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Purists

It's hard to say exactly what the Purists are.  They are the fourth magic using faction, and suffer in blandness for it.  They've gained a good number of cards since they've been introduced, but most of them lack cohesiveness, and they mostly duplicate other factions.  They've got some good character removal, and have been moving in on the Architects in that realm.  And they're okay in getting a power boost (although IKTV spread that love around).  But, they still haven't achieve the coolness, effectiveness and the attraction of the Seven Masters in their lone set appearance.

Foundation Characters    Utility Characters    Hitters
Events    States    Edges    Sites
 

 

FOUNDATION CHARACTERS

  Arcane Scientist
While not exceptional, it barely beats out Eunuch Underling and Instrument of the Hand in the 2-cost Talent foundations.  In a pinch (say you are short on Feng Shui Sites) this can help out, and it's also a slight chance to draw some denial late game.  I don't think I'll be playing these much in multifaction decks that share 1-cost foundation that provide magic (i.e. Architects, Lotus and Monarchs).  But, you are always playing 5 Acolytes and 5 Mathemagicians over the Arcane Scientist.  Again, this is very meta-game dependent -- two cost guys just suck it up for us.  Where the Arcane Scientist might be of use is if you are trying a Purist variant of a Proving Ground deck.  While you'll have nowhere near the speed of TurboCHAR, you might get some quick beats in with a Mutator.
  Faceless Minions
Well, I always like more foundations, because it lets me build more decks, and maybe get a little weird synergy going.  While far from the top of the curve, I think the minions are about on par with Arcane Scientist, but still below Paradox Garden as a 2-cost foundation (Morphic Spirit is too highly specialized for most decks).  You'll find that the Minions wont be very useful against those players whose style it is concentrate on keeping one big thug in play, but it will do much more against players going for more of a weenie approach with a small horde of characters.  It's a card to test out some.  Of course, you might just find that you're still better off sticking to Purist Acolytes and Mathemagicians if you still have spares.  I have a couple a 2FT theme deck, where they've been remarkably unremarkable.  Early game, they don't give you any advantage in the foundation war, and late game, they don't have enough juice.
Mathemagician
This is another Sinister Priest in disguise, and you are going to want plenty of these if you are building Purist decks.  The ability is very marginal, but sometimes can work, especially in multi-faction decks. 
  Morphic Spirit
Hint:  Don't play this in your mono-Purist decks.  Since Morphic Spirit doesn't provide magic, you are probably playing it in a deck where the Purists are working with the Lotus, Monarchs or Architects.  Once I get a hold of these, I think one of the first decks I'll make is some weird Pur/Arc deck with Dunwa Saleem and Rhys Engel to see if the Morphic Spirit is really any good.  Even in a two faction deck this Spirit is okay -- I think the trick to making it work will be playing just a couple of off faction cards that are good all on their own *cough Hacker* 
  Purist Aspirant
While there are a few other sources you will see from time to time, this card's main stoppage will be Final Brawl.  Not always useful, but what do you expect on a 1-cost foundation?  This card doesn't work for me because too many Purist cards require magic.  You are always playing 5 Acolytes over Aspirants, but a few sprinkled in with the Arcane Scientists are a good round out for the Purists (remember these guys don't provide Magic).  Note that the 10KB version of Purist Aspirant is misprinted -- it has a magic resource (which would make the card amazingly better).
Purist Initiate
5 in every Purist deck.  Period.  See
Purist Strategy for more details.  Remember that you need to watch your dilution with these guys when you are counting on using their 'wash' ability to play "Purist" cards out of faction.
  Shadow Legion
This card would be okay except for one thing -- it doesn't provide the crucial Magic resource that the Purists absolutely need.  And I don't like playing the 1-cost or 2-cost Purist foundations that don't provide Magic, let alone the 3-cost Shadow Legion.  Playing it out of turn as an interceptor is a fool's game.  Tutoring for a card is good, but since you can only get Purist cards with it, you are somewhat limited.  At some future point, there may be a combo that breaks the game, and if you have the power to spare, Shadow Legion may become a (minor) problem.  Since this doesn't provide magic, it's just not good enough to play in a Purist deck.  That leaves the future open for some crazy combo, but until then, this guy is in the cardbox.
 

