Magic: The Gathering REM Review and Analysis – June 2018

Introduction

Magic: The Gathering Collab is coming to North America this Monday through a synchronized release with the JP Server. This is incredibly exciting as North American players are able to board the hype train as it departs the station instead of several months later when potentially newer and flashier things have been announced in JP.

Furthermore, this Collab has a massive following and many players may be rolling for both their potency and for nostalgia reasons. As a whole, this event is quite solid as all of the 6=star cards have merit and value unlike most other 5-stone machines of the past. As such, it may be harder to trade them in via Monster Exchange as they all offer something valuable through both their regular evolution and Weapon Assist form.

Unfortunately, the Magic: The Gathering has less value at the 5-star rarity which is where approximately 90% of the rolls will be found (basing off the notion that 6-star cards tend to be around 2.5% each). As such, it may be challenging to fully justify rolling and players may end up only Monster Exchanging for a few select cards.

This article will summarize each card’s strengths and weaknesses to give you a better idea of whether or not it is worth spending your Magic Stones in this event.

Video commentary

—video coming soon—

Overview

Magic: The Gathering REM
 6 Star base
 5 Star base
Magic: The Gathering REM – July 2, 2018
S   
A   
B
C  
D  

All 6-star cards are available for trade within the Monster Exchange System.

Order within each tier is random and not reflective of ranking.

Due to the power of all the 6-stars in the event, one should keep their first copy of each one and only consider trading if owning duplicates and interested in their Weapon Assist evolution.

Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them.

Weapon Assist evolutions

All of the 6-star cards in the Magic: The Gathering Collab have access to a Weapon Assist evolution. This form is a permanent path (cannot unevolve/reverse the process) and will transform your monster into a dedicated assist card. This form will not alter their base stats but will dramatically prune their awakenings and take away their leadership/sub potential.

Fortunately, these forms will transfer over their awakenings to the base card which enables your monsters to exceed normal awakening limitations. As such, the 6-star cards have tremendous value in both their forms as they can add depth to your Monster Box that cannot be easily replicated else where. Just remember that Weapon Assist awakenings are active in both coop and solo mode.

Despite the potential of becoming an amazing assist, one must only pursue this path if their base form has less value for their Monster Box. With that being said, it is unwise to sell/trade away your sole copy of any 6-star card as they are all powerful in their own right.

6 Star base

Due to the fact that this is a 5-stone REM, all of the cards will have lower weighted stats compared to any reincarnated evolution or more expensive Collabs. This is not always a deal breaker, but can be a limiting factor when using any card from the Magic: The Gathering REM.

All 6* base cards can be acquired via the Monster Exchange System.

Karn – A

Active: Full HP recovery. Change all orbs to Light, Heart & Jammer orbs. (11 turn CD)

Leader Skill: All  attribute cards ATK x3, 25% all damage reduction when attacking with 4+ Jammer orbs at the same time. All attribute cards ATK x4, 25% all damage reduction when attacking with Jammer and Jammer combos at the same time.

Awakenings: Bind Immune Bind Immune  Skill Boost Skill Boost Skill Lock Resist Time Extend 45 45 45
Weapon Assist Awakenings: Light Row Light Row Poison resist Poison resist Poison resist Imp HP

Worth trading for via Monster Exchange? No/Maybe

Pros
Cons
  • Full Board Changer with Hearts
  • Full HP Heal
  • Three 7 Combo 45
  • Bind Immune
  • Weapon Assist provides 60% Poison resist
  • Jammer Meta
  • Active produces Jammers
    • 11 turn cooldown
      • Harder to inherit over
  • 13 base RCV
    • 905 weighted stats
  • Same colour sub attribute
  • Rathian  is easier to obtain for Weapon Assist
  • Ideal  is almost always a better card
  • Hard to find a good team to use Karn
  • Jammer Meta

Karn is a powerful card due to his personal 8x damage via three 7 Combo 45 awakenings and he comes in what is arguably the strongest attribute: Light. Presently speaking, the meta has been largely defined by Edward  and Yusuke  who both tend to build Light-heavy teams. As such, Karn may prove useful for these teams, but special acknowledgement needs to be given to the future Myr  evolution.

Edward teams face a 50% HP clause that prevents them from dealing meaningful damage if below half health. Granted Edward is able to heal himself, he comes with a lengthy 20-turn cooldown and Skill Charge  is not always enough. As such, Karn can be a potent card for Edward teams as his full board changer and full heal will come up much faster, especially towards the beginning of the dungeon when Skill Boosts Skill Boost take effect. Granted the Jammers are an unwanted side-effect, they can easily be matched and one should be able to achieve 7 or more combos to tap into the explosive damage from the 7 combo awakenings. Unfortunately, Karn’s lack of a unique sub colour may constrict Edward team building as one would have to find three cards to cover Water, Wood, and Dark to trigger his Skill Charge.

Branching away from Edward, Karn can be well utilized on future Myr teams as the board changer includes Light and Heart orbs. Her evolution should be coming in a month or two so it can be something to look forward to.

