Skyweaver Set Review – Starter Decks,Part 2: Samya
Welcome to Part 2 of Skyweaver Starter Decks Set Review. In this part, we will be having a closer look at Agility cards. If you haven’t read Part 1 already I recommend checking that to get more familiar with the format. I wish you a pleasant reading.
1- Fan Strike
I believe for 1 cost, Fan Strike is not a bad card and can be useful in certain situations, yet even though it can be useful I think right now it’s not maindeckable. So if we look at it as a standalone card to use in a deck, both in Samya and other heroes, it won’t be too beneficial, other options such as Samya’s Speed can be better. On the other hand, if we look at this card as an attached spell, such as in the case of Cygnan Singer, or as a card that is given to your hand, such as Cygnan Fandancer’s effect, its value increases. Especially if you are playing a deck that utilizes banner cards, the card can allow your hero to deal with the threats on board effectively. As a result, I believe it’s not a good option to include it in your deck directly, but a nice tool to have if you can access it by other means.
Samya
General
2- Flare Up
One of the effective cards of the set, with its low cost, can provide good value almost at all stages of the game. The card is currently much better in Samya, considering her hero ability, still +2 power on your hero can work well for many other heroes. Probably the best thing about this card is, it combines with other cards well. If you are using this card in your deck, most likely you are already playing a banner focused deck and your hero already has its power above 1, by using Flare Up, you make it easier to deal with units or even end the opponent. It can also make it easier to summon some units, such as; Aerigos, or Blademaster. Also, it can make some cards such as Strikestorm more effective. Overall, it is a nice card that can combine with other cards and make them more effective.
Samya
General
3- Vulpine Archer
At first glance a similar card to Canopy Archer, which has the advantages of being a fire card that agility uses more, and being able to deal damage to the enemy hero, which can allow you to deal with stealth units. Besides, its effect, it comes with a very weak body, and it is very easy to remove, and after using the effect it can’t provide more value. It might be an option for decks, that use fire synergies, other than that, I believe other 1-cost cards can be more effective.
Samya
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4- Cygnan Singer
On its own, it is not a very impressive card, it has a weak body and its effect is beneficial but not the best. Having Fan Strike as its attached spell makes Cygnan Singer a much more useful card. Both cards are not the best on their own but they do complement each other and you gain an extra option to be able to attack an enemy unit, which is valuable. Overall, it’s not an insta include card but can benefit the right deck.
Samya
General
5- Cygnan Striker
Striker has a simple effect that can scale up and become powerful depending on how many times you can attack with your hero and how long it can stay on board. The problem is, it does not have lots of health and it can be removed easily. For Samya, I think it’s not a bad card but for other heroes, it wouldn’t be my first choice.
Samya
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6- Flame Kick
Flame Kick s a good card for its cost and can be useful, especially in early game. In a good scenario, you can remove a unit with the damage, remove another one with banner hero attack and if you are playing Samya even attack another unit or the enemy hero. Having banner on the card can be beneficial especially if there are other banner units on board. Overall, it is an okay removal which works better in Samya.
Samya
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7- Vulpine Spy
Spy’s effect can be very useful against decks that utilize stealth and guard combinations. When your hero attacks, you can bypass the enemy hero and guards and deal with stealth units, or if the enemy hero has barrier you can remove it. In addition to this, it’s extra damage to the enemy hero scales up if you can attack more than once with your hero, which makes it a better card to use in Samya. A downside of this card is its low health which makes it an easy target to remove especially with spells.
Samya
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8- Cygnan Fandancer
Fandancer is one of the good cards of the set that adds Fan Strikes to your hand on play. Fan Strikes can allow your hero to attack more and help trigger the effects of other units. As mentioned earlier, Fan Strikes can be effective if they are provided to you by other units. In addition to Strikes, it also has 4 attack that can be effective but have low health which is understandable when considering its play effect. Outside of Samya, it can be still effective but with a deck that uses banner cards in it.
Samya
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9- Strom Call
Draw 2 card of Agility, which draws fire and an air card this time. I believe the draw 2 cards that we received in this set do not shine like some of the other cards, but overall they are pretty useful to have more options in hand, you know which elements are you drawing and the cards can be used outside of their main hero, in this case Samya. If you are using a deck that focuses these two elements mainly, it’s definitely a useful card, if you are using a deck that doesn’t focus on these elements, you can use the card for target draw. Overall, not a bad card, that can work better in the right decks.
Samya
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10- Vulpine Rogue
Flame Kick on steroids, no no, on heavy steroids. Rogue has a non-complicated effect which is very effective and in addition to that, it comes with banner. On tempo vise, it’s one of the best cards in the set. Probably this card is one of the reasons why flame kick looks bad. It can deal damage to the enemy hero, and we know every extra damage in aggro decks can be beneficial and this damage can also allow you to deal with stealth units. The damage can make it easier to deal with larger units, banner can allow the hero to benefit from extra hero attacks and it comes into play as a unit. Probably one of the best cards of the set.
Samya
General
11- Air Slash
A nice removal spell that can be pretty useful, especially in Samya decks. In its default setting it is not very impressive but as you attack more with your hero it becomes a low-cost deal 5 removal tool. Even if you are not attacking more than once, you can make it a 3-cost deal 5 which is still pretty effective. The card can become a little problematic if you need to reduce its cost but you are not able to attack. Overall, it is a good option for Samya decks, and also for air aggro decks.
