Welcome back, everyone! It’s been a big week for HCG where we have completed our first big milestone which was translating the PoC to its 3 dimensional counterpart. More information will be made available shortly. But also there are 3 more cards that will be in the game.
Kanibur is simple but very sweet lord for the Knight faction. Not only does he give every Knight a boost, he also gives them Armor 1 and thus making them very hard to kill. This is mostly how Knights will work (being a Unity and Vigor based strategy).
Glutton for Punishment is an overall great card for defensive decks that are running Penance. Gives you a blocker that you can rely on.
Ancestor Shepard is and overall great card for a mobbing strategy that Unity likes to run. It is a good drafting card as well with it giving you two bodies.
So first, the big update. A big amount of rules changes are happening to Horizon as we are reworking some of the gameplay. We will be updating that as soon as we iron everything out. Because of this, Card of the Day is changing to Cards of the Week for the time being on Fridays. We will post 3 cards (hopefully with the new changes). Also if you want to stay up to date on everything happening with our dev team, join our Patreon and get access to our discord.
Now onto Capri Shaman. The shaman is a plan good card. It is a fine unit and most importantly give Unity some mana ramp if you choose to give it up for Aether. This will most like be more of a staple for Unity decks for that reason. A little Aether acceration on turn 1 to forfeit your turn 1 plays will probably be very useful.
Inefficient Assassin is quite and odd but potentially interesting card. It can be used as a very inefficient but repeatable removal. However, more importantly, it can be used for more interesting strategies by targeting your own Units. If you have an Arrive or Depart or Gravecall actions on a unit that you would find useful to repeat, this can trigger that. Have another card that makes it useful to have things die often, this can be your workhorse.
This is our first transforming card and is also a very odd Hero as well. Instead of having an attribute, Kembal has 3 classes. This does pose a weird problem for a deck lead by Kembal but can lead to some interesting scenarios.
This is also the first card from Ingame engine (as unrefined as it is). We are still working on improving the look of the ingame card but its not that far off of the Illustrator made previous ones.
Mostly Kembal runs into the problem of not being able to run many Units other than Neutral ones. However, you get many potent abilities at your disposal to make up for that.
Later, you will also be able to transform your Master Hero into an end game power house. Enlightened One will take over the game as soon as it transforms. The extra bonus is when Kembal is your Master Hero, reverting your Master Hero will not get rid of EnlightenedOne functionally.
We’ll have Friday end with a quiet place. This is a simple card but allows you to find some resources in late part of the game. The cost is a possible very strong quest card but we will get to that when we do.
One of the big board presence cards in the Vigor starter Deck. This would allow the Vigor player to push out a bunch of damage a critical moment or having the ability to target a bunch of the Exhausted units to get rid of them