Skyweaver has received lots of new cards with the release of starter decks. In this series let’s review the cards and have some opinion about them. There will be a community rating for each card for how players think the card performs in Ada decks and a general rating regardless of Ada. I will also include my personal rating. I will exclude some of the very basic cards such as Treefolk Sapling or cards that aim to be weaker versions of existing cards, such as Treefolk Brawler. Please note that the below opinions are my opinions about the cards and can vary from player to player. Also, depending on the time that you are reading this post, some of the cards will probably receive buff/nerfs, so the opinions may not stay valid. I wish you a pleasant reading.
1- Armis Flagbearer
An interesting 1 cost that is also similar to Ada’s hero ability. Flagbearer has an important ability, with Ada’s starter deck we received several cards that can benefit from gaining power, and probably in the future we will receive more cards that fit into this theme. Flagbearer allows these cards to trigger their effects and get stronger. Usually, the cards in Ada’s starter deck are stronger when they are played in Ada decks. Another advantage of Flagbearer is that, it lets those cards function regardless of Ada’s ability. Overall the card is very weak in terms of its capability to defend itself and it doesn’t function as a summon effect, so it only works for the cards that you play from your hand. I think it’s a card with potential that can become even more useful if you can increase its stats while playing with it.
Ada
General
2- Bark Armor
Replaced an already existing card so not much to say about it, but the difference is this time it’s an earth spell, which can interact with other earth cards that get buffs when you play another earth card. Can be a useful option in earth decks, however after several uses the cost will surpass its benefits.
Ada
General
3- Pummel
1 cost deal 2 is certainly not so impressive there are other options that can already do that, the only benefits of this card are being an earth spell and giving a random unit +1 power. It can trigger some card effects but the amount of cards that can trigger right now is very limited. In the future the card may become more useful, right now it’s more limited to specific Ada decks.
Ada
General
4- Armis Tactician
It is low-statted, easy to remove and its ability does not provide a large benefit, considering it can’t trigger many times in every game. However in the right deck which can make units gain power constantly it can be more beneficial. Also outside of Ada decks, it seems much weaker.
Ada
General
5- Sprouting
If we still had the previous mana system of the game, this card would be more beneficial. Right now the value it provides is not so much in my opinion, considering the units are not summoned and when they are played they do not produce much value. Giving +1 to a random unit also has minimal effect.
Ada
General
6- Treefolk Sage
One of the most effective cards of the set especially if it is played in Ada decks. To work outside of Ada, it requires a good functioning deck, yet in Ada if it is played as the first unit in any turn, you will get a solid 2-5 for 2 mana, and if it keeps surviving it will boost the first unit that you play each turn and will work well with other cards that increase powers of units. If you see it played against you try to remove it if you can or its effect can scale up in upcoming turns.
Ada
General
7- Ether Call
A draw two card that is focused on earth and metal. Considering that strength is getting more and more earth and metal focused, it’s a beneficial card. An upside is, it’s not just useful in Ada decks but can work in other decks too which utilize these prisms.
Ada
General
8- Armis Commander
One of the strong cards of the set, it may not have strong stats but having guard and its ability is very beneficial. Giving plus 1 power to all units can allow them to end the opponent, or deal with the units on board easier. Also, its ability allow some of the units to trigger their effects, such as Treefolk Sage or Treefolk Bulwark. With cards that can suit its ability, Armis Commander can be a very useful unit, especially when combined with Bulwark, and Sage.
Ada
General
9- Cleave
It might not be the best removal in the game when compared to other available options, yet does two effective things under one card. It might not be easy to have many units on board every time to benefit from its +1 power ability, still can be helpful to trigger the effects of other units on board. Overall it’s not so strong but an effective card.
Ada
General
10- Treefolk Nurturer
I personally enjoy cards that summons other units when played, they provide extra value and more targets for the opponent to deal with, plus the unit it summons gains +1 power, which can work well with the cards that have the phrase ‘ when an ally unit gains power ’. It is also a useful tool for creating larger boards that aim to dominate with numbers. Overall, might not be very strong, but still a very useful card.
Ada
General
11- Rooted Defenses
By its own, it provides two 3-3 guards, which can come in handy when needed, and when there are other units on board, you can have a large wall that is composed of units, and if those units are the ones that can benefit from +1 in terms of their effects, this card can become very useful. Not just with Ada decks, but also outside of Ada decks it can see some play, but the card is a bit costly to play, and you get its value when you have a large board, so should be included in decks that fill the board easily.
Ada
General
12- Treefolk Bulwark
Bulwark can be very useful or very bad depending on the board that you have. On its own its not a well-statted unit for 5 mana, even in the Ada deck by its own it’s still weak, however, if the board has the right units which can benefit from its effect it can become very useful and if you keep feeding it power, you can get a very strong board that is hard to deal with. Overall, a risky choice in decks that don’t include power gain options, and a useful tool if the deck is properly built.
Ada
General
13- Treefolk Hunter
In my opinion, it’s an expensive card to use and doesn’t provide much in terms of its stats. It requires you to regularly give it power so its effect can trigger so it won’t function in most of the decks. Even in Ada, other draw tools can be more beneficial to include in the decks instead of Hunter.