Sadly, the Jammers and lack of water orbs can make Karn a less ideal sub for Yusuke teams who are reliant on Light and Water combos for full activation. And speaking of Ideal, Ideal  is almost always going to be the ideal triple 7 combo card to run. This is because she comes with significantly higher weighted stats, Team HP , Dark sub attribute, and a phenomenal amount of RCV. As such, it may be harder to justify utilizing the Monster Exchange system for Karn as the top prize Heroine cards should (this is speculation) be also available during their next inception as PAD Academy had their 8-star cards in the Monster Exchange tab

Despite this, Karn is still a powerful sub for any light-based team that relies on combos that ideally does not have a colour clause as the Jammers are manageable and can be cleared right away. With that being said, there is the potential to run a Jammer-focused team, but this is often far more effort then reward. It still can be done, but often require a very specific set up along with careful planning and some luck when relying on Skyfalls to bless you with sufficient Jammers.

Assist form

Karn’s assist evolution closely mirrors Rathian’s Weapon Assist, Kralice Rapier  due to the 60% Poison Resist. This 60% reduction has proven to be invaluable in end game content where many dangerous spawns become trivialized if they are unable to generate Poison Orbs. As such, many players now strive to achieve 100% immunity as it can inevitably save active skill as none need to be dedicated to removing Poison orbs.

Sadly, Karn is both less accessible and most often a weaker option as the board changer tends to ruin many team’s activation requirements and the 2 turn delay + poison is more universally beneficial. Even if we adjust the for the increase Stone cost of Monster Hunter, it will be easier to roll a Rathian compared to Karn and Karn’s Weapon Assist may only be valuable for Edward, Myr, or Yog  teams who can still activate if the inherit charges up.


Nicol Bolas – S

Active: 100% damage reduction for 1 turn. Reduces cooldown of other skills by 2 turns. (18 turn CD)

Leader Skill: No skyfall combos. ATK x4 when there are 8 or less orbs on the board after matching. + ATK x1 for every missing orb afterwards, up to ATK x12. All attribute cards ATK x2.5, 25% all damage reduction when reaching 5 combos. (Minus 1x ATK for each orb leftover, eg. 3 leftover = 9x)

Awakenings: Skill Boost Skill Lock Resist Time Extend Time Extend TPA TPA TPA TPA TPA
Weapon Assist Evolution:  Dark Orb Enhance Dark Orb Enhance Imp ATK

Worth trading for via Monster Exchange? Maybe

Pros
Cons
  • Powerful Leader Skill
    • Scaling 900x ATK
      • 144x ATK for full board 1c swipe
      • Some damage control
    • Easy 43.55% Damage Reduction
  • Valuable active skill
  • TPA TPA works on his team
  • Weapon Assist grants bind immunity
  • Not bind immune
  • 18 turn cooldown
  • 1 Skill Boost Skill Boost
  • Owning Amen  lowers his value

Nicol Bolas is an exciting card from the Magic: The Gathering Collab as he combines several aspects of other leave X number of orb leaders.

Presently speaking, Amen  and Kaede  are the two preferred leaders for this playstyle as both can be used for either speed farming or as a traditional leader. Both are able to produce 100x ATK with a single combo, full board swipe and this actually places Nicol Bolas ahead due to his own personal 144x; however, it is their peak multipliers and activation requirements that make each one unique.

Amen is able to achieve the highest level of damage with exactly 7 Combos and 3 or less orbs for a ridiculous 10,000x ATK. Unfortunately, he comes with no form of damage reduction or any defensive multiplier and makes him the ultimate Glass Cannon. On the hand, Kaede is only able to peak at 625x ATK, but is able to activate this with only 2 wood combos plus 6 or less orbs on the board. Furthermore, Kaede can also benefit from the same 43.75% damage reduction Nicol Bolas enjoys. With that being said, Nicol Bolas can always activate his damage reduction as 5 combos is almost impossible not to achieve.

As such, Nicol Bolas can be viewed as almost a hybrid between Amen and Kaede or more realistically, as a superior Kaede as he can always tap into his damage reduction and hit a above 100x ATK all the time.

With this in mind, Nicol Bolas can be played as either a traditional leader, or as speed farming one. For speed farming, one can easily match a full board and enjoy 144x ATK or utilize the same full board and also use single/double row makers to trigger a significantly higher multiplier. Unfortunately, his single Skill Boost Skill Boost combined with a high base cooldown can limit his team building/inheritance options along while being vulnerable to binds.

Being vulnerable to binds is somewhat unheard of for a high-end leader in this day and age and will force players to build around this glaring weakness. Thankfully, he has no specific team building requirements and subs can be modified as needed.

If using Nicol Bolas as a traditional leader, one can make comparisons to Anubis 3385 as both can achieve 900x ATK, but done through different means. Anubis must hit 10 or more combos (while using an active skill) which is nearly impossible on a traditional 6×5 board barring skyfalls. As such, Anubis sometimes struggles to activate as a given board has on average 7-8 combos and he only starts to deal meaningful damage at 8 or more. As such, Nicol Bolas will enjoy significantly higher consistency as he can always activate 100x ATK and easily scale higher from any given board.

