# Individual Card Reviews: Rising Tides
With Runeterra's official launch comes Rising Tides, featuring the all-new region of Bilgewater as well as new archetypes and cards to build around. Here you can read about our ratings and first impressions of these cards for Expedition. Find out which cards will help you turn the tides on your opponent!
# New Keywords in Rising Tides
- Scout - The first time only scout units attack each round, ready your attack.
- Vulnerable - The enemy can challenge this unit, forcing it to block.
- Toss - Obliterate X non-Champion cards from the bottom of your deck.
- Plunder - A card triggers its plunder ability when played if you damaged the enemy nexus this round.
- Attune - When I'm summoned, refill 1 spell mana.
- Deep - Gains +3|+3 once your deck has 15 or fewer cards.
Card | Review |
---|---|
Rating: S A 3-mana, 4 power Challenger is already pretty good. That's a higher damage to mana cost ratio compared to basically every removal spell, and unlike e.g. Trifarian Gloryseeker (already a great card!), Jaull Hunters gets to block. But then somebody was like, that's not enough, let's make it draw a card too. But that's still not enough, let's make it a card that's probably better than the average one in your deck! Jaull Hunters is incredibly overtuned, comparable to the likes of Shadow Assasin and Swiftwing Lancer. Never pass one. | |
Rating: S- So I thought the Vulnerable effect expired at the end of turn like with Sejuani, and I already thought she was broken. How do I describe this... Remember Elise? One of the best champions for allowing you to dictate the terms of every combat, but requiring you to play Spiders exclusively? Now let's print that ability on a 6-drop but forget about the requirement... and Vulnerable sticks around even if Rose somehow dies! With this Sheriff in town, you'll be very hard-pressed to ever lose control of the board. | |
Rating: A+ Sejauni comes in and eats an opposing unit for breakfast -- what's not to like? Stat-wise, her closest point of comparison is Alpha Wildclaw, which is pretty good place to be. Where Sejuani shines is in her ability to play defensively as well. Freljord does not lack for expensive creatures that can end the game, but Sejauni can play double-duty as an Icevale Archer, if necessary. I'd caution against relying on her level up; it'll be turn 9 or 10 by default, and if you've hit your opponent 5 times you're usually winning already. But at least you don't have to warp your deck around her, just... attack. Overall, I'd rank her as the second or third best Freljordian champ: not Anivia-tier, but neck to neck with Tryndamere. | |
Rating: A+ Twisted Fate is quite flexible, offering a choice between Shadow Assassin, Chempunk Shredder, and... Arachnoid Sentry? What you gain in flexibility, though, you lose in raw inefficiency; Quick Attack is not super meaningful on unit with only 2 power. Drawing 8+ cards is not that easy to achieve, either; if you get down Twisted Fate on turn 4 and pick the Blue Card, it'll still take you until turn 11 before you get to his (admittedly powerful) other side. And while you're working on that plan, you've got a body that's incredibly vulnerable to all kinds of removal and challengers; the fates would have to smile on you to get all the way there. | |
Rating: A Lady Fortune sports some respectable stats and even without any additional synergy, makes combat much more annoying for your opponent. She pairs especially well with Scout and Rally effects; you get to trigger the sweeper effect multiple times, plus every additional attack phase saves you two turns until she's leveled. And my oh my is she punishing once leveled: your entire team basically gets Quick Attack, PLUS they immediately take a Get Excited! to the face -- and will take even more, unless they have a 7(!) health unit to stick in front of her. And wouldn't it be unfortunate if you had a single Powder Keg to go with that... | |
Rating: A Taskmaster sports a decent body, with a 4/3 being slightly ahead of curve. Her Plunder ability is quite marginal in the typical Expedition deck, as there just aren't that many 1-cost units you're excited to play. This all changes if you're specifically in the Fishbones archetype, though (and I believe every initial Fishbones offering includes a copy of her, the way you always get Expedited Purrsuit with Cataclysm). When you're drafting Fishbones, this card, Jinx, and Prof von Yipp incentiviz you to play every 1-drop you can get your hands on, which in turn make it easy to enable Plunder. Double the power of your entire deck is quite the payoff, especially with Prowling Cutthroats sneaking through. | |
