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|House=Brobnar | |House=Brobnar | ||
|Image=341-046.png | |Image=341-046.png | ||
|Text=Brobnar is the fighting house, thematically inspired by Norse mythology and warrior culture. [[:Category:Giant|Giants]] and [[:Category:Goblin|Goblins]], along with powerful effects that enhance and reward fighting and destroying enemy creatures. Unlike many other houses, Æmber control is primarily achieved through Æmber destruction (instead of [[Capture|capturing]] or [[Steal|stealing]]). | |Text=Brobnar is the fighting house, thematically inspired by Norse mythology and warrior culture. [[:Category:Giant|Giants]] and [[:Category:Goblin|Goblins]], along with powerful effects that enhance and reward fighting and destroying enemy creatures. Unlike many other houses, Æmber control is primarily achieved through Æmber destruction (instead of [[Capture|capturing]] or [[Steal|stealing]]). <p> | ||
Examples of typical Brobnar cards are [[Ganger Chieftain]], [[Loot the Bodies]], [[Grump Buggy]] and [[Pile of Skulls]]. Uniquely, in Worlds Collide all common Giant creatures also have a more powerful Mega variant. | Examples of typical Brobnar cards are [[Ganger Chieftain]], [[Loot the Bodies]], [[Grump Buggy]] and [[Pile of Skulls]]. Uniquely, in Worlds Collide all common Giant creatures also have a more powerful Mega variant.<p> | ||
With limited potential for Æmber gain and Æmber control, Brobnar wasn't a powerhouse in any of the sets. | With limited potential for Æmber gain and Æmber control, Brobnar wasn't a powerhouse in any of the sets. | ||
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|House=Dis | |House=Dis | ||
|Image=435-073.png | |Image=435-073.png | ||
|Text=Dis is the disruption house, with an infernal theme embodied by [[:Category:Demon|Demons]] and [[:Category:Imp|Imps]]. Preventing players from choosing a house, from drawing or playing cards, giving [[Chains|chains]], [[Discarding cards|discarding]] and [[Purge|purging]] cards are all common ways Dis can control the game. | |Text=Dis is the disruption house, with an infernal theme embodied by [[:Category:Demon|Demons]] and [[:Category:Imp|Imps]]. Preventing players from choosing a house, from drawing or playing cards, giving [[Chains|chains]], [[Discarding cards|discarding]] and [[Purge|purging]] cards are all common ways Dis can control the game.<p> | ||
Some of the most powerful cards in KeyForge are in Dis: [[Control the Weak]], [[Ember Imp]], [[Gateway to Dis]], [[Collar of Subordination]] and [[Infurnace]]. | Some of the most powerful cards in KeyForge are in Dis: [[Control the Weak]], [[Ember Imp]], [[Gateway to Dis]], [[Collar of Subordination]] and [[Infurnace]]. <p> | ||
Dis has proven to be a staple of many competitive decks, especially in Call of the Archons. | Dis has proven to be a staple of many competitive decks, especially in Call of the Archons. | ||
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|House=Logos | |House=Logos | ||
|Image=435-158.png | |Image=435-158.png | ||
|Text=Inspired by scientific and technological themes, Logos is the efficiency house. Drawing and [[Archives|archiving]] are the most prevalent mechanics in house Logos. Along with deck manipulation and allowing playing cards not from the [[active house]], it brings consistency to decks more than any other house. | |Text=Inspired by scientific and technological themes, Logos is the efficiency house. Drawing and [[Archives|archiving]] are the most prevalent mechanics in house Logos. Along with deck manipulation and allowing playing cards not from the [[active house]], it brings consistency to decks more than any other house.<p> | ||
[[Library Access]], [[Mother]], [[Wild Wormhole|Wild Wormhole]], [[Interdimensional Graft]] and [[EDAI “Edie” 4x4]] are some of the most popular and iconic Logos cards that helped Logos be among the best houses in each set. | [[Library Access]], [[Mother]], [[Wild Wormhole|Wild Wormhole]], [[Interdimensional Graft]] and [[EDAI “Edie” 4x4]] are some of the most popular and iconic Logos cards that helped Logos be among the best houses in each set. | ||
