Season One Preview: Feeling Invulnerable

Hit points.

When it comes to Kingdoms CCG, your Hit Points mean everything. It doesn't matter what cards you have in hand, or how well you're positioned, if your opponent can deal those last few points of damage to you, the game is over and you're done.

So the idea of a card that says "Your hero does not take damage" is pretty exciting. No Lightning Blast to the face. No Immolate worries. No Scavenging Goblins taking your charges. No damage. Period.

Well we've made that card and here it is:

If you haven't considered the Holy kingdom in the past, Guardian Angel is definitely a creature that could pull you there in the future. While the Angel herself isn't invulnerable, you will definitely feel that way while she is around.

At 2/5 for 5, the Angel is definitely a good bargain. Flight help her get in for damage, while Puresoul keeps your opponent honest. Kill her or don't - no fancy stuff allowed.

Of course while the Guardian Angel is putting her life on the line for you, she expects something in return. While on the board, your Hero can not gain life either. Any life you would gain, heals the Angel.

The Angel will be particularly interesting in Belnir, who can grant her Indestructible, Armor and Regen. With enough time and the right buffs, she could truly become invincible.

Another way to keep her around is to make sure you always have one in hand. And we have another card, this time Mystical, that can help you do just that:

Here are Guardian Angels copies 5 through 8. 

Spirit Claim is another simple, yet powerful card. Target any creature - yours or your opponent's - and put a copy of that creature's card into your hand. You can then play it at any time just as you would any other card.

The possibilities with this card are endless. Think of it as Ravinova's Prototype for creatures with no limitations.

One of the best lines of play we've seen with Spirit Claim is in response to Kral, Harbinger of a New Age. You let them get their next Legendary and play it. You then play Spirit Claim on Kral, and drop him immediately, banishing both Legendaries and setting yourself up to start drawing your own.

Beyond this, almost any creature with a strong On Enter ability or static ability makes a particularly good target for Spirit Claim.

What decks will these cards see the most play in? That's up to you. Start brewing and let us know your favorite new deck ideas.

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