#\" target=\"_blank\">Arcanite Fortress<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> seems to hint at a future equipment subtheme. If you equip both the twice dethroned former golden boy <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcanite Skullcap\"href=\"#\" target=\"_blank\">Arcanite Skullcap<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and the corresponding chest piece, the latter will block for a respectable two points of damage. And guardwell means that it will stick around to be able to be sacrificed to prevent two points of arcane damage.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Arcanite Skullcap\"><\/div><div class=\"edhrecp__card-container\" name=\"Arcanite Fortress\"><\/div><\/div>\n<p>I believe it&#8217;s fairly questionable that we will see a third piece in the Arcanite series sometime soon. That would mean that <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcanite Fortress\"href=\"#\" target=\"_blank\">Arcanite Fortress<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> would block for three points of damage, a threshhold I believe LSS would be unwilling to cross just now. But it&#8217;s cool that LSS is giving us some incentive to run the old school head slot option.<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcanite Fortress\"href=\"#\" target=\"_blank\">Arcanite Fortress<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> might be an interesting sideboard option for any class that goes up against Runeblades. Guardwell and spellvoid combined means that the new chest piece will provide you with a fairly easy four points of value &#8211; provided that the Runeblade player is looking to deal more than one point of arcane damage at a time.<\/p>\n<p>I don&#8217;t believe that&#8217;s very likely, however, since the more popular option for Runeblades is looking to be <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Runechant\"href=\"#\" target=\"_blank\">Runechant<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> spam rather than, say, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Looming Doom\"href=\"#\" target=\"_blank\">Looming Doom<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Vexing Malice red\"href=\"#\" target=\"_blank\">Vexing Malice<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> or <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Inspire Lightning red\"href=\"#\" target=\"_blank\">Inspire Lightning<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. It&#8217;s almost a shame that <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Rosetta Thorn\"href=\"#\" target=\"_blank\">Rosetta Thorn<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> has rotated out already, Arcanite Fortress would have been such a neat card back when <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Briar, Warden of Thorns\"href=\"#\" target=\"_blank\">Briar, Warden of Thorns<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>&#8216;s signature weapon had everybody trembling.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Looming Doom\"><\/div><div class=\"edhrecp__card-container\" name=\"Vexing Malice red\"><\/div><div class=\"edhrecp__card-container\" name=\"Inspire Lightning red\"><\/div><\/div>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Cut Through the Facade\"href=\"#\" target=\"_blank\">Cut Through the Facade<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<p>Do you hate auras? Do you froth at the mouth when those snobbish Runeblades create their fifth Runechant token? Then <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Cut Through the Facade\"href=\"#\" target=\"_blank\">Cut Through the Facade<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is here to aid you. The new entry into the tradition of generic majestics with niche, but technically over-rate, on hit effects absolutely dunks on decks looking to spam auras, and does so in a blunt but effective manner.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Cut Through the Facade\"><\/div><\/div>\n<p>Hard to block at seven power, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Cut Through the Facade\"href=\"#\" target=\"_blank\">Cut Through the Facade<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> becomes even harder to block if your opponent&#8217;s deck includes a large amount of auras. Even two auras in hand means that your opponent will be forced to use equipment or to have a defense reaction handy to prevent their auras from being destroyed.<\/p>\n<p>This sounds pretty good, but I&#8217;m not entirely convinced. Of the 203 (at time of writing) auras in <em>Flesh and Blood<\/em>, most have some kind of self-destruction clause, either at the start of a given turn after being played or when a condition is met. Which means that <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Cut Through the Facade\"href=\"#\" target=\"_blank\">Cut Through the Facade<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is less useful as a key silver bullet to destroy a lynchpin of your opponent&#8217;s aura strategy, and more as a way to generate a generic amount of value. It&#8217;s unlikely that the cards will line up in such a way to allow you to threaten a specific aura before it does its thing.