Wild Spirits
To date, almost all of the site rearranging cards have been mediocre at best.  The Wild Spirits probably fall into that category, and may only see the light of day in some crazy Spirit-designator deck.  Speaking of designators, this one is pretty bad.  Yes, there are tricks to do with rearranging sites, but that mostly involves attacking sparsely defended sites while an opponent is sits back to protect their more valuable cards -- if they see Wilds Spirits on the board, they will see the ol' switcheroo coming, and try their best to stop you -- this card lacks the surprise-factor that is needed for this effect to really work well.

 
 

UTILITY CHARACTERS

  Aether Spirit
These guys look to be working for Dr. Celeste Carter.  With only 2 fighting, they are fairly fragile, and will perish in the all too common Final Brawl.  But with Stealth, they have a decent chance of hitting a target site the turn they enter play, which should allow you to break even on them.  Also you don't have to worry about them doing less damage because of tech cards hanging around.  This will probably see the most play is specialized heavy magic decks, and wont have enough juice to make it into a generic Purist/X deck like the Cognitive Spirit will.  Now I have to update the above text to "this guy will see the most play in no decks what so ever."  It just doesn't work, and is way too vulnerable -- you spend 3 power for 1 good assault, that your opponents have no problem dealing with after your turn is over with a few foundations.
  Andrea Van de Graaf
(only if playing Purist Acolytes)  See Architects
  Binary Spirit
The initial round of 2 cost characters for the Purists were pretty much dreck -- even the 2 cost foundation was questionable.  I think Binary Spirit might make  the cut, though, as a utility character.  Too bad it requires a magic resource -- other than Acolyte, the Purist foundations are pretty much unplayable.  I like this card for aggressive beats, discarding to heal, but you can also improve your card flow if you have to.
 

Children of the Sharp Knives
While this card isn't quite as juicy as Walking Corpses (but hey, they are top-tier), this variation is playable.  While the Children don't provide Magic, they don't require it either, giving another option to the languishing magic-lite Purist deck.  Unlike their brethren the Walking Corpse, the Children can be healed, but it needs to be from another effect, so even something as light-weight as a City Hospital could work out for ya.

Cognitive Spirit
This guy is real solid in the 3-cost slot.  4 fighting is expected, and he has a stealth like ability, only it effects all attackers.  Something giant like the Demon Queen in your way?  Not a problem.  The ability is cumulative, so attacking with two Coggy's can eliminate most of the interception that you are worried about.  And these guys supply Magic, so you can fuel your Amulets or use Quantum Sorcery in a pinch.  Even a couple of years later, these guys are still paying the bills -- if you deck is low on punch-through, consider these guys.
 

Crazed Preacher
This is what I call an oddball card.  It's got kind of an interesting ability that is fun to pull off, but is the card that good?  Probably not.  Having two unturned sites shouldn't be that hard, and since the Preacher doesn't require turning, you can send him off on a suicide mission.  Of course, if you sacrifice him, his part of the attack wont be successful.  Yes,  you can hold this guy back on defense, but that's entering the janky-turtle realm.  What you want to be doing is attacking a site with a lot of non-unique characters with a big unique hitter and the Crazed Preacher -- just how often is this going to show up?  And at 2-cost, that's expensive for take-out, and you may want to try Math Bomb instead if you really need mass removal.

Dr. Celeste Carter
(only if playing Purist Acolytes)  See Architects
  Dr. Timbul Damiri
This card does some pretty amazing things.  I'm just going to copy from the Red Wedding FAQ and let you play with the card yourself.

When a card leaves and returns to play, it is considered to be a new card, without any of the baggage it had before. Some uses for Dr. Damiri's ability:

bulletRe-triggering Characters with "enters play" abilities, such as Primus.
bulletSaving a Character from an effect aimed at it. (This won't help against global effects such as Neutron Bomb, just things like Nerve Gas.)
bulletHealing a Character.
bulletMaking a Character stop attacking or intercepting.
bulletRemoving States and other alterations to the Character.
bulletEnding an attack on the Character.
bulletAllowing repeat use of Characters with "once per turn" abilities, such as Mutator.

Dr Timbul is in all my Purist decks -- he does tricks, but sometimes you have to work really hard for them.  No one has had much luck making a deck that revolves around him -- he is fragile, and if you absolutely need him to get ahead in the game, you are too vulnerable to disruption.

