![]() There is one really exciting possibility, though, which must not be overlooked. Though, to be fair, it is an excellent play if you aren’t. It is a lose-lose situation most of the time you try to go for a big Spellstone, which in the end won’t even be a good play if you are under pressure. If you keep it, then for the first 7 turns of the game you are playing with 1 card less than the opponent, whereas if you toss it back, you might not draw it in time to see you play the weapon. Weapons tend to be really good as early as possible, meaning you will most often want to play them in the early game, when theoretically you don’t want to have Mithril Spellstone in hand. Keep in mind that typically, Warrior decks play no more than 4 weapons and even with our preview card from KTF, Forge of Souls, it’s going to take a lot of patient setup to upgrade. At first glance that seems really good, but… is it really? Sometimes it will be enough to break the opponent who has either run out of removal or simply cannot contest the sheer bulk of your minions, but often times you can do much crazier things for the effort you put into upgrading and playing the Spellstone. Yes, eventually you will be able to summon a total of 15/15 worth of stats spread across three bodies for 7 mana. For 7 mana you get to summon a pile of stats… however, typically, a vanilla creature that is simply Power/Toughness is not worth playing. ![]() We already saw the Shaman spellstone last week and looking at this, you sort of immediately draw a parallel to it.
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