Even if a board is only 7 combos, blobbing one’s combos (matching more than connected 3) will help reduce the number of remaining orbs while also providing 43.75% damage reduction every turn (something Anubis does not enjoy). This blobbing technique has great synergy with Nicol Bolas’s 5 TPA TPA awakenings as going for pure combos is not always the goal.

In regards to his active skill, being able to fully void any incoming damage combined with 2 turns of haste effectively translates into 3 turns of stalling with the ability to set up the board. This can be valuable as you can survive any amount of damage, but the long cooldown will prevent it from being used more than once in most dungeons.

All in all, Nicol Bolas will be able to form a powerful team whether used traditionally or for speed farming. Just make sure you take into account his lack of Skill Boosts, long base cooldown, and vulnerability to binds.

Weapon Assist evolution

Nicol Bolas’s Weapon Assist evolution is able to grant a card full bind immunity. As mentioned before, most top tier cards are already bind immune so the gesture is often moot, but there are a few leaders who can still benefit from this. Most notably is Nicol Bolas himself (or pair with a friend who has this and you take the Leader Bind Immune badge for solo) or Blue Hunter . While the list could easily be expanded, it would generally be unwise to pursue this form if you only own a single copy of Nicol Bolas.


Jhoira – S

Active: Recover 50% of max HP. Full bind recovery. Awoken Bind recovery for 9999 turns. Reduces cooldown of other skills by 1 turn. (9 turn CD)

Leader Skill: Change the board to 7×6 size. All attribute cards ATK x3 when reaching Water & Fire combos. All attribute cards ATK x3, 25% all damage reduction when reaching 8 combos.

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Boost Skill Lock Resist Time Extend Time Extend 
Weapon Assist Awakenings: Time Extend Imp HP 
Worth trading for via Monster Exchange? 
Maybe/Yes

Pros
Cons
  • Can potentially replace Odin Dragon 3264
    • Same amazing bind clearing active
    • Can be inherited
  • Can potentially replace Diablos 
    • LS makes 7×6 board with higher ATK multiplier
  • 3 Skill Boosts Skill Boost
  • Bind Immune
  • Balance typing
    • Can use any Killer latent
  • Gives Cloud Resist  via Weapon Assist
  • 10c  provides 5x personal damage
  • Low weighted stats
  • 10c  inconsistent in 6×5
    • Less value as a sub
  • Leader Skill can be restrictive
    • Limits board changers & VDP options

Jhoira is going to be one of the most desired cards in the Magic: The Gathering Collab due to the fact that she has the potential to replace both Odin Dragon 3264 and Diablos . This is because Jhoira comes with the same amazing bind clearing active as well as a powerful 7×6 Leader Skill. As such, her review portion will be broken up into several sections.

VS Odin Dragon

Jhoira and Odin Dragon share the exact same active skill effect, but have different names and thus require different skill up fodder. Regardless, this active is considered the strongest in the game when it comes to removing bind and awoken binds. Furthermore, the 50% HP heal can be used in an emergency if there is a lack of heart orbs while the haste can be situationally useful.

With that being said, Odin Dragon’s largest drawback is his inability to be inherited and players were forced to use him as a sub. This is not always a bad thing as Odin Dragon has amazing weighted stats when Limit Broken and leveled up to 110, but it may not always be the best choice for every team. As such, being able to actually inherit Jhoira is amazing as you will be able to use her active skill on any team while also being able to transfer over a Cloud Resist  via her Weapon Assist form.

Unfortunately, the main drawback of using Jhoira as a sub is her low weighted stats compared to Odin Dragon along with her 10 Combo  awakening being inconsistent on 6×5 boards as it is nearly impossible to activate without the aid of skyfalls.

VS Diablos

Jhoira can be a potential alternative to Diablos for 7×6 leader skills as she is able to provide 9x instead of 8.5x ATK and the same damage reduction component. Unfortunately, she has the restriction of being forced to match both Fire and Water for the full multiplier (cards do not have to be Fire and Water, just need to match those combos as Jhoira is those two elements). This colour restriction can potentially cause orb troll, especially if facing encounters who modify the board. Furthermore, it also restricts your board changers to things such as Urd  or Mori Motonari 3103 (others exist) but not all players own these cards and it also prevents usage of the more ideal VDP  options.

Presently speaking, Ilmina 3274 is the best VDP  option for Jhoira teams, but is a rare Collab card while still being less ideal overall due to a non-synergistic active skill. Sadly, Fire and Water has poor choices for VDP and this can place constraints on the type of content one takes Jhoira through. Some may argue that Yusuke  can be used, but he will only be able to pierce with his sub attribute which dramatically lowers his output along with having a non-synergistic active skill (assuming one uses a board with only Fire and Water).

