Curse of the Frozen Casket Preview #11


Spoilers by Ruben Sanchez and Mike Likes


Welcome to our final article reviewing the officially spoiled cards of the Curse of the Frozen Casket!  Most of you guys hear us talking about spoilers on The Imperishable Podcast but with this article Mike Likes and myself will be going a little more in depth on the cards being spoiled.  We will discuss these cards as they relate to Limited play (Sealed or Draft) and Constructed play (currently how they relate to cards in the Alice Cluster format).  

Our system uses number ratings to gauge how well WE think the cards will perform in Limited and Constructed play.  Ruben will list the pros and cons for each card and give his thoughts and rating on the card for Limited play.  Mike will give his thoughts on the card and rating for Constructed play.

How Our Rating System Works

5.0:  Format All-Star.  This card is a total Bomb card.  For those that aren’t familiar with this term, it basically means this card will win you the game if left unchecked for a turn or two.  These cards tend to be hard to defend against and can turn a game around in a hurry.  Some cards that are bombs in limited may only be a mediocre card in constructed play.

4.0:  Format Staple.  This card is great.  It can be played in multiple decks and will have an impact on the game every time.  These cards can change a game quickly, get you back in the game, or shift the tempo of the game.  These cards are usually vulnerable to some type of removal (or are a removal spell themselves), but they they make up the majority of cards found in major tournament decks.

3.0:  Archetype Staple.  These are generally good cards, and many of them will be the majority of cards found in a tribal deck.  Cards in this category are usually similar to other (higher-ranked) cards but cost 1 Will more or or have a drawback in some manner.  In Limited play, these are the majority of your deck.

2.0:  Niche Card.  These cards serve are very narrow function and are usually meant for your sideboard.  They could be removal spells that only remove 1 type of card, or cards with mediocre stats that have an ability that helps against opponents playing a certain Attribute.  In Limited play, these cards are put in your deck if you have no other options and need the card to reach your 20-card minimum deck size.  For Constructed play, you will rarely play this card unless it’s from your sideboard or you want to be “cute”.

1.0:  Will Rarely See Play.  The worst of the worst.  These cards are rarely played (if they’re played at all).  These cards generally have bad stats, cost too much Will, or have basically no impact on the game when they’re played.  Overall stay away from this card if possible.

And now, on to the cards…

Fiery Chariot, Red Boy


Limited:  4.0  (🌟🌟🌟🌟)

  • Great stats for cost.
  • (None)
  • First Strike.
  • Potential board wipe.
  • Could possibly kill J-Ruler.

Constructed (Alice Cluster):  4.5  (🌟🌟🌟🌟½)

(Mike):  This guy is a powerhouse.  This is a great top-end card for any deck running Fire stones.  While normally a 6-drop isn’t something I’m thrilled to play, the fact that Red Boy deals damage to each J/resonator your opponent controls while leaving your field untouched could be game over for your opponent.

Overall Thoughts:  (Ruben):  In Limited Fiery Chariot is amazing. On Turn 6 or earlier you could drop this guy and soften up your opponent’s resonators. I expect with most decks this card will do an extra 100-200 damage when cast due to stone fixing limitations. Good card and will be hard to deal with if no removal is around. I like First Strike too. Will see play in Limited. In Constructed I expect it to see some play especially with Midrange decks. It has potential but the 4RR cost may be too high. Perhaps if you “cheat” it in the value may go up. I do like this card though.

Introspective Jutsu


Limited:  3.5  (🌟🌟🌟½)

  • Quickcast.
  • Cost of spell.
  • Good combat trick.

Constructed (Alice Cluster):  3.0  (🌟🌟🌟)

(Mike):  1000 ATK is nothing to sneeze at.  However I’m simply not too impressed with this card.  Normally I would want to hold this card in my hand until my opponent attacks with their biggest threat.  Then I would chump block with one of my smaller resonators and play this card to try to remove their best resonator, which basically 2-for-1’s me.  It’s not exciting, but it is a playable card.

Overall Thoughts:  (Ruben):  In Limited this spell will see play in any Fire deck. The cost would be tough to play consistently if Fire is not your main color. The combat trick could be devastating to an opponent if the resonator is left unchecked. I love combat tricks that can potentially kill your opponent. In Constructed this spell may be a hard sell since there are so many good cards at the 3-drop position. I just think it competes with too many spells and may not see play. Who knows someone may just play a Voltron deck and just try to maximize the damage output.

