Friday, August 12, 2011

Weave Mind

Weave Mind
Energy Cost: 1
Defeat your current Magi. You may keep your current Relics and Creatures in play. Reveal your next Magi with his or her starting energy. You may get the new Magi’s starting cards as normal.
Non-Weave Magi may not play this Spell.

  
The Card by Itself:
I’m not going to lie, Weave Mind is an awkward Spell. Any time your own card has the text, “Defeat your current Magi,” things get weird. It seems extraordinarily counterproductive to kill one of your own, but there are some situations where you’d actually want to do this.

If you are in a losing position and the enemy is a savvy player, sometimes he will delay defeating your Magi until he has a truly commanding lead so you can’t kill him with all the resources you’ll have at your disposal when your Magi flips. In a situation like this, Weave Mind allows you to keep precious Relics in play (and maybe a Creature or two) and quickly end the bleeding, denying your opponent time to consolidate his lead. This is the defensive version of Weave Mind.

The other time casting Weave Mind would be good is when you use all your Magi’s energy but one to dump guys onto the board or cast big Spells that wreck your opponent and then immediately flip, get your starting cards and either play more big Spells or sit pretty with a huge pile of energy and a highly defendable board position. This is probably the best way I can think of to transition from a set-up (read: card draw) Magi in slot 1 to a Magi in slot 2 who has a big impact on the game. I consider this play the offensive version of Weave Mind. In both situations, you’re seeking to control the tempo of the game. Any time you do that, you’re winning the psychological game, and in most cases that your opponent feels like he’s losing … he ends up losing.

The Card in Context:
Having Ritual Spear in your Weave deck will allow you to re-buy the Magi you intentionally defeat casting Weave Mind. You know, in case you need your set-up Magi again to draw more cards, or for whatever reason need a specific Magi ability to pull out of a situation. Even though the main reason I can see to use a Magi twice like this is to draw more cards, there’s something to be said for putting a powerhouse Magi first and using them again. Weave can act a little bit like Agram if you play that way.

The other Magi I’d really want to use more than once is Ninx, especially since you have a large amount of control over the energy on your Magi by playing this Communist shell-game. Using Stare Down at unexpected moments can lead to some Magi kills out of nowhere, which is always good.

Other Stuff:
Since you only have three Magi, and if your third is defeated you lose, clearly we don’t want to play three copies of this Spell, just like the Spirit Spells which only activate when your Magi is defeated.

Speaking of the Spirit Spells, unfortunately, Weave Mind cannot unlock Spirit of the Weave, since for the Spirit Spells to activate, your Magi must be defeated on your opponent’s turn (and for those nit-pickers out there, using Bloom to accomplish this feat via a Weave/Paradwyn Magi is just bad. It wants to be cool, but it’s just really bad. You’d be spending four cards and defeating your Magi on an opponent’s turn to activate a relatively small effect.)

1 comment:

  1. Hey bro! You may not have heard, but Niffer can play this spell if she chooses to be half Weave. There's really no reason to do that though, just as there is no rehson to play League Elder except for teh lols. Whats better is using Niffer to play Ritual Spear to get Lady of the Sky back in play to increase your third magi's energize by a total of 2.

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