<\/p>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ten Foot Tall and Bulletproof\"href=\"#\" target=\"_blank\">Ten Foot Tall and Bulletproof<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<p>Alright, this one takes the fun award for the set, hands down. Just looking at <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ten Foot Tall and Bulletproof\"href=\"#\" target=\"_blank\">Ten Foot Tall and Bulletproof<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is a joy: A 10 power, 10 defense card for three resources? What&#8217;s the downside? Well, if you use it, you&#8217;re down at least six points of value and a bunch of tempo from drawing two fewer cards on your next turn (one card generally being valued at three points of value). That&#8217;s quite the bummer, since it mathematically means that the most amount of value you can get from it when all is said and done is four &#8211; and that&#8217;s on defense.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Ten Foot Tall and Bulletproof\"><\/div><\/div>\n<p>On offense, if <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ten Foot Tall and Bulletproof\"href=\"#\" target=\"_blank\">Ten Foot Tall and Bulletproof<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> (how fun is that name, seriously) doesn&#8217;t kill your opponent, you&#8217;re looking at a two-card four, which is terrible. Still, you can never totally rule the card out. For one, it&#8217;s a handy card against any deck looking to go tall. A way to delay the loss of cards on a key turn when you&#8217;re trying to, for example, dodge that dominated <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Crippling Crush\"href=\"#\" target=\"_blank\">Crippling Crush<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>.<\/p>\n<p>But there is also the unlikely possibility that you have ways to give it dominate and buff its power for an under-rate finisher. The flavor text rings true, after a fashion: there&#8217;s no hangover if you kill your opponent before the migraine sets in. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Convulsions from the Bellows of Hell red\"href=\"#\" target=\"_blank\">Convulsions from the Bellows of Hell<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, anyone? It could be a whole new deck archetype &#8211; and you&#8217;d get to run two cards with names that are incredibly fun to say.<\/p>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Call to the Grave\"href=\"#\" target=\"_blank\">Call to the Grave<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<p>Everyone who has played any amount of TCGs knows that tutors (effects that allow you to search up cards from your deck) are serious business. People who don&#8217;t have much TCG experience might ask why you would want to search a card up, only for it to land in the graveyard. The most succinct way to explain it is: your deck is the least accessible zone in the game &#8211; any zone is better for a key card to be in than your deck.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Call to the Grave\"><\/div><\/div>\n<p>So far, <em>Flesh and Blood <\/em>has been pretty light on effects that deal with the graveyard, and with good reason. Many TCGs have entire decks built around tutoring a win condition into the graveyard, only to return it directly to play with another card for an easy two-card combo. As a game built less around amassing a board state, FAB is somewhat less vulnerable to this, and we&#8217;ve seen some light recursion effects and some amount of graveyard synergy in FAB<em>\u00a0<\/em>design recently.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Regrowth \/\/ Shock\"><\/div><div class=\"edhrecp__card-container\" name=\"Backup Protocol: Red\"><\/div><div class=\"edhrecp__card-container\" name=\"Codex of Frailty\"><\/div><\/div>\n<p>I don&#8217;t see any way to truly leverage <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Call to the Grave\"href=\"#\" target=\"_blank\">Call to the Grave<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> for a win just yet, but it is a card to watch out for even now. There are enough cards that incidentally generate value from the graveyard now for a blue two-block card that tutors to the graveyard to see play anyway. And if we ever get some kind of card that puts an attack directly from the graveyard onto the combat chain, we&#8217;d better watch out.<\/p>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Truce\"href=\"#\" target=\"_blank\">Truce<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<p>We&#8217;ve got the most fun card award out of the way, not let&#8217;s get to the weirdest card award. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Truce\"href=\"#\" target=\"_blank\">Truce<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is an odd duck that I can&#8217;t quite make sense of. If your opponent doesn&#8217;t attack you, you both gain three life &#8211; which is more valuable to the player who is behind on tempo, as it gives them some wiggle room to skip on blocks to keep cards for a clapback.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Truce\"><\/div><\/div>\n<p>If your opponent does attack you, it at least replaces itself. So <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Truce\"href=\"#\" target=\"_blank\">Truce<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> has the air of a win-win card, but it costs two resources with no go again and thus becomes pretty difficult to weave in with another attack. I could see a turn where you lay into your opponent, and if they don&#8217;t block you out, you play <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Truce\"href=\"#\" target=\"_blank\">Truce<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> to end your turn. If your opponent decides to attack you anyway, you start with a five-card hand next turn.