  Esteban Vicente
A solid card, expect to see Esteban in most mono-Purist decks.  Remember that you can target yourself to fix up your Feng Shui Sites if you've been taking a beating.  He is great at moving those Whirlpools to an unprotected front rank, not to mention he moves those nasty Temples out of the way.
Hermes
(only if playing Purist Acolytes)  See Architects
  Inoue Oram
Inoue is a lot of bother to generate a few extra points of power, and expect opponents to usually get her off the board fairly fast.  Not really sure how playable she really is.  Note that she does work with Pocket Demon, unlike Zen Logician.
  Jeroen Becker
(only if playing Purist Acolytes)  See Architects
 

Joshua Norton
I really dislike this card, and that's not just because they hosed one of my childhood heroes by making him a Purist.  This card has some possibilities of generating a soft-lock, especially when combined with Event protection (Fortune of the Turtle).  The reason you are playing this card is to come up with some stupid MTG combo-deck where you essentially play solitaire until you go off.  I'll have to keep an eye on this card to see if that happens.  Otherwise, Empower Norton is a 3-cost super Safehouse for all your characters, which is going to let you get turtly by keeping all your fragile specialty characters in play.

Malachi
(only if playing Purist Acolytes)  See Lotus
  Memory Spirit
This is a trick card, and just not that good when you pull of the trick.  You are hoping to nail someone with <4 cards in their hand with a Curtain of Fullness, but even if you do, this card becomes a 3-for-5, which is still not the greatest.  I think you can get more mileage out of Void Sorcerer.  The obvious deck to make is one with Paper Trail, but for people who like to punish themselves, make the Six Bottles Hwang Memory Spirit deck, it's a sure winner.
  Misery Totelben
Don't ask me, I have no clue what to do with this card...  Update!  Still clueless!
 

Morse Code Poet
In a normal deck, this guy is going to be a 3-for-5 under optimal conditions -- 3-for-6 if you expose yourself.  Without any other ability (and the possibility of shrinking), Morse Code Poet isn't worth playing.  So, that leaves us the BattleGround deck, and while they can be fun, they are sort of like a house of cards, and if your opponents know how to play against them (i.e. smoke the sites), they don't work. 