Samya
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12- Cygnan Elder
Elder is one of my favorite types of cards that allow you to generate more units. For its cost, it has a weak body but if you can take advantage of its effect, it can become a very useful unit. Probably the best scenario for this unit is being able to trigger its effect a couple of times on the turn you summon it, which is more possible to do with Samya decks. It can crowd the board and put your opponent in a very hard situation unless they have a board clear, so you should also consider that option before triggering its effect. Overall it is a threatening option in Samya decks, outside of Samya, it is still not the worst, but not the best option either.
Samya
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13- Stern Lesson
I like the idea of Stern Lesson, that it summons two units for you, the problem is the card is a spell and the units are not the best units. In Cygnan Elder’s case, it is also on board to be a threat and if it is not removed the value keeps coming, but Lesson just disappears after the use which makes it worse. Still, in Samya decks, it is not so hard to attack twice in a turn, and for 2 mana being able to summon 2 stealth units is not a bad thing, outside of Samya however, the card is almost impossible to provide value.
Samya
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14- Vulpine Merchant
One of the effective cards of the set that can provide great value to its user, again, especially if they are using Samya. Merchant comes with a weak body like many Agility cards, which makes it easy to be removed from the board, yet it has banner to support it and a very nice effect that can start providing lots of value on the turn that it gets played. Being able to draw cards and have more options in your hand is always useful and allows you to access your key cards better. Having banner also allows you to use your attacks more effectively and deal with the threats on board. Outside of Samya, it is still a not-bad card, but combining it with options that can allow your hero to attack more than one can make it much better.
Samya
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15- Cygnan Ranger
The card doesn’t have a bad effect but in my opinion, its cost and stats make it less appealing and less effective to use. It is highly possible that on the turn it comes to play, it will attack thanks to dash, either get removed from the attack or removed next turn because it has less health left. Even if this scenario doesn’t happen, after turn 5 it’s much easier for your opponent to remove a 4-health unit that doesn’t have any protective feature like stealth or shroud. On the plus side, every time Ranger attacks your hero gets +2 power, which can be very effective for dealing with enemy units, especially if you are using Samya, or also for dealing damage to the enemy hero. Overall, it is not a bad card both inside and outside of Samya decks but a very fragile card.
Samya
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16- Cygnan Teacher
The value that Teacher provides for its cost is not very impressive. First of all, it comes into play late for an aggro deck, and gets into play with a very weak body, on top of that the units that it summons are also very weak, and at that stage of the game, there are better units that can provide the same or better value. I would prefer playing Mighty Steed over Teacher. The spell that it has(Fan Strike) can combine well with the Pupils that the Teacher summons, yet I believe if you can reduce the cost of this card to 5 by Head in the Clouds, it can be more effective.
Samya
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17- Storm’s Fury
The opinions that I stated for Overgrowth in the set review for the Strength card also apply to this card, you can check that to have more idea about 6 cost +1+1 spells. In Storm’s Fury’s case, I think it is even worse than Overgrowth because in strength you still have high potential to keep fighting after turning 6 or playing the late game. In agility, you usually play aggro and you can’t gain lots of benefits from a 6-cost spell that gives +1+1 to all fire and air units in your deck. If it was a unit, why not, but as a spell currently it is not so useful. In the future, it may be possible to find some use in different types of decks, right now it’s not among the cards that I prefer to use.
Samya
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18- Vulpine Mage
I think Vulpine Mage is one of the cards that won’t see so much use for a couple of reasons. First of all outside of Samya, the card is not so effective, secondly, it has a very high cost and has lows stats for the costs, and also at that stage of the game it is highly possible for the player to consume their ability charges of Samya, so it will become no different than playing it outside of Samya. Lastly, in my opinion, the ability is not so effective to remove units by itself after turn 6, of course, it can allow the hero to attack stealth units and finish some other units but, I don’t think the cost and value are worth it. On the positive side, if the card works and there is a not-so-strong enemy board, it can help clear the threats well, and deal extra damage to the opponent. Overall a card that requires optimal conditions to work and is easy to remove from board.
Samya
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19- Aerigos the Branded
Perhaps the biggest advantage of Aerigos is being able to play it early. Even if it didn’t have its +5 power effect, the card still would be useful, because you are playing a 10-10 with much lower costs. Another advantage of the card is, it is not Samya dependent like many other cards in this set. Of course, right now it is more preferred to play banner decks with Samya, still good banner decks can be created outside of Samya and the Aerigos can be summoned early. The obvious advantage of playing this is Samya is being able to attack more than once with your hero and utilizing the +5 power effect better. The +5 power is undoubtedly very powerful, whether you are trying to destroy a unit or deal damage to the enemy hero. The card serves as a very good finisher and satisfies us well because the previous 10-cost titan of Strenght, Cthonos didn’t make many of us so happy. Overall, very strong card to cause some trouble to your opponent both as a 10-10 body and with its powerful effect.
Samya
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I hope you enjoyed part 2 of the Starter Decks Set Review series. Agility has received very fun cards and now we have more options to enjoy the game.
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see you in Part 3 🙂
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The only thing that players should know about Samya is that they should know their hero’s ability and how to use this hero’s power at the right time, otherwise it will be counterproductive for them and their damage will decrease quickly.