Today we take a look at one of the fearsome creatures of the Druid, Kralathor, The Devourer.
Stats
Type: Creature
Subtype(s): Plant, Vine
Mana Cost : 16
Casting Type : Full Action
Range : 0-0
Target : Zone
Level : Nature 4
Defense : N/a
Channeling : N/a
Armor : 1
Health : 13
Traits : Legendary,Nature Mage Only, Epic, Regenerate 2, Hydro Immunity, Flame +2.
Attack: Quick action melee attack. 4 dice, Reach, Devour, +2 vs Undead.
Special Text : When Kralathor attacks and devours a Corporeal creature, it places a Growth marker on itself.
Kralathor is quite a beast. He's expensive, but well worth the mana. He's got a good amount of life, 13 and 1 armor. & the Regenerate 2 means that it will take quite a bit to kill it. Like most of the Druid's cards, fire is his weakness. Flame attacks will roll 2 more dice against him. There are a couple of things that make Kralathor great.
One of those is that his attack has Reach. This means that he can attack flying creatures in the same zone as him. This is a very useful trait to have.
Next is the fact that his attack gets +2 vs Undead. So Kralathor is essentially the Necromancer's worst nightmare. He'll roll 6 attack dice vs most of the Necromancer's creatures, which is useful when getting through the Resilient trait that all the zombies have. This is why I like to call him the "Bane of the Undead".
For 16 mana, 1 armor and 13 life are not really all that much. However, the Regenerate 2 trait helps alot when keeping him alive. You can also buff him with things like Rhino Hide to make him even more resilient.
For special text is what makes him so great. I already mentioned that he gets +2 dice when attacking undead creatures. That's awesome. But when he destroys a Corporeal creature, he gets to place a Growth marker on himself. Each growth marker gives him Innate Life +3 and Melee +1. That's HUGE! There is no limit to how many growth markers he can have on him, so it can get out of hand pretty quickly! Especially if facing a swarm build with lots of little creatures (Beastmaster, Necro).
Additionally, when he destroys a creature, he Devours it. That means that creature is Obliterated, removing it completely from the game. This has the most dramatic effect against Necromancers because if you destroy their Eternal Servant, they can't bring it back. Likewise, it prevents cards like Rise Again, Animate Dead, and Resurrection from working.
Kralathor has the Vine subtype. That means he can be summoned into zones that have Vine markers if you are playing as the Druid. This makes it very easy to have him summoned directly into the enemy Mage's zone even if your Druid is sitting back being defensive.
One of my favorite cards I like using with Kralathor is Eagle Wings. It makes him flying, which has many benefits. Bear Strength also works very well with him, and so does Lion Savagery, one of the new cards from FiF. Lion Savagery gives a creature Charge +2 and their attacks gain Piercing +1.
Kralathor is best when facing a Necromancer or a swarm build, but is underpowered in most other matchups. Obviously Fire Mages are the bane of his existence (and bane of the Druid in general). He is mostly a toolbox creature that is only useful in certain situations, but his usefulness in those matchups makes him an auto include in any Nature Mage's spellbooks.
Pros
- Absolutely wrecks Necromancers and swarm spellbooks
- Regenerate 2
- Attack has Reach
- Vine subtype, can be summoned through Vine markers if you are the Druid.
Cons
- Expensive mana cost
- Weak initial armor/life
- Underpowered against other spellbooks
- Weakness to fire
Until next time, I am Lord0fWinter, and I hope to see you in the Arena!
Stats
Type: Creature
Subtype(s): Plant, Vine
Mana Cost : 16
Casting Type : Full Action
Range : 0-0
Target : Zone
Level : Nature 4
Defense : N/a
Channeling : N/a
Armor : 1
Health : 13
Traits : Legendary,Nature Mage Only, Epic, Regenerate 2, Hydro Immunity, Flame +2.
Attack: Quick action melee attack. 4 dice, Reach, Devour, +2 vs Undead.
Special Text : When Kralathor attacks and devours a Corporeal creature, it places a Growth marker on itself.
Kralathor is quite a beast. He's expensive, but well worth the mana. He's got a good amount of life, 13 and 1 armor. & the Regenerate 2 means that it will take quite a bit to kill it. Like most of the Druid's cards, fire is his weakness. Flame attacks will roll 2 more dice against him. There are a couple of things that make Kralathor great.
One of those is that his attack has Reach. This means that he can attack flying creatures in the same zone as him. This is a very useful trait to have.
Next is the fact that his attack gets +2 vs Undead. So Kralathor is essentially the Necromancer's worst nightmare. He'll roll 6 attack dice vs most of the Necromancer's creatures, which is useful when getting through the Resilient trait that all the zombies have. This is why I like to call him the "Bane of the Undead".
For 16 mana, 1 armor and 13 life are not really all that much. However, the Regenerate 2 trait helps alot when keeping him alive. You can also buff him with things like Rhino Hide to make him even more resilient.
For special text is what makes him so great. I already mentioned that he gets +2 dice when attacking undead creatures. That's awesome. But when he destroys a Corporeal creature, he gets to place a Growth marker on himself. Each growth marker gives him Innate Life +3 and Melee +1. That's HUGE! There is no limit to how many growth markers he can have on him, so it can get out of hand pretty quickly! Especially if facing a swarm build with lots of little creatures (Beastmaster, Necro).
Additionally, when he destroys a creature, he Devours it. That means that creature is Obliterated, removing it completely from the game. This has the most dramatic effect against Necromancers because if you destroy their Eternal Servant, they can't bring it back. Likewise, it prevents cards like Rise Again, Animate Dead, and Resurrection from working.
Kralathor has the Vine subtype. That means he can be summoned into zones that have Vine markers if you are playing as the Druid. This makes it very easy to have him summoned directly into the enemy Mage's zone even if your Druid is sitting back being defensive.
One of my favorite cards I like using with Kralathor is Eagle Wings. It makes him flying, which has many benefits. Bear Strength also works very well with him, and so does Lion Savagery, one of the new cards from FiF. Lion Savagery gives a creature Charge +2 and their attacks gain Piercing +1.
Kralathor is best when facing a Necromancer or a swarm build, but is underpowered in most other matchups. Obviously Fire Mages are the bane of his existence (and bane of the Druid in general). He is mostly a toolbox creature that is only useful in certain situations, but his usefulness in those matchups makes him an auto include in any Nature Mage's spellbooks.
Pros
- Absolutely wrecks Necromancers and swarm spellbooks
- Regenerate 2
- Attack has Reach
- Vine subtype, can be summoned through Vine markers if you are the Druid.
Cons
- Expensive mana cost
- Weak initial armor/life
- Underpowered against other spellbooks
- Weakness to fire
Until next time, I am Lord0fWinter, and I hope to see you in the Arena!