loroku wrote: Lilliana 1: Corrupt 1 - you and your opponent discard your last card; cost - 3 2 - you discard your last card and your opponent discards their last 2; cost - 6 3 - you discard your last two cards and your opponent discards their first and last card; cost - 9 2: Grave Mist 1 - activate 3**: deal 1 damage to all creatures and players; cost - ?? 2 - activate 3**: deal 1 damage to you and your creatures & 2 damage to opponent and opponent's creatures; cost - 6 3 - activate 3**: deal 1 damage to you and your creatures & 3 damage to opponent and opponent's creatures; cost - 12 **"activate X" means it spits X number of special tiles on the board and when you match one it activates 3: Raise Dead* 1 - your last killed creature returns; cost - ?? 2 - your last ?? killed creature returns; cost - ?? 3 - your last 3 killed creatures return; cost - 21 *doesn't work on tokens
raidan wrote: Level 1 Grave Mist costs 12. Level 2 Grave Mist costs 12. (you have this listed as 6) Level 2 Raise dead returns the last 2 creatures killed and it costs 18.
Coconut99 wrote: Nice and great as a quick reference, thanks! I don't suppose it'd be possible to include deck makeups as well (creature/spell/support limitations)?
madwren wrote: Rally the Troops level 2: Cost 12, Give +3/+3 to each Ally creature you control
loroku wrote: madwren wrote: Rally the Troops level 2: Cost 12, Give +3/+3 to each Ally creature you control Thank you for that! Also, does the 3rd power specify that only creatures with the "Ally" keyword get boosted, or is it all your creatures?
madwren wrote: It specifies Ally. I directly quoted it. Echo level 4: Cost 6, Summon a 4/4 Echo of Gideon token with Haste and Vigilance. IT dies at the beginning of your next turn. Conscription level 4: Cost 9, Summon 4 2/2 White Knight Ally tokens Rally level 3: Cost 12, Give +4/+4 to each Ally creature you control
loroku wrote: Garruk 1: summon 1/1 tokens - cost: 6 1 - summon 1 1/1 token 2 - summon 2 1/1 tokens 3 - summon 3 1/1 tokens 4 - summon 4 1/1 tokens 2: summon 2/2 tokens - cost: 9 1 - summon 1 2/2 token 2 - summon 2 2/2 tokens 3 - summon 3 2/2 tokens 4 - summon 4 2/2 tokens 3: summon 3/3 tokens - cost: 15 1 - summon 1 3/3 token 2 - summon 2 3/3 tokens 3 - summon 3 3/3 tokens 4 - summon 4 3/3 tokens
loroku wrote: So, one weird thing I noticed: assuming these numbers are all correct (and they come from a direct quote from the devs - which, to be fair, does not guarantee they are correct), Garruk's 2nd power is more efficient than either his 1st or 3rd. Unless you absolutely need a 12/12 token this turn and only have 15 , it's better to cast an 8/8 this turn for 9, grab 3 more , and then turn your 8/8 into a 16/16 for another 9. Similarly, unless you really need a 4/4 for 6 right now, it's better to wait and get an 8/8 for 9. Certainly those other powers give options, but the 2nd power is the most efficient.