Ancient Automaton


Limited:  2.0 (🌟🌟)

  • Cheap.
  • Reliant on Additions for power.
  • Potential good stats with Additions in field.
  • No evasion.
  • Automaton is a new race.

Constructed (Alice Cluster):  2.5  (🌟🌟½)

(Mike):  I like this card for what it is, a build-around card.  Hopefully the additions you play alongside this card will help boost its stats (since they’re on the low end for a 2-drop) or provide some sort of evasion.  I’ll admit, this card looks like a fun card to build around.

Overall Thoughts:  (Ruben):  in Limited and Constructed the potential of Ancient Automaton is dependent on what Additions you have in your deck. It is cheap and has decent stats but will may just be a body unless it has some great support. I don’t expect this card to make a splash without Additions.

Shackles of Ice


Limited:  4.0  (🌟🌟🌟🌟)

  • Shuts down Rulers activate abilities.
  • (None)
  • Can shut down a resonator.
  • Cheap.
  • Bestow.

Constructed (Alice Cluster):  4.5  (🌟🌟🌟🌟½)

(Mike):  How many times have I wanted a card to allow me to shut off an activate ability that’s been a really annoying thorn in my side?  Quite a few.  Now, with this card, I finally have an answer.  Add to that fact that it can also negate ruler’s activate abilities, and you’ve got quite a powerful card.  This card is sure to see play in any deck that attempts to limit their opponent’s options.

Overall Thoughts:  (Ruben):  In Limited and Constructed this card will see play. It literally shuts down a Ruler/Resonators ability to be effective. It is cheap and can be splashed in any deck. I like this card very much. I just wonder what life with RR would have been like with this spell around. Oh well, we will never know.

Rising from the Depths


Limited:  2.5 (🌟🌟½)

  • Best used with Mercurius Ruler.
  • Awakening may be impossible to get unless you play Mercurius.
  • Can help reset the board state.
  • Cost is steep even before Awakening.
  • Can help you recover by adding up to three water resonators on to your field with awakening.

Constructed (Alice Cluster):  2.0  (🌟🌟)

(Mike):  I love the thought of playing this card for its awakening cost and putting 3 Captain Hook’s into play.  Unfortunately, I think that’s just a pipe dream.  In fact, if you’re not playing with Mercurius as your Ruler, it’s pretty unlikely that you’ll ever be able to play this card for its awakening cost.  And, if it’s not played for it’s awakening cost, you’re using up 4 of your available will to play it which won’t leave you much (if any) to play any resonators that turn.  That means on your opponent’s turn they’ll have the opportunity to fill their field up first and their resonators will be able to attack before yours will.  I like the effect of this card, but the cost is simply too high.

Overall Thoughts:  (Ruben):  In Limited and Constructed this spell will mainly see play with Mercurius, Wizard of the Water Star as your Ruler. The cost is a bit high for its reset button but if you can use Awakening this card will definitely put you in a good spot.  I just don’t see too many players using this card in either format unless you are playing mainly Water because the Awakening cost will also be almost impossible without Mercurius.

Altea, Nation of Dark Magics


Limited:  2.0  (🌟🌟)

  • Can nullify costs for your first chant.
  • Expensive cost.
  • Effect lasts until Addition is removed.

Constructed (Alice Cluster):  1.0  (🌟)

(Mike):  Here’s another card I really like that has a cost too high for it to see much play.  Also, it’s not only expensive to play, but also requires 2 Water stones to play.  And if you do happen to play this card, the only benefit is for casting your first Chant each turn.  I’m not sure how to survive until turn 8 to play this card (assuming I can’t somehow cheat it into play or play additional magic stones each turn) without having a decent amount of resonators.  If I’m playing a decent amount of resonators, just how much room in my deck will I have for the chants that I can play for free when this card comes into play.  As a deck brewer, this card is right up my alley, but it’s going to take just the right kind of control deck to use it and I don’t think we have the tools available for it in New Frontiers.

Overall Thoughts:  (Ruben):  In Limited this card may not ever hit the field. Casting 6UU to play this Addition will be an extremely unlikely scenario. If you do, it will help you finish the game but don’t expect this to be in your deck. In Constructed if you can find a way to “cheat” this card in or ramp to it, this card will shine. I expect this card to see more play in Wanderer especially with Genesis Creation. This is a good card. If someone can break it, watch out!

We would like to thank you for taking the time to read our article and please feel free to comment below and share what your rating is and why. Please be respectful and we look forward to bringing more articles your way!