November 28, 2021

Skyweaver Discovery Prism Review Part 3

Welcome to the final part of the Skyweaver discovery prism review. This week we have heroes who use intellect. Ari, Mira, Mai, Banjo, and Sitti. Let’s find out how good is intellect after patch 69. If you haven’t read part 2 yet you can click here and for part 1 you can click here. Before starting I must mention a small note. With Patch 69, which was released on the 16th of June, Discovery received some changes. Let’s read the changes first:

For this first patch, we’ve increased the odds of finding each of the top 50 cards (by winrate) in the WIS and INT Prisms by 5-10%, and decreased the odds of finding the bottom 50 cards by 5-10% each, as WIS and INT had the lowest win rates out of the 5 prisms in Discovery. The opposite is true for STR and AGY. They had the highest win rates, so we adjusted their appearance rates so their top 50 cards now appear 5-10% less often, and their lowest 5-10% more often, which should help rein in their effectiveness slightly. HRT’s card appearance rates were left unchanged for now, as its winrate was in the middle of all Prisms, and sat right around 52% overall, and tended to trend up/down based on what its secondary prism was.

Now that we know what has changed, let’s start our review. I wish you a pleasant reading.

Ari (Mono Intellect)

Skyweaver Discovery Prism review, AriI wasn’t expecting much about Ari, before playing with him. But I must admit, Ari has surprised me a lot. Patch 69 certainly affected the performance of Ari. Normally we consider intellect as a support prism. Why? Because its units and spells are more specific. They aim to complement other prisms. Also, units of Ari have the lowest stats compared to other prisms. So you expect him to be a bad hero choice. Well, he proved me wrong. With 4 wins in 5 games, and with a great performance in those games, Ari deserves a good place in the Skyweaver discovery prism review.

Before talking about his good sides let me first mention the bad sides. Firstly with Ari, your access to the banner is very limited. This means that you and your units need to take more damage while removing enemy units. So during the early game, you may find yourself in a situation where there is an 8-12 hp gap between you and your opponent. Secondly, with Ari, you can’t expect much about lifegain. Lowest score so far (1.2 pts). You have zaps and some units with life gain, but mostly you use zaps to remove units, and your units with lifesteal don’t survive more than 1-2 turns.

Let’s get to the good sides. His early game is neither good nor bad. He struggles to answer units when you have a bad curve, but generally, you get a decent opening hand and manage to answer early threats. When passing to the mid-game you get the thought of I don’t have any good units in hand, what I am going to do now. At this point, his drawing power comes into play and within a few turns, you find yourself with a hand, full of answers and a selection of units. The best side is your units are coming with attached spells which are nice removals that keep you in the game. His card draw score is excellent (4.3 pts) and also mid-game score is very good (4.2 pts). Then the late game starts and it can be a little tricky. With Ari, you don’t have access to a selection of finishers. Most of the time you need to create a strong board in mid-game then finish the game with that board. If you can’t do that you need to stall the game and rely on your card draw abilities. Don’t worry you have access to a lot of removal spells with Ari, such as; Germinate, Gear Grind, Defragment and Encapsulate. Also, you have units that can remove other units; Frog King, Tundra Wyrm, and  Cryogen. Finally, Hive and Shell Officer are perfect units to dominate the mid-game. I certainly suggest trying Ari, he is not the easiest or the best hero, but very fun to play.

Stats of Ari

Heroes I faced

Win/lose

Enemy Final HP

My Final HP

Zoey

W

0

1

Fox

W

0

8

Fox

W

0

16

Samya

W

0

28

Samya

L

10

0

 

Scores:

Early Game

Mid Game

Late game

Card Draw

Life Gain

Dominance Score

3.3

4.2

3.8

4.3

1.2

3.76

Mira (Strenght/Intellect)

Skyweaver Discovery Prism review, MiraTesting the Mira after playing Ari was a disaster. Ari took expectations to very high with the mono intellect performance. However, I found out that, strength is not the best partner to intellect, at least in discovery for now. Mira’s early game performance is not that good (3.2 pts) but compared to her mid-game (2.3 pts) and late game (1.7 pts), it’s the best side of her. Let’s talk about why Mira is this bad. First of all, we have a similar situation with Iris. Two prisms that aim two different playstyles. While strength tries to be dominant at all stages of the game, on the other hand, intellect does not care about that and tries to be smart on how to take control and it generally does that during mid to late game. These two different aspects break the synergy between them and cause you to have a bad curve, bad hand, and bad overall game control. Another problem was the 5-6 cost units and spells. While playing your mid-game, most of the time you find yourself with a hand, which has lots of 5-6 cost units and spells. Why this is a problem. Firstly in discovery, some of these spells and units are expensive for what they do. Why?

 Let’s look at some of them. For example Timber. A 2-5, 5 cost unit. Yes in constructed it’s very good. But in here with a random deck, it just slows you down. Rhumbo: Another nice unit, but 3-4 is not enough at this stage and the drawn unit from its death effect usually gets removed instantly or has a nice potential to be a useless unit for that turn. Khan is another example, you don’t have enough banner options to buff the unit. For spells, a nice example is the Extinction Event. It’s very situational and not effective against aggro. Anchor Drop has almost 0 value as 5 cost and Blaze of Glory is useless while defending. Mira has more problems like life gain. She has almost no access to life gain, but if we keep talking about the problems of Mira, we may need a part 4. So let me sum up my thoughts. Weak early game, weak mid-game, and a result of these a weak late game. My suggestion is to avoid playing Mira for now. I hope she will get better in the future.