In addition, Jhoira has significantly lower weighted stats which can potentially make or break some team compositions when pushing through new content. Finally, Diablos’s Guard Break  can be situationally useful, and it may be challenging to work it back into your team.

While all of this sounds negative, there are several aspects that place Jhoira ahead of Diablos. Firstly, her active is one of the best in the game and is one that will often be required when pushing through end game content. By comparison, Diablos has a terrible base active skill along with a ridiculously long cooldown that makes it nearly impossible to inherit something over and expect it to come up in time (this may often lead to him using Kralice Rapier  to transfers stats and awakenings).

In addition, by leading with Jhoira, one would most likely not need to utilize Odin Dragon as a sub which frees up an entire active slot that can be filled with something that is more favourable for the dungeon at hand. Furthermore, Jhoira comes with 3 Skill Boosts Skill Boost which can ease team building constraints in shorter dungeons or solo mode.

Taking all of this into consideration, Diablos is still the stronger leader due to no colour restriction and is a fair compensation for the slightly lower multiplier. Just bear in mind that one does not actually need to own Diablos or Jhoira and can simply pair with which ever friend is better suited for the dungeon at hand.

Weapon Assist evolution

While Jhoira is a capable leader and sub, she is also an amazing inherit as she is able to transfer over the strongest bind clearing option in the game and removes the need to run Odin Dragon or herself as a sub. Furthermore, being able to transfer over a Cloud Resist  awakening can be invaluable in certain scenarios.


Vraska – S (edited)

Active: All attribute cards RCV x2 for 3 turns. Removes lock status on orbs. Change all orbs to Wood, Dark & Heart orbs. (11 turn CD)

Leader Skill: Wood attribute cards HP x2, ATK x4. Increases time limit of orb movement by 2 seconds. All attribute cards ATK x3 when reaching Wood & Dark combos.

Awakenings: Bind Immune Bind Immune Skill Boost Skill Boost Skill Lock Resist Skill Lock Resist  45 45
Weapon Assist Awakenings: Skill Boost Blind Resist Imp ATK
Worth trading for via Monster Exchange?  
No

Pros
Cons
  • 2 Skill Boosts Skill Boost
    • Rarer with FUA 
  • 2 7c 45
  • Bind immune
  • Powerful multi-purpose active
    • Unlocks orbs
    • Tri-elemental board changer with hearts
    • Niche RCV boost
  • Grants Skill Boost via Weapon Assist
  • Easy to activate Leader Skill
    • 4x HP
    • 144x ATK
    • Access to powerful subs
  • Balance typing
    • Can use any Killer latent
  • Active board does not work for various teams
    • Longer base cooldown
  • No Time Extend Time Extend (only relevant as a sub)
  • Leader Skill lacks RCV
    • Can be addressed via subs
    • Active helps correct this
    • Vulnerable to gravities
  • 904 weighted stats

Vraska is the final 6-star card in the Magic: The Gathering REM and can somewhat be likened to Amatsu in that both are double 7 Combo 45 with Follow Up Attack  who can unlock orbs. This orb unlocking can be invaluable in certain content as their orb changers will always take effect and in the case of Vraska, will remove all hazard orbs. Unfortunately, the active skill may not have synergy with all teams and the longer base cooldown can make it more challenging to inherit over top. Furthermore, Vraska has significantly lower base stats compared to most other cards (904) which may not make her the most universally desirable FUA option.

On the other hand, Vraska is a powerful leader when built properly. Boasting a 4x HP / 144x ATK multiplier, her innate strength is being able to tank outrageously large preemptives without having to use an active skill. Naturally, the lack of an RCV multiplier is a fair compensation and does require both intelligent team building as well as active management.

Durability comes in several distinct forms: high HP, high RCV, blend of HP/RCV, and damage reduction. All 4 have their own strengths and weaknesses and in the case of Vraska, one will have to either utilize her own base active skill, % HP heals, or Heart Orb enhance +heart awakenings to return to full health. With that being said, it is not mandatory that players constantly sit at full HP due to her large health pool, she can absorb large amounts of consecutive punishment.

One interesting aspect of her active is the ability to grant 2x RCV for 3 turns. This can dramatically improve her healing potential while the board changer helps ensure she can sweep a given floor while also being able to incorporate a column of heart orbs.

144x ATK multiplier is around middle of the road in this day and age but what helps set Vraska apart is her ability to tap into powerful subs as well as her own high personal damage.

Generally speaking, players will be using dual Vraska leaders and having a personal 4x via double 7c 45 puts her in Edward’s  effective damage range while also being able to beautifully use cards like Ragnarok Dragon , Odin Dragon  3264, and Green Sonia  without jeopardizing her colour composition.

All in all, Vraska is a more powerful leader than I was first led to believe and her section has been modified accordingly.

Weapon Assist evolution

Vraska’s Weapon Assist evolution can either be amazing or lackluster, it all depends on the type of content you intend to use it for.