  Ordinal Spirit
This character's ability is a little too random to rely on.  There are quite a few characters that it will take no damage from, but they can still be intercepted and will fail to overcome anything with a higher fighting than it.  I think it's about a 50-50 shot at having 14 characters, but, honestly, you are almost always better off with 10KB's Cognitive Spirit.  While this looks a little like Netherflitter, it doesn't share the abusability.  It's just some random jank to play when you don't feel like winning a game with Cognitive Spirit or taking out a site with Void Sorcerer.
  Paradox
I'm nonplussed by Paradox.  He's what we call a Demonic Tutor (leftover from our old MTG days).  He's going to let you get to your wacky combo card at the hefty price of 2 power and waiting a turn to draw it.  While Paradox is reusable (you will eventually redraw him), his hefty three resource requirement will hamper most speedy combos (and speed is usually big benefit in getting an effective combo to work).  He's also somewhat stoppable, since you can zap him prior to the sacrifice to stop his effect.  Another card that's too specialized to see much play -- there aren't any super-combo decks that I know of, but maybe one day.
  Priest of the Unnameable
Here we have a lightweight Primus.  The Priest is going to be a lot more useful if you've previously looked at your opponents' hands, of which there are several good cards to do so.  I've always had good luck with Hexagram Spirit, and I think it's under valued.  While this isn't a tourney level card, it's playable in a casual format and you can have some fun doing its trick.  Again, Coggy is just so good, that unless you are Mr. Combo Man, you don't want to play with this card.  Think of it like Memory Spirit -- you do the trick once, and then are over it.
  Purist
(only if playing Purist Acolytes)  See Architects
  Purist Sorcerer
(only if playing Purist Acolytes)  See Lotus
  Rama Singh
Bleech.  I guess you can play the Rama-lama-Smart-Missile deck, but boy, is that gonna stink.  The goal is to have your opponent not trashing your Edges.  Esteban's so much better, it's not funny.  And saving up to 4 power for a beating stick is always a better idea than bozo here.
  Rhys Engel (Flashpoint)
(only if playing Purist Acolytes)  See Architects
  Shards of Warped Reflection
Yes, Evil Twin was over the top back in the old days, but the two limitations added in Throne War really moved the card towards the top end of the balanced scale.  The Shards swings back too much on the other side.  Evil Twin is probably worth paying 4 power for, but I don't think this is.  The Shards are way too hard to set up -- ideally you copy a the fighting from a character with high fighting, but a drawback, and then you copy a good ability from a character with less fighting.  Unfortunately, this never happens.  I don't know about your playgroup, but we like characters with good abilities, not drawbacks, so that is what we tend to play.  Most of the time you are going to copy the highest fighting on the board, and wind up with some piddling or no ability copied from a resource character.  Evil Twin... NOT!  This guy is horribly terribly bad.  There is almost never a time when it's just perfect to play him.  And there's plenty of times (i.e. almost always) when having a different character in your hand is better.
  Sir Arthur Broome
This guy reminds me of Fo Shen -- it's one of those moderately interesting characters with an annoying ability.  Broom's got a low enough resource requirement so that you can use him as an extra
in a pinch, and theoretically his ability can be used to knock some crucial denial out of someone's hand, allowing you to take a site, much like Primus' ability to shut down a hand.  But, unlike the aforementioned Primus, he's not a real threat damage wise.  Without a useful designator, I think this guy is pretty much just a theme card, that you don't even want to play in the theme deck because, unlike David Maxwell, you don't get any price rebate on him.  He's just in my theme deck, and he's more an annoyance than a path to victory -- at 2-cost, he's not an accelerator like Arcanowave Researcher.
  Twisted Horror
Another ho-hum spirit -- yeah, it's really good against those bozos hiding behind Shield of Pure Soul and Payback Time.  This is a card you're going to have to meta-game -- are your opponent's like to play edges?  And if so, do you want a toughness:3 Spirit pounding on them, or would the undervalued Paradigm Shift.  For me to be more excited about the Twisted Horror, it would have needed to provide a
resource.  Not one to overlook the obvious, but you can build the Twisted Horror/Material Transcendence deck, but again, at , you wish the Horror gave you that little extra juice.  I got the combo in my 2FT theme deck, and unspectacularly unspectacular.  Tougness:3 is amazing, but even with Shotguns, I never seem to draw into the full combo.  I also need to find a good cheap way of giving these guys mobility in a manner that doesn't suck.
Voice of the Unnameable
Zoinkies Scooby, I sure think he's a villain.  And an interesting and potentially powerful one, too.  The history of 2-for-3s has been up and down (kudos if you're like me and still trying to make Drop Troopers work).  Now we have a new chapter is this saga, with the potentially board clearing alter-ego of Sir Arthur Broome.  I think it makes a nice round out for a Purist deck, adding both a threat and a quick source of medium damage.  As for building a deck around the Voice, I think that's going to be a little harder -- you're going to want to minimize foundations, and concentrate on characters with 3 or more fighting.  And you're going to have a steady source of power (without the Quantum Sorcery engine) to keep the board clear of chaff.  Ruh roh Shaggy... urr right!  This is a badass dude, and a HUGE threat.  I suppose he can take a site in a pinch, but he's really sitting there as a bomb waiting to go off.  The Voice is great at clearing the way for an attack, globally blasting speed bumps.
  Void
The character is mildly usable.  3-cost for 4-fighting with toughness:1 seems about right (if it were a Dragon - it would clearly be broken for the Hand -- see the crud that is Bulletproof Monk if you don't believe me).  By adding Unique and some funky resource requirements, you get to add a couple of possibly useful abilities.  All your other characters (hopefully 1-cost foundations) become Back for Seconds or Beneficial Realignment for Void.  Don't overlook that he's a last ditch Mentor defense that allows you to sacrifice the character that is getting nabbed, but Void has to be turned or damaged, or you can't declare either ability.  Who wants to bet there is going to be a character named Null in the next set?  I've played him some, and he's a little wanna-be thug.  The toughness keeps most of the foundation characters away, and you can sort of try Butterfly Knight tricks, but nothing here is over the top, or really anything to base a deck around.
  Void Sorcerer
While not great, this card isn't the worst, either.  While the obvious use is to shut down an opponent's power site, don't overlook targeting your own sites.  Primeval Forest might actually be playable in a Purist deck.  If you're crazy, you can play Void Sorcerer targeting your face-down Proving Ground, reveal it (it doesn't turn), suicide your Sorcerer into an opponent's character, and then play another character with the Proving Ground.
  Zen Logician
Another sort of iffy card, along the lines of Inoue Oram.  Most likely worse, since it doesn't combo with Pocket Demon.  Still, dropping one second turn with a Proving Ground could be a turbo start -- I need to try and make the deck.  In the Turbo deck, you are going to want Amulet of the Turtle to protect these guys, as they will be target number 1.
 