Stats of Mira

Heroes I faced

Win/lose

Enemy Final HP

My Final HP

Fox

W

0

39

Titus

L

24

0

Fox

L

23

0

Ada

L

20

0

Zoey

L

18

0

 

Scores

Early Game

Mid Game

Late game

Card Draw

Life Gain

Dominance Score

3.2

2.3

1.7

2.3

1.7

2.4

Mai (Agility/Intellect)

Skyweaver Discovery Prism review, MaiMai is a hero who aims to finish her opponents by using her speed. She does that very well when you are facing an opponent who is playing the units one-by-one or trying to answer your threats each turn. After the end of the early game, you can easily dominate the board, keep dealing damage each turn and finish your opponents as soon as possible. In terms of stats, intellect units cannot match the agility units, but they can help you with their abilities. Sometimes they can slow you down, but you keep being in charge of the game.

Unfortunately, the case can be different if you are playing against control or a midrange/control deck. These decks have the potential to reduce your speed and force you to answer their threats after they slow you down. After this point, your chances of regaining the pace you had is very low. While playing Mai, aggro is your best strategy, so you can’t rely on her late game if you are looking for a comeback. While playing against the Ari deck, I was very lucky to have Zam and a bunch of spells in hand. That way I managed to turn that game, but you don’t get lucky every time. To sum up, Mai is a decent aggro hero who can outrun her opponents very fast but has a risk of falling behind very quickly as well. So play Mai at your own risk. 

Stats of Mai

Heroes I faced

Win/lose

Enemy Final HP

My Final HP

Zoey

W

0

27

Ari

W

0

7

Ada

W

0

15

Ada

W

0

27

Banjo

L

11

0

 

Scores:

Early Game

Mid Game

Late game

Card Draw

Life Gain

Dominance Score

3.6

3.7

3.3

3.4

1.9

3.53

Banjo (Wisdom/Intellect)

Skyweaver Discovery Prism review, BanjoBanjo is a great hero to play, especially if you enjoy playing card games as control or mid-range/control player. The combination of intellect with strength was problematic and with agility, it was neither good nor bad. This time with wisdom, you feel like you are playing with a single prism. They complement each other so well that you don’t feel that any of them is the leading force. In the early game, you don’t dominate the board, but you manage to control the game and move to the mid-game successfully. While passing to the mid-game you may feel that you had to use most of your resources to control the early game and that happens most of the time, especially if you are playing against an aggro prism. Low hand size can be worrying at first, but Banjo is extremely capable of drawing cards, and within a few turns, your hand is back to full size again. The ability to draw cards, allows you to answer threats efficiently and offers you a good passage to the late game. During the late game, you have two options. You can either finish your opponents remaining health by using your finishers, like Zam, Gemini, and Amaruath or if you don’t have access to finishers, you can use your card draw opportunities to generate more options, which will help you finish the game. I suggest trying Banjo to all control players. Results can be satisfying.

Stats of Bajo:

Heroes I faced

Win/lose

Enemy Final HP

My Final HP

Zoey

L

3

0

Banjo

W

0

30

Samya

W

0

17

Bouran

W

0

13

Ada

W

0

13

 

Scores:

Early Game

Mid Game

Late game

Card Draw

Life Gain

Dominance Score

3.7

3.7

4.5

4.3

2

3.96

Sitti (Hearth/Intellect)

Skyweaver Discovery Prism review, SittiSitti is a nice hero to play with. She can draw lots of cards, and reanimate dead units. These two features of Sitti can come in very handy at certain points of the game because she has some important drawbacks. The main drawback of Sitti is the curve. Sitti decks usually include a lot of low-cost units and spells. Sitti is not an aggro hero in general and stat-wise her units are weak. Although you can survive the early game, you can feel the downside of Sitti as soon as the game starts. This brings us to her second negative side. Stats of the units. I already mentioned that her early game units are weak but this does not stop with early game units, her mid-game units are also very week in terms of stats. These units have their special abilities, so most of the time their abilities cover up the weakness coming from the stats. On the other hand, sometimes both the unit and its stats can be useless. For example, Magnanimous is a nice card, but 6 cost 4-4 is weak in terms of stats and his ability is not good enough in a random deck after turn 6. We can add cards like Gravekin and Nakamoto to this list. If you can manage to create a board dominance, you have a chance to finish the game when the late game begins, but this scenario rarely happens. The most common scenario is the game keeps going on till both sides have almost no cards in their decks and if Sitti can draw some useful cards with her card draw abilities she can win the game. However, there is also a risk of drawing low-cost cards and in this case, you have to be very lucky to win the game. My suggestion is if you enjoy trying out different game styles you may enjoy playing Sitti. If you are a fan of a solid aggro or a solid control you should go with other heroes.

Stats of Sitti

Heroes I faced

Win/lose

Enemy Final HP

My Final HP

Lotus

L

20

0

Iris

L

24

0

Titus

W

0

25

Banjo

W

0

23

Ada

W

0

25

 

Scores:

Early Game

Mid Game

Late game

Card Draw

Life Gain

Dominance Score

3.4

3.8

3.25

4.3

2.2

3.48

Before ending Part 3, let’s check our final standings.

 

Rank

Hero

Score

1st

Samya

4.2

2nd

Fox

4

3rd

Horik

3.98

4th

Banjo

3.96

5th

Lotus

3.93

6th

Titus

3.88

7th

Ari

3.76

8th

Ada

3.73

9th

Mai

3.53

10th

Zoey

3.53

11th

Sitti

3.48

12th

Axel

3.45

13th

Iris

3.2

14th

Bouran

2.46

15th

Mira

2.4

We have come to the end of Part 3 and the Skyweaver discovery prism review series. I know that the reviews must have more details and more topics and I will be adding them when I start writing this series again after the soft launch. I hope that you have found some useful points which can help you improve your gameplay or have some insights about the heroes and prisms. Thank you for reading and see you on another guide.

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