Vraska is able to donate a Skill Boost Skill Boost and this takes effect in both coop and solo mode. This additional Skill Boost can enable certain farming teams to function without altering the team composition. Sadly, the Skill Boost loses merit in longer dungeon/traditional content as it provides no additional value after a certain point.

In regards to other Skill Boost options via Weapon Assist, only Amen  and Nergigante work and both are significantly more expensive/harder to acquire.


5 star base

The 5-star cards in the Magic: The Gathering Collab are mostly geared towards players who wish to maximize their farming potential and are often less valuable for the average player.

In addition, the 5-star cards have horrible base stats and will mostly be used as inherits.

Shivan Dragon – C

Active: Reduce enemies’ defense to 0 for 1 turn. Effects carry forward on sweep. Dragon type cards ATK x3 for 1 turn  (13 turn CD)

Leader Skill: Dragon type cards HP x2, ATK x2. ATK x2.5 when simultaneously clearing 5 connected Fire orbs

Awakenings: Skill Boost Skill Boost Machine Killer Devil killer Devil killer

Pros
Cons
  • Double Devil Killers Devil killer
  • 2 Skill Boosts Skill Boost
  • 100% DEF break
  • 3x ATK burst
  • Low weighted stats
  • Active is situationally useful
    • Longer cooldown
    • Each component is rarely needed
  • Better options exist for Killers

Shivan Dragon is a situational card overall as both a sub and inherit.

As a sub, he is outclassed by stronger options in terms of Killer awakenings, but being Fire may open some new doors; however, his main drawback will be his longer cooldown active skill.

If used as an inherit, Shivan Dragon will be primarily used for his full DEF break which can trivialize spawns like the Metatron or Jewels of Creation. Sadly, with higher ATK multipliers and Guard Break , the actual need for full DEF voids is lower. The 3x Dragon burst is niche as well and would be challenging to need both components at the same time.


Serra Angel – D

Active: Remove lock status on orbs. Change Wood, Jammer, Poison & Mortal Poison orbs to Light orbs (7 turn CD)

Leader Skill: Light attribute cards HP x2, RCV x2. All attribute cards ATK x3 when reaching 5 combos or above.

Awakenings: Skill Boost Skill Lock Resist TPA TPA TPA

Pros
Cons
  • Removes Locked orbs
  • Removes Hazards
  • Low value active overall

Serra Angel is a terribly weak card in the Magic: The Gathering Collab and leaves much to be desired. She will almost only be used as an inherit and her active is middling at best.

Being able to remove both hazards and locked orbs can be useful under specific circumstances, but will rarely take priority over other options.


 Gideon Jura – C

Active: 35% damage reduction for 3 turns. +1 combo count for 3 turns  (13 turn CD)

Leader Skill: All attribute cards ATK x5 when HP is greater than 50%. ATK x8 when HP is less than 20%. While your HP is 50% or above, a single hit that normally kills you will instead leave you with 1 HP. For the consecutive hits, this skill will only affect the first hi

Awakenings: Bind Immune Bind Immune Skill Boost Fire resist Fire resist Water Red Water Red Wood resist Wood resist

Pros
Cons
  • Modest damage reduction
  • +1 Combos for 3 turns
  • Passive 10% resistance vs Fire, Water, and Wood
  • Active combines 2 components and each is relatively weak
    • Long base cooldown
  • Challenging to justify using as a sub

Gideon Jura combines 2 weak active skill components into a single skill. While this may seem like an efficient strategy, it is actually lackluster as it is rare that one will need both components at the same time. As such, it is almost always better to use a stronger shield or bonus combo count active to counter whatever mechanic the dungeon has.

+1 combo count for 3 turns may look appealing, but it is often not adding enough value to justify and the only foreseeable situation I could imagine using Gideon Jura’s active is on dual Anubis 3385 teams. The +1 combo enables them to almost always activate the lower multiplier component (8 combos) and the damage reduction can help survive some attacks. Regardless, this is a niche scenario and is not truly practical for a team that tends to lack Skill Boosts.


 Jace Beleren – D

Active: Delay 1  turn to all enemies. Inflict Poison damage equal to ATK x70 to all enemies every turn. Ignore enemy element and defense (12 turn CD)

Leader Skill: Water attribute cards HP x1.5, ATK x4. Increases time limit of orb movement by 2 seconds. RCV x2 when matching exactly 4 connected heart orbs.

Awakenings: Time Extend Time Extend Time Extend Skill Boost 45

Pros
Cons
  • Poison & Delay
  • Rathian  is superior in every way

Jace Beleren feels like a lesser Rathian  as both share the same Delay plus Poison active skill; however, Rathian is able to become a Weapon Assist and transfer over 60% Poison resistance. The active alone is usually not enough to justify using, but gaining access to what is arguably the best resistance in the game makes him a game changer.

In regards to using the Delay and Poison ability, it naturally counters high DEF, low HP spawns but can also be used to counter resolves that do not have status void. While FUA  is often the cleanest solution to Resolves, being able to kill via Poison means one can activate off most boards and will often result in a higher combo count/total damage. The most noteworthy spawn for this would be the Norns at the end of Arena 4.