 

HITTERS

  Father of Chaos
This guy is the biggest/most-expensive Purist character to date, but I'm not sure that is saying much.  The Father's ability is sort of a weird Toughness, and I think you can expect him to be ignoring Foundation characters all day.  Note that sneaky opponents will try to dump their hands mid-attack.  Double note that Father of Chaos is not a combo with Curtain of Fullness.   Who knows, maybe there is some janky Purist/Hand deck with Dragon Boat Festivals that kicks...
 

Fermat's Soldiers
This is more of a comeback card than a go for the win card -- if you are winning, you are most likely to have the most cards, making this pretty janky.  The direct comparison is with Cop on Vacation, who has shown time and time again that it is not worth playing.  Ambush is better than Guts, but still not good enough when it's this conditional.  And if you drop a gun on the Soldiers (which is kinda what you want to do with Ambush), it's one more card that's going to count against you.

  Geomantic Spirit
This is another card that I don't really like.  The idea is card economy -- you get a 6 Fighting character and a site for only one card (as long as you meet the pre-condition of having a Feng Shui Site in your Smoked Pile, which the Purists can do with Entropy Sphere).  So, what is the cost of this 6 Fighting no-ability thug?  Well, it's 4 power if you have 0-1 FSS in play, 3 power if you have 2 FSS in play, and 2 power if you have 3 FSS in play.  That sounds like a good deal, but it's not because of the 5 power outlay.  Usually, you are going to be better off spending the whole 5 power on a character (or characters) with abilities that are going to be useful in accomplishing your goals (i.e. beating on your opponents).  I guess you can try combining Geomantic Spirit with the Dragons or the Jammers and use inexpensive return to play effects, but you aren't really going to have enough sites to reuse this ability a lot.  Even with the in-faction combo of Entropy Sphere to smoke your own sites, GeoSpirit hasn't been working for me.  I think other groups are reporting the same -- he just sits in your hand, waiting for the setup, and most of the time, getting him off still isn't a huge advantage.
  Hexagram Spirit
Since the Purists lack in hitters, Hexagram Spirit is going to see some play.  While you can combo with Covert Operations, if you know your opponents well, you should be able to generate power most of the time.  And if this guy lives to make a second attack, you are almost guaranteed a power.  Don't over look the rare situation where you can make the big score by pumping the power gain with Mutator.
  Isomorphic Spirit
The Isomorph is at the middle-upper end of the power curve, mostly being a 4 cost 8 Fighting machine with no ability.  Don't confuse this card with Adrienne, who often costs only 3 power and has a solid ability (anti-Mentor).
  Jenaya Ou
Thi is another card that I'm going to have a hard time finding room for in a deck.  She's mainly a 4-for-6 thug with a marginal ability at best.  Any combo with you damaging her is going to be marginal (if even that), so her ability is going to have to be triggered mostly by opponents -- I guess you are hoping that your opponents will hold off on their damage effects while Jenaya Ou is on the board, but that's not enough disincentive for me.  Give me Mutator or Hexagram Spirit any day.  Gobble Gobble!  This turkey belongs on your Thanksgiving table.  This ability is so marginal that Jenaya might as well have no ability at all.
  Kallisti
There is a basic design problem with coin-flip cards -- you have to make them underpowered, or they are just too good if someone gets lucky and makes a few coin flips in a row.  Kallisti is a prime example of this.  Healing 3 points of damage half of the time when she smokes a character in combat is not very reliable, and requires some planning and luck.  Maybe if this card worked all the time it would be good, but I am going to find it hard not to put multiple Rhys in a deck before I get to Kallisti.
Mutator
You always have to be thinking when this card is in play, since there are so many things it can do.  To sum it up -- combat wise, it's a 4-for-7 non-unique, that often can generate a power in addition.  You will want to pack a few cards that let you use the ability on other players turns.  Monkey House is a good example, but there are a ton of them.  Purist Sorcerer (not to mention Hermes and Malachi) are also no-brainers.  In multiples, you can do some crazy stuff.
Paradox Beast
(only if playing Purist Acolytes)  See Architects
Primus
While Primus may not be as versatile as the Mutator, he does have is place in most Purist decks.  His ability doesn't last long, but it can be quite powerful, completely shutting down one player's hand.  If you've seen a few hands with Hexagram Spirit, you might have a clue on target, but otherwise, use common sense -- who has power?  And who has resources to play that event that is going to hose you?  (usually Architect or Ascended).  Of course in dueling, the choice is obvious, and probably going to be good.  

For those of you with promos, here is the final text:

Unique. When Primus enters play, target an opponent, who cannot respond with Events :: Target player cannot play cards this turn.

