Seal Fate
Seal Fate is a 3 Mana Cost Rare Rogue Spell card from the Descent of Dragons set!
Card Text
Deal 3 damage to an undamaged character. Invoke Galakrond.
Seal Fate is a 3 Mana Cost Rare Rogue Spell card from the Descent of Dragons set!
Deal 3 damage to an undamaged character. Invoke Galakrond.
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Alright seeing as how invoke seems to trigger hero power 2 of the cost comes from basically HP add lackey to hand leaving 1 Mana so basically this is use HP and a 1 Mana backstab for 3 dmg. Which is kinda what I’ve played in early game sometimes anyway. It also sets you up for on curve combos for turn 4 (si:7 and the lackey generator) so it’s actually not a bad tempo card. It just requires there be a minion on the board to hit with it.
Agreed
Way I see it this is the tempo play if go second. Turn 2 coin into SI:7 kills a minion. Turn 3 play this kill a minion get a lackey turn 4 play lackey maybe kill another minion then play the 1/4 generator or another SI:7. At no point did you lose momentum over 3 turns while going second in that play. And could even have killed 2-3 minions without attacking anything.
That’s an ideal play I’ve had enough times where got an SI:7 and the generator in my hand early to make this look nice. Even in later game as long as lackey isn’t witch can be helpful. 3 dmg is pretty good and may leave it low enough for something else to kill a card saving you from using a walk the plank.
Weak, but might be needed for the dagern
A slightly worse version of Shadow Bolt, but you can upgrade Galakrond.
I don’t know how I exactly feel about this since we have SI:7 Agent, but maybe we could have this card for more of a MidRange-y- Rouge. This is deferentially an awkward card to have though, I must say. We are just weirded out to how we can shove Seal Fate in, and then once we finally realize it, we can finally say that Seal fate is either “OP OP” or pretty much trash unless this is an interaction we can do with Seal Fate since it is a Spell Card. 3 Stars.
paladin has 4mana deal 3 draw 1
this is 3mana deal 3* draw 1**
1mana discount on a card that does see occasional play, also enables your galakrond and the card that wants you to invoke twice
*worse than deal 3 because undamaged only
**better than draw 1 (evil cable rat > novice engineer)
Okay yeah, you’re right. I kinda failed to understand Seal Fate probably, since I wasn’t thinking about the Invoke making Lackeys for rouge at first. I’ll give you that.
Si7 requires card played before to trigger combo play this turn 3 and si7 can be dropped with the lackey trigger on turn 4 for tempo it’s a nice set up for when you get stuck going first since can’t doing into combo. And backstab + si7 in same turn can seem like a waste sometimes in early game.
This card doesn’t look so bad, but it doesn’t look so good, either. I’m not unhappy about it because I don’t want broken Invoke cards all over the place either, if all Invoke cards were strong the archetype would become unbalanced very quickly. I think that though this is probably one of the more modest Invoke cards in terms or power here, I think it’ll still find room very nicely in Galakrond Rogue decks. It’s true that it’s on the slower side, but it’s far from being so bad either. 3-mana for a better Backstab and a Lackey isn’t cheap, but it’s not overwhelmingly expensive either. I think to rate this card properly, we need to remember that it’ll be part of a larger pool of Invoke cards, and though I think it will be run mainly for the Invoke effect, I believe it’s fine the way it is. We need a number of Invoke cards for Galakrond Rogue to work, and we also need cards that have a lower level of power so it’s not broken either. Within the Galakrond Rogue archetype, I think it deserves an honest 3/5. It will obviously not see play outside of a Galakrond deck but this goes with all Invoke cards anyway, so it’s all good.
The card is obviously unplayable in a non-Galakrond deck. Could be featured in a Miracle Galakrond rogue, but I feel like the tempo of this card is just too low, since you have to pay 2 mana for the invocation effect.
I didn’t know that Invoking activated the hp of Galakrond, so here’s my new review: So the card seems pretty bad anyway, since spending two mana to have a lackey in hand is just too much for a miracle deck. Let’s remember that Miracle decks are known for being super high on tempo and super low on value, trying to finish the opponent off with some incredible plays that will leave your deck and you hand empty. I don’t feel like Galakrond really manages to be part of that gameplan, and it surely is not a win on for late, so I don’t see it, for now.