<\/p>\n<p>If they decide not to attack, you&#8217;re both up three life, but they took a bunch of damage for a full hand that they didn&#8217;t get to utilize, and there is nothing stopping you from doing it again. I&#8217;m not sure whether that&#8217;s good enough, but there is the added detail that you choose the opponent to <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Truce\"href=\"#\" target=\"_blank\">Truce<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> with. So for now, I will just brand the card with the &#8220;designed for Ultimate Pit Fight&#8221; stamp and move on.<\/p>\n<h2>The &#8220;We Have Command and Conquer at Home&#8221; Cycle<\/h2>\n<p>These cards are likely just limited fodder, but I believe they might one day make a sideboard somewhere, and it&#8217;s good that they exist. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Smash Up\"href=\"#\" target=\"_blank\">Smash Up<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Hand Behind the Pen\"href=\"#\" target=\"_blank\">Hand Behind the Pen<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Tongue Tied\"href=\"#\" target=\"_blank\">Tongue Tied<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> are all on-rate attacks that banish a specific card type in your opponent&#8217;s arsenal on hit. There&#8217;s no way that any of these cards make it over <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Command and Conquer\"href=\"#\" target=\"_blank\">Command and Conquer<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Smash Up\"><\/div><div class=\"edhrecp__card-container\" name=\"Hand Behind the Pen\"><\/div><div class=\"edhrecp__card-container\" name=\"Tongue Tied\"><\/div><\/div>\n<p>But <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Command and Conquer\"href=\"#\" target=\"_blank\">Command and Conquer<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is the\u00a0most infamously over-rate card, and with LSS recently deciding to ban a bunch of cards that provide too much card advantage, I could see it getting the ban hammer at some point. And if it does, we might find ourselves looking for just about anything to fill the gap it leaves behind.<\/p>\n<h2>The &#8220;Widow&#8221; Equipment Cycle<\/h2>\n<p>Continuing the theme of being dressed for the occasion, the Assassin class gets some incredible sideboard options against the arcane classes. If you equip <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Widow Veil Respirator\"href=\"#\" target=\"_blank\">Widow Veil Respirator<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Widow Back Abdomen\"href=\"#\" target=\"_blank\">Widow Back Abdomen<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Widow Claw Tarsus\"href=\"#\" target=\"_blank\">Widow Claw Tarsus<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Widow Web Crawler\"href=\"#\" target=\"_blank\">Widow Web Crawler<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, you have a staggering Arcane Barrier value of 4. On top of that, you have 4 points of spellvoid to prevent Wizards from killing you outright and Runeblades from sneaking through the last few points of damage to finish you off.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Widow Back Abdomen\"><\/div><div class=\"edhrecp__card-container\" name=\"Widow Claw Tarsus\"><\/div><div class=\"edhrecp__card-container\" name=\"Widow Web Crawler\"><\/div><\/div>\n<p>With no physical block, I don&#8217;t really see these cards being run against Runeblades, however. And four sideboard slots might be too much to give up against Wizards &#8211; there are other classes out there, too. But the Widow cycle gives you a lot of flexibility if arcane damage is prominent, since they are available in all slots and offer Arcane Barrier as well as spellvoid.<\/p>\n<h2><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Splatter Skull\"href=\"#\" target=\"_blank\">Splatter Skull<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h2>\n<p>What a time to be alive! Hot on the heels of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Strength Rules All\"href=\"#\" target=\"_blank\">Strength Rules All<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, we&#8217;re now getting the second card with an on hit effect for Brutes. This one is quite a bit less conditional than its predecessor, but still a good deal more conservative than what other classes are getting.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Strength Rules All\"><\/div><div class=\"edhrecp__card-container\" name=\"Splatter Skull\"><\/div><\/div>\n<p>For one, there is an additional hoop to jump through. For <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Splatter Skull\"href=\"#\" target=\"_blank\">Splatter Skull<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> to be anything more than a <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Brutal Assault red\"href=\"#\" target=\"_blank\">Brutal Assault<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> you need to have intimidated your opponent in the same turn. That&#8217;s not exactly hard to do when playing a Brute, but without any kind of buff to its power, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Splatter Skull\"href=\"#\" target=\"_blank\">Splatter Skull<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is still easily blocked by most any two cards or a defense reaction and some equipment.