 Liliana Vess – A

Active: Inflict Dark nuke damage equal to team Dark ATK x50 to all enemies. Change top-most row into Dark orbs. Change Dark orbs into locked orbs (12 turn CD)

Leader Skill: Dark attribute cards ATK x2, RCV x2. ATK x3 when simultaneously clearing 6 connected Dark orbs.

Awakenings: Dark row Dark row Dark row Dark row Skill Boost Skill Lock Resist 

Pros
Cons
  • High damage button potential
  • Locked Dark orbs saves them for next turn
  • Dark orbs are spawned at the top of the board
  • Can sweep 2 floors with 1 active
  • Used as only an inherit
  • Dark farming is relatively luxurious
  • Low value for the average player

Liliana Vess will either be an amazing or lackluster card because she is purely geared towards players who wish to farm content as efficiently possible and have access to leaders like Makoto .

Makoto is able to deal spectacular amounts of damage via 5 connected Dark orbs and this naturally has great synergy with Liliana Vess’s active; however, being able to lock Dark orbs is stronger than it appears. This is because those orbs will always be present, even if an encounter would change them away. Thus, it can act as a pseudo safety net against orb changing bosses. Furthermore, the Dark orbs are spawned at the top of the board which means one can save orbs at the bottom without fear of having them being overwritten.

While the locked Dark orb generation is useful, it is the high damage button potential that makes Liliana Vess truly exciting. Being able to deal 50x ATK of the entire team means one can potentially button through various spawns and it is not uncommon for this attack to exceed 1 million damage. This is obviously stronger in coop where more Skill Boost Skill Boost and Coop Boost Multiplayer Bonus awakenings are present, but can still be serviceable in solo mode provided the team has numerous high ATK dark cards.

In essence, Liliana Vess is able to potentially sweep two floors with a single active which is invaluable for efficient farming practices. Sadly, this will have less merit for the average player who will be unable to take advantage of these traits.


 Chandra Nalaar – A

Active: Deals damage equal to 10% of enemies’ max HP. Change left-most column & right-most column into Fire orbs (15 turn CD)

Leader Skill: All attribute cards ATK x4 when reaching Fire & Fire combos. ATK x2 when simultaneously clearing 5 connected Fire orbs.

Awakenings: Skill Boost Skill Boost 45  

Pros
Cons
  • 10% True Gravity
  • Spawns 2 columns of Fire orbs
  • Mostly used for specific farming builds (aka Matoko )
  • Possibly used for Fire colour cross teams

Chandra Nalaar is also like Liliana Vess, amazing for specific farming builds but lackluster for the average player.

Being able to spawn two columns of Fire orbs (10 orbs on 6×5) means teams like Makoko  are able to sweep two floors with a single active. This is because they scale off only 5 connected Fire/Dark orbs and two columns is the perfect amount. Thus, in longer dungeons that require heavy active management, Chandra Nalaar will be a phenomenal asset but will have lower value outside of these speed farming practices. With that being said, one may find value in the double Fire columns for Fire cross teams, but this is a stretch for the most part due to the lengthy cooldown.


 Nissa Revane – B

Active: Wood attribute ATK x4 for 1 turn. (10 turn CD)

Leader Skill: All attribute cards ATK x5 when reaching Heart & Heart combos. ATK x1, reduce damage taken by 50% after matching Heal orbs in a cross formation

Awakenings: Bind Immune Bind Immune Bind Clear awakening Bind Clear awakening Bind Clear awakening Skill Lock Resist Auto heal Auto heal Auto heal

Pros
Cons
  • Fast charging, high ATK boost
  • Only boosts damage for 1 turn

Nissa Revane is the final card in the Magic: The Gathering Collab and features a wonderfully fast charging active skill. Most burst inherits last for several turns or come with secondary effects and all of these add addition turns for the cooldown. As such, a vanilla 4x Wood ATK for a single turn can be invaluable for shorter dungeons where Skill Boosts Skill Boost are in short supply along with only requiring a single turn of burst.

While this may be quite restrictive, it will be the best option for Wood teams who need a large burst quickly. As such, Nissa Revane will be a wonderful addition for your Monster Box if you play those types of teams.

Conclusion

The Magic: The Gathering Collab is an exciting event for North American players as it features a syncronized release with the JP server. This enables players to gain access to these cards right away while the hype and excitement are fresh in their minds.

Overall, the Collab does feature powerful cards and all of the 6-stars have value unlike other events such as the Rurouni Kenshin, Full Metal Alchemist, and YYH. Thus, the estimated 10% chance at a diamond means any one of them will be useful.

While the cards features are powerful, they are not as meta defining compared to other top prizes but again, the consolation is all 6-stars are valuable.

Let me know what you think about the Magic: The Gathering event in the comments below and if you plan on rolling.

Happy Puzzling!

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49 thoughts on “Magic: The Gathering REM Review and Analysis – June 2018”

  1. I would consider holding onto Lily and Jace if you weren’t already planning to. Lore-wise Nicol Bolas is an extremely powerful planeswalker.