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|House=Mars | |House=Mars | ||
|Image=341-161.png | |Image=341-161.png | ||
|Text=Drawing from classic pop culture depictions of Martians, this is the most insular house in KeyForge, with many effects that synergize only with other Mars cards. Examples of typical Mars cards are [[“John Smyth”]], [[Mothergun]], [[Mars First]] and [[Xanthyx Harvester]]. A secondary theme is abducting creatures into their opponent's archives, with cards like [[Collector Worm]] and [[Uxlyx the Zookeeper]]. | |Text=Drawing from classic pop culture depictions of Martians, this is the most insular house in KeyForge, with many effects that synergize only with other Mars cards. Examples of typical Mars cards are [[“John Smyth”]], [[Mothergun]], [[Mars First]] and [[Xanthyx Harvester]]. A secondary theme is abducting creatures into their opponent's archives, with cards like [[Collector Worm]] and [[Uxlyx the Zookeeper]].<p> | ||
While traditionally regarded as the weakest house in Call of the Archons, it proved to be more competitive in Age of Ascension, especially with the [[Martian Generosity]] + [[Key Abduction]] combo decks. Mars was rotated out after Age of Ascension, but they will return in a future set. | While traditionally regarded as the weakest house in Call of the Archons, it proved to be more competitive in Age of Ascension, especially with the [[Martian Generosity]] + [[Key Abduction]] combo decks. Mars was rotated out after Age of Ascension, but they will return in a future set. | ||
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|House=Sanctum | |House=Sanctum | ||
|Image=435-251.png | |Image=435-251.png | ||
|Text=Sanctum is a contrast to the demonic Dis: a house of monks and angelic knights. Sanctum's primary themes are board control through powerful creatures with [[armor]], capturing Æmber and [[Heal|healing]]. Secondary themes are [[Stun|stunning]] and Æmber burst. Notable examples are cards like [[Bulwark]], [[Virtuous Works]], [[Doorstep to Heaven]] and [[Sir Marrows]]. | |Text=Sanctum is a contrast to the demonic Dis: a house of monks and angelic knights. Sanctum's primary themes are board control through powerful creatures with [[armor]], capturing Æmber and [[Heal|healing]]. Secondary themes are [[Stun|stunning]] and Æmber burst. Notable examples are cards like [[Bulwark]], [[Virtuous Works]], [[Doorstep to Heaven]] and [[Sir Marrows]].<p> | ||
Similarly to Mars, its strength improved in Age of Ascension with cards like [[Proclamation 346E]], [[The Grey Rider]] and [[Barrister Joya]]. Also like Mars, it was rotated out for Worlds Collide. | Similarly to Mars, its strength improved in Age of Ascension with cards like [[Proclamation 346E]], [[The Grey Rider]] and [[Barrister Joya]]. Also like Mars, it was rotated out for Worlds Collide. | ||
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|House=Saurian | |House=Saurian | ||
|Image=452-215.png | |Image=452-215.png | ||
|Text=With a unique mix of Greco-Roman culture and dinosaurs, Saurian was one of the new houses in the game's third set, Worlds Collide. Exploring the theme of hubris through the [[exalt]] keyword that was introduced exclusively with Saurians, big creatures with high risk / high reward effects define this house: [[Senator Shrix]], [[Cincinnatus Rex]], [[Saurus Rex]], [[Gargantodon]] and many others. | |Text=With a unique mix of Greco-Roman culture and dinosaurs, Saurian was one of the new houses in the game's third set, Worlds Collide. Exploring the theme of hubris through the [[exalt]] keyword that was introduced exclusively with Saurians, big creatures with high risk / high reward effects define this house: [[Senator Shrix]], [[Cincinnatus Rex]], [[Saurus Rex]], [[Gargantodon]] and many others.<p> | ||
Secondary themes include steal-hate, capturing and [[Ward|warding]]. Saurian immediately proved to be both a fan favorite and a competitively successful house. | Secondary themes include steal-hate, capturing and [[Ward|warding]]. Saurian immediately proved to be both a fan favorite and a competitively successful house. | ||