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Barraging Beatdown red\"><\/div><div class=\"edhrecp__card-container\" name=\"Bloodrush Bellow\"><\/div><div class=\"edhrecp__card-container\" name=\"Rhinar, Reckless Rampage\"><\/div><\/div>\n<p>That&#8217;s not to say that <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Splatter Skull\"href=\"#\" target=\"_blank\">Splatter Skull<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is bad; <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Rhinar, Reckless Rampage\"href=\"#\" target=\"_blank\">Rhinar, Reckless Rampage<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> can enable it easily enough and two <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Barraging Beatdown red\"href=\"#\" target=\"_blank\">Barraging Beatdown<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>s can make for a devastating blowout. But it is notable that the card requires a good deal of setup in a class that&#8217;s already full to bursting with great finishing combos like <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Savage Beatdown\"href=\"#\" target=\"_blank\">Savage Beatdown<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Bloodrush Bellow\"href=\"#\" target=\"_blank\">Bloodrush Bellow<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Alpha Rampage\"href=\"#\" target=\"_blank\">Alpha Rampage<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>.<\/p>\n<h2><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Drink &#8216;Em Under the Table\"href=\"#\" target=\"_blank\">Drink &#8216;Em Under the Table<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h2>\n<p>Some love for <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Betsy, Skin in the Game\"href=\"#\" target=\"_blank\">Betsy, Skin in the Game<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>! FABs most underwhelming Guardian (sorry to say) remains as one of the most fun heroes in principle, but has never quite gotten there. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Drink &#8216;Em Under the Table\"href=\"#\" target=\"_blank\">Drink &#8216;Em Under the Table<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is no less risky than the rest of Betsy&#8217;s game plan. More so, in fact! But if you can guarantee that it hits, its a pretty mighty blowout, guaranteeing you an arsenal and taking another card away from your opponent.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Drink &#8216;Em Under the Table\"><\/div><\/div>\n<p>That best case scenario gets pretty prickly if you consider the tables to be reversed, though, and outside of her hero ability, Betsy is still pretty low on ways to make her wager cards more likely to pay off. I&#8217;m sure that&#8217;s intentional on part of LSS.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Betsy, Skin in the Game\"><\/div><div class=\"edhrecp__card-container\" name=\"Pummel red\"><\/div><div class=\"edhrecp__card-container\" name=\"Good Time Chapeau\"><\/div><\/div>\n<p>Most classes have a hard time blocking out eight points of damage cleanly, though, and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Drink &#8216;Em Under the Table\"href=\"#\" target=\"_blank\">Drink &#8216;Em Under the Table<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> lines up well with a <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Pummel red\"href=\"#\" target=\"_blank\">Pummel<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. So while the inherent risk likely guarantees that most players looking to optimize will stay far away from Betsy, still, those who do flock to her playstyle just got access to an incredible card for closing out games and generating wild stories. I&#8217;m here for it.<\/p>\n<h2><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Gustwave of the Second Wind\"href=\"#\" target=\"_blank\">Gustwave of the Second Wind<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h2>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Zen, Tamer of Purpose\"href=\"#\" target=\"_blank\">Zen, Tamer of Purpose<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> has been casting a shadow over the OG Ninja <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Katsu, the Wanderer\"href=\"#\" target=\"_blank\">Katsu, the Wanderer<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> since the former was released. Another card to diversify Katsu&#8217;s signature <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Surging Strike red\"href=\"#\" target=\"_blank\">Surging Strike<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> combo line isn&#8217;t likely to change that by itself, but <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Gustwave of the Second Wind\"href=\"#\" target=\"_blank\">Gustwave of the Second Wind<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is notable nonetheless.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Gustwave of the Second Wind\"><\/div><\/div>\n<p>A clean four-power attack for zero resources with go again is nothing to sneeze at, and it makes Katsu&#8217;s turns more unpredictable still. While <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Whelming Gustwave red\"href=\"#\" target=\"_blank\">Whelming Gustwave<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is the same thing with an on hit effect, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Gustwave of the Second Wind\"href=\"#\" target=\"_blank\">Gustwave of the Second Wind<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> can be a stand-in chain-ender like <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fluster Fist red\"href=\"#\" target=\"_blank\">Fluster Fist<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> in a pinch.