    Popularity-wise and game wise, Jace and Liliana have, arguably, the two strongest planeswalker cards in the game. Thus, my expectation is that Jace and Liliana will end up with significant power boosts through evolution or other cards that may come down the pipe in the future.

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    1. The only downside of that is GH rarely ever buffs 5*/lowest rarity Collab cards as they want players to chase the top prizes. With that being said, I would still keep at least 1 copy of all cards and more for Liliana and Chandra for farming purposes

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  2. Should I monster exchange for jhoira (no odin dra)? So I currently use yusuke as lead. I have 2 dark metas, 1 fenrir (in use on yusuke), 1 ameno (in use on yusuke), 1 macha, and 1 skuld (in use on yusuke).

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    1. Do you have any other possible GFE you could trade in? Do you have any other FUA option outside of Skuld? It looks like you would be nuking a large part of your Yusuke team for what amounts to an Odin Dragon/7×6

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    2. Odin dra is better fit for Yusuke team and only cost 300k mp. Jhoira is not a good sub for 6×5 board so you will end up inheriting her skill to a cleric and resulting in longer CD.

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  3. Rolled 2 Vraska & $1 Jhoira. Exchanged one Vraska for Nicol Bolas with a luck roll of another as a first roll after leaving the app. The percentages of 6 * and 5* are crazy with 5* at 12.86% and 6* at 2.5%.

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  4. Hey Mantastic, i pulled 7 times and got:

    serra Angel x3
    shivan Dragon x2
    Nissa Revane x1
    Vraska x1

    what should i do with the double and triples cards? should i sell them or safe them for the future?

    thx a lot!

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    1. If you are not hungering for box space, it is best to keep cards as they may receive some benefit in the future as well as their small MP sell value usually not meaning much

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  5. Unless I’m mistaken, can’t you exchange any 4 of the 5* rolls for the 6 stars rolls? It seems like you can exchange 4 of their card form for any card, and then retrade the card back for the 6*.
    So doesn’t this mean any 6* costs at most 20 stones?

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    1. Nevermind, disregard. Didn’t realize there were normal and premium versions of the 6* cards. That was very not visually distinct from the small images.

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  6. Rolled again for 2 cards. I git Vraska. I do not know why I got ‘only’ green cards in the last time. Vraska feels like a weeker Zela. Maybe she will find a way into Keade. At least as a sub for Zela.

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  7. Trying to decide if Nicol Bolas is worth exchanging for. I was lucky enough to role Jhoira. I mostly play Yasuke and Yog, with some strong dark monsters sitting in my box unused: Nohime (2), Valentines Net, Uranus, Sheena. So I feel like I could make a good team, but probably would not be able to exchange for anything else for a while since it takes me a while to build up 6* gfe’s. I’m worried about trading for him and then him going unused. I would say I am playing “near” end game content. I have the teams to tackle end game, but haven’t bothered to beat Arena 3 yet. I do regularly defeat all challenge dungeons though. What do you think?

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    1. Considering you already have Yusuke, the need for Nicol Bolas is lowered

      Nicol is a wonderfully fun leader and is powerful, but Yusuke largely outclasses him. So you would be essentially gaining another strong leader that probably wont improve your ability to clear new content.

      Thus, I would not exchange for him as you will be lacking cards for future events

      PS you can run any cards on his team, he is not restricted to Dark

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  8. Any recommendations for Karn teams? I’m experimenting with jammer meta but Karn is a tougher leader to build than Fenrir because it requires 7 jammers every turn for max damage. Multiple Fenrir subs? Jormugander-Ullr? Tried Aten but extremely unreliable

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  9. Hello mantastic, I got vraska and I m wondering wich sups I can pair with. I have green Sonia, but not much else, what are the ideal subs to build a strong team to clear the most of endgame levels?

    Thx a lot

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    1. You will ideally need to run some cards with RCV to help her heal back up after taking damage

      With that being said, her team building is quite flexible and can function with a wide variety of subs to counter the dungeon at hand

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      1. I tried pairing Vraska with my second account’s Kami, with Ordin Dra, Ragnarok Dra. Fujin (double 7c) and awoken Acala (double co-op booster)…. this team is incredibly balanced comparing Vraska alone (no dmg reduction), or Kami alone (low HP)…
        O_O

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  10. Hey bud great article! so I have a question for you: last year I was running a Reincarnated Hermes team that looks like would work for Jhoira. I traded for it and I think it would work. It was RHermes, Mori Motonari, Gan Ning, RIsis and Azure Goddess, Valkyrie Reine. any feedback/help?