 

Prudence Nightingale
If you can get by the dodgy art and questionable theme (I guess she gets her fu power from whacking former students with a ruler), this card seems to be playable.  It's kind of a weird ability conditional Toughness, but only vs. good fighting ratio characters (and particularly good against the big X fighters).  Of course, if you add a little regular ol' Toughness, you have a nifty package.  And why isn't School Marm a Teacher?

  Rhys Engel
Rhys *is* the hitter for the Purists -- no ifs, ands or buts.  5-for-9 is an acceptable ratio, and his ability to cancel a Feng Shui site is going to counter a lot of popular denial.  Don't overlook that you can use his ability on every players' turn, giving you a chance to filter out some cards that might be clogging your hand.  
 

The Insidious Dr. Fermat
The Doctor is looking to be a moderately strong card to me.  4-for-6 Independent is is on the cusp of being above-average, and when you drop in an extra ability, it pushes the card over the top (a great example of card like this is Gorilla Fighter).  As for Dr. Fermat, he's got a built-in Larcenous Mist, and Mist is one of the most powerful cards that never seems to get played.  A card that plays along these lines is the Monarch's Skin and Darkness Zealots -- if you haven't been playing that card you should -- blanking characters never ceases to amaze me in that it keeps getting better and better.

  The Unnamable
I'm not sure what to say about this guy -- at first glance he looks okay, but I just don't think he's going to make the cut.  Not having 8 fighting is a major drawback, especially considering the high
resource requirement -- I guess they don't want us to ever play a non- Purist foundation character.  There is enough site and event based stoppage to keep this guy (mostly) in check.  Mostly bad.  He's been a failure the few times I've seen someone forgo playing better to save up the power.
 
 

EVENTS

  Chi Reconfiguration
To make use of this card, you need some Feng Shui in your smoked pile, which either means you are playing a Dark Traveler deck, or someone's gotten a burn in on you (which is not the best).  Unfortunately, the site you want to get back the most is Temple of the Angry Spirits, which has a higher chance of being seized that most other sites.  You can also try and combo this with Entropy Sphere, but that's a lot of work to get your own FSS smoked if you aren't playing any other combo.
 

Chi Syphon
This can be moderately useful for copying an opponent's power site, but it's also going to blank your own site, so it could be a wash.  Ideally you are playing it on a City Park after playing it out of turn (or having it heal).  Note that you can try ultimate jank by playing bad sites and hoping to blank them (such as Primeval Forest), but that is a formula to lose a game.  This is going to depend a lot on your meta-game, but Chi Syhpon could become a staple of the Purists.  This has become another tool of Purist decks around here -- there is always a really good site to copy, and works great on those City Parks (and even a 9DT if you are winning).

  Deja Vu
While paying +1 power for an Event can be pricey, it does have it's uses.  Imprisoned and Operation Killdeer are two that jump right out, but there are others.  Note that the timing rules don't allow you to play cards like Entropy Tap with Deja Vu.  Another multifaction card to consider.  You also can't replay One-Shots.
  Echo Cancellation
I like this card --  It's a nice piece of cheese that's going to punish people for the lack of diversity.  It doesn't replace the Purists main trash event, Entropy Sphere, but it does let you cancel some crucial mid-to-late game stuff.  I would worry about this when facing any deck with Purist resources available since it only needed on resource and is eminently splashable.  Note that cards that provide only Talents are not foundations, so you can zap Secret Labs and Lusignan the Fool.  Combining the Guiding Hand with the Purists could be really nasty control wise, with Confucian Stability to handle events, and Echo Cancellation to shut down other cards.  I did play with this card for a while, and did have a little fun (and got away from the Entropy Sphere monotony).  Our decks are somewhat repetitive in cards, but most of the time, I was stuck holding on to this card.  But, what removed it was not its below average grade, but the appearance of Glimpse of Brief Eternity.
Entropy Sphere
This is the Purists staple event take out.  While not exceptional, it can work with Dark Travelers and sometimes will foil attacks by removing the target.  You can also try tricks with toughness sites or face-down City Parks.  It's probably better than Shattering Fire, but I'll really have to remember to take notes as to how many magic resources I have in my pool every time I play Sphere just to be sure.
  Entropy Tap
This is a difficult card to get a good feel for.  It's really good when it works, but more often than not, it just clogs up your hand.  Big sites are a must -- 6 Body power sites tend to fall in one swift attack, leaving you cursing your Taps in hand.  Think about some big 8+ body sites if you want this to work.  It doesn't replace Pocket Demon, but rather supplements it.  This will change the way games are played I think -- people will be a lot more hesitant to attack someone with resources for Entropy Tap in their pool.
 