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Surging Strike red\"><\/div><div class=\"edhrecp__card-container\" name=\"Fluster Fist red\"><\/div><div class=\"edhrecp__card-container\" name=\"Whelming Gustwave red\"><\/div><\/div>\n<p>With how crowded the <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Surging Strike red\"href=\"#\" target=\"_blank\">Surging Strike<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> line has become, I&#8217;m not sure you&#8217;re guaranteed to run <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Gustwave of the Second Wind\"href=\"#\" target=\"_blank\">Gustwave of the Second Wind<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, but it&#8217;s always nice to have options. And we can all be a smidge more glad that <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Bonds of Ancestry red\"href=\"#\" target=\"_blank\">Bonds of Ancestry<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> just got banned, or this new Gustwave would have been even scarier.<\/p>\n<h2><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Plan for the Worst\"href=\"#\" target=\"_blank\">Plan for the Worst<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h2>\n<p>It&#8217;s blue, it blocks for three, it helps you regain tempo if you play your cards well &#8211; what&#8217;s not to love? <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Plan for the Worst\"href=\"#\" target=\"_blank\">Plan for the Worst<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> might actually push <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Riptide, Lurker of the Deep\"href=\"#\" target=\"_blank\">Riptide, Lurker of the Deep<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> over the edge at some point. It guarantees your opponent won&#8217;t have a five-card hand on their next turn, forces them to use their cards or lose them, gives at least one perfect trap &#8211; maybe more if you have a spare card lying around &#8211; as well as the information to make the correct choice, blocks well, and pitches for three at the very least.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Plan for the Worst\"><\/div><\/div>\n<p>The only thing that might make everybody&#8217;s favorite green slimeball still bad come the release of <em>Rosetta<\/em> might be Wizard dominance. No amount of card tutoring, information gaining, or preparation will help you, when some smug, fancy spellmonger lights you on fire from the next town over. At least Riptide&#8217;s new toy still pitches for three to prevent three of the 90 points of arcane damage heading your way.<\/p>\n<h2><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Unsheathed\"href=\"#\" target=\"_blank\">Unsheathed<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h2>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Unsheathed\"href=\"#\" target=\"_blank\">Unsheathed<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is another straight-forward upgrade for a certain hero, this one intended for <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Kassai of the Golden Sand\"href=\"#\" target=\"_blank\">Kassai of the Golden Sand<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. With her signature <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Cintari Saber\"href=\"#\" target=\"_blank\">Cintari Saber<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, Unsheathed is a guaranteed three points of value with go again. Nothing to get too excited about, but still quite good.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Unsheathed\"><\/div><\/div>\n<h2>The Illusionist Cards<\/h2>\n<p>Illusionists get their obligatory Dust card, this time, <span class=\"edhrecp__link side-by-side\"><a class=\"edhrecp__link-a\" content=\"Invoke Ouvia\"href=\"#\" target=\"_blank\">Ouvia<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> gets her day in the sun with <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Dust from the Fertile Fields\"href=\"#\" target=\"_blank\">Dust from the Fertile Fields<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. This one also provides material for its corresponding dragon to live without fear of being popped through phantasm, and also blocks for three and is red. If you wanna spam tokens with Ouvia, you play this. But from my limited Illusionist experience, Ouvia isn&#8217;t really a make or break part of any deck, and card slots are limited, so I&#8217;d pass on this one.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Dust from the Fertile Fields\"><\/div><\/div>\n<p>Two new pieces of equipment, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Calming Cloak\"href=\"#\" target=\"_blank\">Calming Cloak<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Calming Gesture\"href=\"#\" target=\"_blank\">Calming Gesture<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> provide Illusionists with added options for Arcane Barrier and some aura synergies that require destroying your equipment piece. There is some lovely design tension here that I can appreciate &#8211; if you destroy your equipment, you lose out on your Arcane Barrier for the rest of the game.