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      1. The team does not need to only run Fire or Water cards but they are preferred if using board changers. With that being said, you should be trying to prioritize cards with 7c and Time Extend to achieve reliable damage every turn (even without an active)

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  11. Vraska 4x hp makes her able to deal with long end game content really easily. She can clear alt arena verry consistsntly. Because you have such a large hp pool healing to full every turn is not necessary as you will have alot of hp left to tank the next few shots. Hrr active skill makes up for her lack of heal multiplyer and can br used quite often (and lasts for 3 turns). Here is an example of an aa clear with her: https://youtu.be/PF1ci_23UUw
    144x atk is sufficent as can be seen and itd thr same as edward…

    Since you are looked up to by many new players please dont spread missinformation or just plain retarded and not thought out options that can affect other players who try to learn from you. Lastly don’t let that huge af ego of yours stand in the way of reason.

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      1. Chad…. I am amazed by the personal attack and the choice of word such as “retarded” ,”huge ego”….
        Like… do you know Mantastic personally?

        It’s very common to have different opinions about a card. And given the fact that Mantastic wrote the review in a short period of time to allow readers like me to decide how much to roll, while he himself personally don’t own the card when he wrote the review… Much love and appreciation to you Mantastic!!

        Liked by 1 person

  12. Could you do a guide for team building the top tier units in the game as well as more accessible options for subs such that people without access to Ideal, Amatsu, Fujin. To me it seems that I have a hard time deciding on team members. My box: http://imgur.com/gallery/lfrBUT8

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    1. Team building now mostly consists of finding a strong leader and then bringing subs/actives to counter the dungeon at hand. Every spawn has several solutions and it is mostly a matter of bringing the correct cards that ideally have merit against other spawns

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      1. I’m having a rough time with Arena 3, would you suggest the best team I could run to beat it? I can Evo everything in my box to Max, but not enough for everyone at the same time, only like 5

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  13. The review is just straight up sleeping on vraska. She is silly good as a lead, and does stupidly high damage with Fio/Ney/Oichi/Cronus/etc as subs with 7cc littered everywhere on cards with strong actives. Outdamages my Yusuke team with Aife/Karn subs levels of damage. She should be S rank beside Jhoira. 150-200k hp in coop. Healing isn’t hard when you are killing things, and your tricolor board changers like Oichi make hearts.

    Bolas…is no Amen or Kaede. Penalizes the hell out of you for boards where you leave 4-5-6 orbs. Dude is just awkward. “UY looks good on paper but is super akward to play” tier of awkward. I say that as an Amen and revoRaphael playstyle familiar player. He is just not S tier and belongs a rank down, and kaede like-role outpilots him by miles. His role is substantially better as a sub, as a dark based immunity card, niche use like Ganesha.

    Always interesting to see a review though.
    I may disagree with some points of this one, but the write-up and the website are great.

    Super looking forward to 6 stone super PEM.
    Imho theyve already created a self fulfilling prophecy monster and have to have it, as the longer the don’t have it, the more hardcore people get boycotting pulling anything else until it gets here. Pem is dead to me until it comes, however many events that takes, and if it takes months and 100s of stones stockpile, that just means buying less packs. So they may as well get it here briskly.

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    1. I have actually rewrote Vraska’s section as a leader to reflect her true merit as I had under valued her initially.

      As for Bolas, he is far stronger than Kaede for both the easier activation, higher scaling multiplier, and more open access to subs

      Bolas will always have access to his damage reduction component (5c) vs Kaede’s need to have 6 wood orbs. This consistent survivability makes him function quite well as a traditional leader. He also has scaling damage (so some damage control) and assuming a given board has 7c (low end) one can simply blob combos to push up the damage.

      As for his vulnerability to binds, one can simply take the bind immune badge in solo mode and pair with a bind immune friend. Yes this is a budget solution, but it works quite well but he is still his own best assist

      As for disagreeing on view points, that is perfectly fine provided it is done in a civil manner =)

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  14. I rolled Vraska just yesterday and couldn’t be happier with this card as a leader. She trivialized the July level 10 challenge. She paired well with subs: Gronia, Fujin, Odin dragon, Ragnarok Dragon, and fellow Vraska. I could replace Rag with Meimei.

    Also, lets forget about what Chad had to say…some people don’t understated the power a few words can have..really he only stigmatized himself. As for the ego comment of his, I see nothing but joy and professionalism from you; you’re a great role model and icon to this game.

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        1. I have been running arena and 3p arena using Kami with friend Vraska (or viseversa) and it is very impressive. You should try it if you have either. The increased HP is very useful.

          Just make sure that all cards have green somewhere. 🙂

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  15. I rolled 2 (yes two) jhoria. You are wrong about her as a sub. She is her own best sub. 🙂

    You didn’t mention her best friends! Enra and cthugra. Cthugra’s active is amazing on her team. Instant spike.

    Much easier to do full damage then anubalous and does good controlled damage. I did sopdet easily. Ok, took two tries to get it right, but it was easy.

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    1. For spikes, you generally want a Gemstone or Wise Dragon. +2 combo count does not do much

      Also, using her as a sub is okay, the 10c is nice, but the active is redundant so it will most likely need to be inherited over.

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      1. It’s a short cool down so I do tend to really on the assist. And with 2 of her, the combo bonus guarantees the 10c bonus. Big hit.

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