Fermat's Last Stand
In case the bad wording on this card is baffled you, what happens is this:  On resolution, first all your characters gain +1 Fighting permanently, then all your characters take 1 damage.  So, unless your characters have toughness (Eagle Mountain here), they are going to have to turn to heal to make use of their bonus.  Bogus.  This card is a tad better than Superior Technology, but then aren't most cards?  This is a minor combo with Guts, but requiring makes it a little less splashable.  Some people have pointed out the dubious combo with Now You've Mad Us Mad, but that's bordering on jank.  Maybe Fermat's Last Stand has it's place, but first I am going to look to Stand Together (and Fanaticism) for pumping up my army.

Glimpse of Brief Eternity
I like this card, but then again, I like cards that punish my opponents for relying on a single designator.  This isn't going to replace the targeted take out for the Purists (Entropy Sphere), it's going to supplant it.  I can't see myself holding on to Glimpse in my hand -- I will be dumping it before the start of my next turn.  What it seems to directly outclass is Echo Cancellation.  Strong-ola!  This card is pushing the edge -- sure, it's unpredictable, but the only thing keeping this card down is its scarcity -- we just don't have enough of these to put 5 in every deck (not that we would always do it, but we would consider it).
 

Math Bomb
While some people are going crazy over Math Bomb, I just can't see what they are all worked up over -- this isn't Netherflitter (the other card that uses this odd/even mechanic).  First off, the Purists already have several good single character removal cards, so it's not a weakness.  For Math Bomb to be economical, you really want to get at least 2 characters.  But, what this card lacks is versatility -- it really needs to have a combo available to make sure it works.  Now, that said, you can go super-jank-tastic and combo with Mark of Fire to make sure that, for 3 power, you have the effect of a Neutron Bomb that only nails opponents' characters, but how good is this really?  Remember it's a two-card in hand combo.  Also, Math Bomb checks on resolution, so you opponents may have an occasional way to save their characters.  As a hint, if you are trying to milk this card, you really want to play with 1-cost foundations and even fighting hitters.

Memory Palace
Very iffy -- this card sort of lets you draw 5 cards for 1 power, but you have to wait until your next turn.  It also gives up your element of surprise with any cards you put on the table.  This card might find its way into decks that have increased hand size, but otherwise is not very useful.  If you like to intimidate your opponents, you could play this card and plop down a hand full of death, but I usually find this gives away too much to your opponents, letting them play around the face up cards.
 

Nothing Happens
This card is pretty much chafe -- there are times when it will work for you, but it's going to clog your hand.  For s sure-fire cancel, you have to wait until an opponent's out of power (except in the situation where you are cancelling a gain 1 power type of card like Monkey House).  This is nowhere near the utility of Verminous Rain, and that's a card that I often have a hard time squeezing into decks.  Whirlpool of Blood still remains the best way to cancel most sites ,and at 8 Body, Field of Tentacles is not bad either for non-fss.  Even the lowly Hot Springs can often surprise you with an interesting interaction.  Play Nothing Happens and you'll that a lot of the time, nothing happens...

Mr. Strange adds:
   This card is mostly useful for getting a 2-power swing out of your opponents when they pay you off. That's often more useful than actually cancelling their site. And since sites tend to stay on the board, getting this card back over and over is actually a good thing, unlike many forced reloads.

  Paradox Divination
I'm not a fan of Paradox Divination -- early game it's a waste of power, and even late game, my decks are usually full of only good cards, so I like drawing all of them.  And don't forget that eventually you're going to have to draw into that pocket of cards you put on the bottom anyway.  I think if I need a little deck manipulation, I'm gonna try Far Seeing Rice Grains first.
  Ritual of the Unnameable
I think this card is actually okay, in the right deck.  And that right deck is one that is going to reliably get out Paradox Garden.  Not that you need a reason to play Paradox Garden, as it's the best 2-cost
foundation the Purists have.  I don't think Ritual makes Paradox Divination playable, but there are some non-Purist deck fixers (Cassandra, I Ching, Junkyard Crawler, Order out of Chaos) of the second rate, but that you can get a little extra mileage out of with Ritual.  I still haven't run across the "right deck" for this.  Still, in theory, if you are willing to toast cards from your deck, this can give you a power boost, and IKTV and Dirk Wisely has shown that 2 power goes a long way.
 