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Calming Gesture\"><\/div><div class=\"edhrecp__card-container\" name=\"Silent Stilettos\"><\/div><div class=\"edhrecp__card-container\" name=\"Crown of Reflection\"><\/div><\/div>\n<p>Given that before <em>Rosetta<\/em>, Illusionists had no options for Arcane Barrier in the chest and arm slot, however, anything short of blank text would have been an upgrade to <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Nullrune Gloves\"href=\"#\" target=\"_blank\">Nullrune Gloves<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Nullrune Robe\"href=\"#\" target=\"_blank\">Nullrune Robe<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. I like that LSS is playing into the design of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Crown of Reflection\"href=\"#\" target=\"_blank\">Crown of Reflection<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> with some more aura synergy in the Arcane Barrier equipment for Illusionist, but I see these as primarily providing a slight upgrade over Nullrune equipment and not as a way to really play into the aura plan.<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fluttersteps\"href=\"#\" target=\"_blank\">Fluttersteps<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> on the other hand is more of a standalone piece that further bolsters the ward plan that <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Diadem of Dreamstate\"href=\"#\" target=\"_blank\">Diadem of Dreamstate<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Celestial Kimono\"href=\"#\" target=\"_blank\">Celestial Kimono<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> have established so far. Playing auras as instants is nothing to sneeze at, but my issue with the ward equipment archetype has always been the fickleness inherent in sacrificing your equipment. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fluttersteps\"href=\"#\" target=\"_blank\">Fluttersteps<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> likely isn&#8217;t the piece to break this game plan, but it might be one of many steps on the road to creating a full-blown deck eventually.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Fluttersteps\"><\/div><div class=\"edhrecp__card-container\" name=\"Diadem of Dreamstate\"><\/div><div class=\"edhrecp__card-container\" name=\"Celestial Kimono\"><\/div><\/div>\n<h2>Conclusion<\/h2>\n<p>Phew! That was a lot. <em>Rosetta<\/em> has some incredibly interesting cards on offer for those who eschew the Wizards and Runeblades in favor of other classes. No card from the generics and expansion slot cards really sticks out as truly meta-defining presence, but with the big hole that the ban of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Art of War\"href=\"#\" target=\"_blank\">Art of War<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and other card advantage tools have left in the game, anything could be possible! At the very least, <em>Flesh and<\/em> <em>Blood<\/em>&#8216;s latest set is guaranteed to inspire deck builders everywhere to wrack their brains. I know what cards I&#8217;ll try to break. Do you?<\/p>\n<h3>More\u00a0<em>Rosetta\u00a0<\/em>Reviews:<\/h3>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-florian-runeblade-earth\">Rosetta Review &#8211; Florian<\/a><\/em><\/p>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-verdance-earth-wizard\/\">Rosetta Review &#8211; Verdance<\/a><\/em><\/p>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-aurora-lightning-runeblade\/\">Rosetta Review &#8211; Aurora<\/a><\/em><\/p>\n<p><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-oscilio-lightning-wizard\/\"><em>Rosetta Review &#8211; Oscilio<\/em><\/a><\/p>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-commoner\/\">The Best Rosetta Cards for Commoner<\/a><\/em><\/p>\n<p><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-blitz-deck-collection-aurora-and-florian\/\"><em>Rosetta Blitz Deck Review &#8211; Aurora + Florian<\/em><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The Rosetta Review Train is chugging along. Today we&#8217;ve got Jonah diving into all the generic and expansion slot cards from the set.<\/p>\n","protected":false},"author":10,"featured_media":5279,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[467,35,36,506,483,151],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Rosetta Set Review - Generics + Expansion Slot - FABREC<\/title>\n<meta name=\"description\" content=\"The Rosetta Review Train is chugging along. 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If he's not brewing new decks or catching up on the latest FaB news, he's probably dead - or painting a new Warhammer mini.","url":"https:\/\/fabrec.gg\/articles\/author\/jonah-lara\/"}]}},"_links":{"self":[{"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/posts\/5371"}],"collection":[{"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/users\/10"}],"replies":[{"embeddable":true,"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/comments?post=5371"}],"version-history":[{"count":12,"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/posts\/5371\/revisions"}],"predecessor-version":[{"id":5478,"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/posts\/5371\/revisions\/5478"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/media\/5279"}],"wp:attachment":[{"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/media?parent=5371"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/categories?post=5371"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/fabrec.gg\/articles\/wp-json\/wp\/v2\/tags?post=5371"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}