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|House=Shadows | |House=Shadows | ||
|Image=341-303.png | |Image=341-303.png | ||
|Text=Shadows is the sneaky house. It contains small, [[elusive]] creatures and powerful effects that deal direct damage and, more than any other house, steal Æmber. This is emphasized with cards like [[Ronnie Wristclocks]], [[Miasma]], [[Relentless Whispers]] and [[Too Much to Protect]]. | |Text=Shadows is the sneaky house. It contains small, [[elusive]] creatures and powerful effects that deal direct damage and, more than any other house, steal Æmber. This is emphasized with cards like [[Ronnie Wristclocks]], [[Miasma]], [[Relentless Whispers]] and [[Too Much to Protect]].<p> | ||
[[Bait and Switch]] was largely considered to be the best card in the game, until it was [[:Category:Errata|errata]]'d and its power considerably lowered. | [[Bait and Switch]] was largely considered to be the best card in the game, until it was [[:Category:Errata|errata]]'d and its power considerably lowered.<p> | ||
As stealing is arguably the most impactful mechanic in the game, Shadows has proven to be by far the most competitively successful house across the game's first two sets. | As stealing is arguably the most impactful mechanic in the game, Shadows has proven to be by far the most competitively successful house across the game's first two sets. | ||
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|House=Star Alliance | |House=Star Alliance | ||
|Image=452-301.png | |Image=452-301.png | ||
|Text=Introduced in Worlds Collide alongside Saurian and inspired by classic sci-fi tropes, Star Alliance is thematically the opposite of house Mars. As the primary mechanics are allowing playing and using cards outside of the [[active house]], Star Alliance brings cohesion and efficiency to decks. This is exemplified in cards like [[Captain Val Jericho]], [[Com. Officer Kirby]], [[United Action]] and [[Commander Chan]]. | |Text=Introduced in Worlds Collide alongside Saurian and inspired by classic sci-fi tropes, Star Alliance is thematically the opposite of house Mars. As the primary mechanics are allowing playing and using cards outside of the [[active house]], Star Alliance brings cohesion and efficiency to decks. This is exemplified in cards like [[Captain Val Jericho]], [[Com. Officer Kirby]], [[United Action]] and [[Commander Chan]].<p> | ||
Star Alliance also has more [[:Category:Upgrade|upgrades]] than any other house, including a unique Blaster for each common creature in Worlds Collide, as well as Robot creatures that can also be played as upgrades. Just like Saurian, Star Alliance is considered one of the best houses in Worlds Collide. | Star Alliance also has more [[:Category:Upgrade|upgrades]] than any other house, including a unique Blaster for each common creature in Worlds Collide, as well as Robot creatures that can also be played as upgrades. Just like Saurian, Star Alliance is considered one of the best houses in Worlds Collide. | ||
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|House=Untamed | |House=Untamed | ||
|Image=452-389.png | |Image=452-389.png | ||
|Text=Untamed is the house inspired by nature and wilderness, featuring animals, plants, humans and other lifeforms. Untamed's primary themes are Æmber burst and recursion. [[Dust Pixie]], [[Hunting Witch]], [[Witch of the Eye]] and [[Key Charge]] are some of the cards that made Untamed the house with the best Æmber generation in Call of the Archons. | |Text=Untamed is the house inspired by nature and wilderness, featuring animals, plants, humans and other lifeforms. Untamed's primary themes are Æmber burst and recursion. [[Dust Pixie]], [[Hunting Witch]], [[Witch of the Eye]] and [[Key Charge]] are some of the cards that made Untamed the house with the best Æmber generation in Call of the Archons. <p> | ||
[[Mimicry]], [[Nepenthe Seed]], [[Duskwitch]] and [[Heart of the Forest]] are some of the other iconic Untamed cards. | [[Mimicry]], [[Nepenthe Seed]], [[Duskwitch]] and [[Heart of the Forest]] are some of the other iconic Untamed cards. |