Ada
General
14- Vanquish
An expensive version of Mortal Blow that gives +1+1 to your units. Does it worth including it in your deck instead of Mortal Blow? I don’t think so. Still, with the right board, +1+1 to all units can be very useful, yet the card seems way too expensive to use and can benefit a small amount of decks considering, strength usually prefers playing strong units one by one.
Ada
General
15- Overgrowth
At first glance, Overgrowth is an interesting card that does a lot, gives +1+1 to all units in your deck, hand, and board which are metal or earth. In addition, it also draws a metal or an earth card. The question is does it worth playing this card after you reach 6 mana? I think the card is very conditional and a bit risky to have in your deck. If you are behind during a game, it may not benefit you at all, and if you are winning should you play this or keep pushing your opponent with more strong units? Another disadvantage is, it’s limited to earth and metal units, on the other hand instead of a spell like this playing a card like Amaruath feels more useful. As a result, in the right deck and in the right condition, it can be beneficial, other than deck it’s not a card that should be included in most decks.
Ada
General
16- Power Infusion
The card’s powerful effect can allow you to end the game very early. The only problem is it needs a strong unit that already exists on board and the right board condition for you to end the opponent. If you plan to include this card in your deck to use it as a removal tool, I don’t think it is worth it, but if your aim is to clear enemy units effectively and use this to end your opponent then it has the potential to work well.
Ada
General
17- Treefolk Leader
For a six-cost card, it is not well stated, and outside of Ada, it’s harder to make its ability work. Its ability can help you to fill your board, yet after the turn 6 it’s much easier for your opponent to remove 3-3 units. Also in Ada decks, if you can’t play it as the first unit, it becomes worse. In my opinion, Leader needs to be stronger to be useful.
Ada
General
18- Treefolk Stomper
I think for a unit, Stomper has a very nice ability and 6 cost seems a good place for it. The effect on a unit is a nice way to get the tempo and keep pushing the opponent. The only problem about this card is its low stats. If it is being played on a board that you don’t have other units, keeping its value is pretty low, because it can be easily removed from the board. I believe it’s one of the good cards of this set and can be used outside of Ada as well.
Ada
General
19- Armis Dropship
Dropship provides a bit less effective way of removing units with its Armis Troopers when compared to Treefolk Stomper. However, the upside is, the Troopers can stay on board and provide value, or they can be used to remove multiple units. On its own, it’s a 7-cost 5-5 which is not so effective, especially if it’s used outside of Ada. With the right complimentary cards, its effect can scale up and become useful. Because of this, overall, it doesn’t seem impressive but useful with the right combinations.
Ada
General
20- Cthonos, the Sealed
Cthonos is a tool to allow your board to get stronger and finish the enemy, or allow your board to defend by making them stronger. However, if your board is not made of guards, it becomes less effective defensively, and on an empty board, it becomes less effective offensively. You will need to wait another turn for Cthonos and its Treefolk Saplings to be able to attack. I believe that out of all 10-cost Titans, Cthonos is the weakest one, and needs to become stronger to be more impactful.
Ada
General
Thanks for reading part 1 of the series. Overall Strenght’s cards are fun to play but not so competitive, which is understandable for starter decks, and also they do a good job teaching new players how to play Ada.
Would you like to win a Silver Card? Write your favorite card from the Strength starter deck down below, and tell us your opinion about it, and if you haven’t already join our Discord. The first 5 players that comment will earn a silver card.
see you in Part 2 🙂
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Armis Flagbearer is a card I feel a lot of potential for. Sure it doesn’t really survive well on its own, but at 1 cost it’s very cheap and its minimum value can be easily achieved. Should it be changed to effect summoned units as well and not just played? Maybe. But currently I find it to be an effective enabler for abilities, and is still nice value when you play even like 2 other 1 cost units along with it on the same turn, effectively a 1 cost 2-3. I just think it’s a very fun card.
I am a very new player so my access to cards is limited but I love cleave. It clears heart’s Royal Mummys and Zomoids. It clears Agility’s stacks songbird/Cygnan Pupil. All while Triggering, your “gain attack effects”. And at 4 mana it right after both board are developed to a point makes it good to use on curve or later after you drop a Treefolk Sage just before.
Thank you for your commenet, please check your DMs on Discord.
Treefolk sage is a must for this deck in my opinion, in my limited usage of this deck before I switched to others the times when I had treefolk sage on the board for multiple turns are the games that I was able to be competitive. It can be relatively hard to remove but people typically target it once it is out so people attack the sage before the flag bearer and if that happens and they both survive the first card you put out the next turn gets +2/+2. In games that sage wasn’t available the deck was too slow so I lost almost every time.
Thank you for your commenet, please check your DMs on Discord.
Just started playing and read this guide. Treefolk Sage is amazing for this deck. Ideally, you drop him on turn 1 and keep him alive for four or five turns which I have found to be not that hard at the low ranks. Combo this Armis Flagbearer for even more fun.
Ahaha yes! I also love doing that, makes the deck very fun(not for the opponent). Thanks for reading the guide and welcome to the community 🙂