Rating: A A 5 mana 3/3 might seem like a hard sell at first -- those are some pretty weak stats, right? But drawing a card every other turn is quite the doozy; your opponent will rarely have a reasonable answer the turn you play and attack with it, and at that point you're already pretty happy. Incidentally, drawing cards is a great way to turn on Deep; the biggest downside is that you'll probably kill your opponent before you get too many card draws out of him. | |
Rating: A Mystifying Magician compares quite favorably to Ethereal Remitter (already a good card!). Remitter costs 5; Magician is one cheaper. Remitter gives you a +2 mana bonus, this averages +3 and can give +4. The downside (insofar as there is a downside) is that a transform doesn't trigger your Last Breath effects, but that's peanuts compared to how much tempo this magician conjures up. | |
Rating: A- Hear that? That's the sound of Cithria, crying in the corner due to power creep. Seriously, Jagged Butcher looks amazing, coming down hard in the early turns to help you enable Plunder for others, and still being a reasonable threat in the midgame while costing you next to no mana. Snap up as many as you can and you'll be well on your way to butchering your enemies. | |
Rating: A- I'm modeling Grizzled Ranger as a 4 mana 4/6 with some (significant) upside. It's most likely to trade against some small creature immediately, and leave behind a 4/4. As with Valor, this guy's fragility means that Scout is unlikely to be relevant, though when it is, you're opponent is in for a grisly time. | |
Rating: A- If it looks like a Shadow Assasin, and quacks like a Shadow Assasin, does that merit a rating like Shadow Assasin? In this case, I'd say not quite. 4 mana + Attune isn't nearly the same as 3 mana, since it always comes out of creature mana and can't be played on turn 3. And the restriction means that you definitely run the risk of running out of spells in your deck, and having Zap come up empty. Still, a 2/2 Elusive is quite effective at connecting for damage; just make sure to prioritize picking up spells, both to fetch with Zap and also to utilize the Attuned mana. | |
Rating: A- So I was comparing this to Phantom Prankster at first -- that's a card I never want to play, right? But it turns out adding +2/+2 and 1 health per death turns a meme into a dream. That's right, Neverglade Collector is actually one of the premier rares of Shadow Isles. With a copy on board, you suddenly no longer need to attack to win the game. You can sit back, chump block a billion times, and drain them out of the game. And if you can collect multiple copies, well, your opponent sure ain't gonna be glad. | |
Rating: A- Don't let the Overwhelm fool you; Armored Tuskrider is actually an amazing blocker. Dropping it down instantly blanks a lot of your opponent's board, if they didn't have the foresight to attack immediately on turn 6. That, plus the fact that it punches through for meaningful amounts of damage, means that I'll be quite happy to rumble with this pachyderm. | |
Rating: A- *WHOMP*. That's the sound of the new king of 3-drops, smashing in your opponent's face. Sitting between Cithria and Bull Elnuk on the Vanilla scale, Loyal Badgerbear outclasses almost every 3-mana play your opponent can make, and most 4-mana ones as well. I'm definitely not bearish on this one. | |
Rating: A- I'm quite liking the removal that's being showered on this region. Gotcha! plays as a split between Mystic Shot and Get Excited!, offering a rare chance to gain mana efficiency through a removal spell. The only gotcha is that this card is unable to hit your opponent's face, which is a valid mode on the other two spells (even if they're only used that way like 20% of the time). | |
Rating: A- Even ignoring Scout, Quinn provides a reasonable 5/5 of stats for 5 mana. Challenger on Valor means that Quinn is much more likely to attack favorably, meaning that she'll connect for a ton of damage. Quinn's main drawback is that she's a bit weak on defense, and Demacia already has a wealth of 5-mana units to play. Whereas Quinn represents a lot of potential damage, the other Demacian champs are already quite strong and well-rounded; as such, I'd rank her in either 4th or last place. | |
Rating: A- Holy powercreep Batman, I thought they said P&Z was supposed to get weaker bodies? Even ignoring its text, a 3 mana 4/3 is basically unprecedented in all of the game. And a lot of the time this will come down for only 2 mana -- it's an incredible beating if it just comes down on turn 2 unanswered. Sadly, Patrol Wardens is likely to trade against a lot of 3/2s in the format... but be on the lookout for more favorable attacks where you can find them. |