Strange Ore
Here we have Satellite Surveillance combined with a potential power gain, but with an added cost.  I am just going to find it hard to fit this into decks -- I like effects like this, and usually I don't mind discarding a few cards, but having your mojo dependent on your opponents having face-down (and hopefully unique) sites is a little much.  You can really try to tech out with Strange Ore and Chi Syphon, but the odds are you'll be pitching the Syphon to fuel the peeky.

  The Shattered Mirror
There are probably a few tricks to do with this one -- I haven't really thought it out, but the might be something that's just a bit over the top.  Stay tuned for more.  No one seems to have accomplished much of anything with this card -- it's lack of permanence/reusability  really hampers it -- you are more likely to be doing tricks with ID Chopshop.  Anyone remember Magical Hack and Sleight of Mind from MTG?  That's what The Shattered Mirror is...

David R writes: I think that you give Shattered Mirror an unfair review. It is made to combo with Purist Sorcerer. A friend of mine made a Shattered Mirror/Purist Sorcerer deck, which was OK. It wasn't a first rank tournament deck, but it did OK. So sure, the card isn't phenomenal, but there are worse cards. 

Well, the obvious use is with Discerning Fire to make sure you always zap two targets, but generally, wouldn't you want to draw an Entropy Sphere instead of a Shattered Mirror, even if you had a DisFire in hand?  I didn't mention it before, but you can try Shattered Mirror with Assassins in Love for a 2-card 0-cost character steal (but at the cost of having two cards that do nothing without each other).  A slightly easier combo to pull off is using The Shattered Mirror in conjunction with Lotus' Purist Sorcerer (possibly using Purist Acolytes)

  Strange Magic
Well, the cost is right on this one, and two resource requirements shouldn't be a problem since it's a mid-game card.  You are hoping to open up someone's first site for some sneaking beats.  You also have the advantage of being able to play characters after Strange Magic to make sure it doesn't leave you vulnerable.  What you do need to watch out for is the domino effect -- you are potentially opening up a lot of sites, and you opponents may get as much if not more benefit from this event.
  Temporal Realignment
This is another card that the jury is still out on -- mid/late game, it lets you fill your deck up with power cards, while reducing the percentage of Foundations.  Probably best in a two faction deck, where you have a stock of overpowered 0-cost events like Killdeer.  If you can pull this off with Paradox Divination, you might find yourself on easy street (unless your opponent is playing the Fo Shen Evil Twin deck, in which case you are doooooomed!)
  "They Came Out of Nowhere!"
I'd bet dollars to doughnuts that by now, you've figured out I'm not a big fan of Mobility.  Cloud Walking just does that better, and is going to be fairly similar in resource requirements.  As for the extra "whirlwind" interceptions -- sure, you can try and pull of your super combo with toughness (again, why aren't you playing Cloud Walking) or invincible characters, but wouldn't just some regular old event based take-out have done a better job, even if you did have to pay power for it?  Another -1 hand size card -- when designing decks, it's chafe like this that really should be dropped if you want any type of consistency in your card flow.
  Time Keeps on Slipping
If you can ignore losing a turn, this card can get you a boat-load of power.  The intent of the card is to work with Pocket Demon, so just ignore all the timing stuff that doesn't look like it works -- just pretend it just does.  Having some defensive events and sites can make your life easier, too.  Note that this card doesn't get you any more money out of Quantum Sorcery, but you still can use it normally on an opponents turn.
  Tortured by Madness!
This card is appropriately named -- anyone who plays this is insane.  Yeah, Covert Operation is broken, but this is many steps below Covert.  I guess you are trying to maximize your Priest of the Unnamable, but there are cheaper, better ways.  If you got power up the wazoo, this can be a win card in a stalemate, but that's really meta-game dependent. Also, why the heck aren't you playing Curtain instead, which has about the same probability of clearing an opponents hand of denial, and you are not throwing away a power early game just to get it out of your hand.
 

Whispers in the Dark
Here we have a mostly-improved Pain Feedback.  It's kinda nifty, and if done right can be played as a limited Operation Killdeer.  This is really going to take some time to see if it works better than the always interesting and unusual Glimpse of Brief Eternity, of which I'm a fan, just for it's weirdness.

 
 

STATES

 

Incarnate Abstraction
I think this card is going to be a coaster -- yes, there are some funky tricks you can do with it, but other than turning you Feast of Souls into an 8 Fighting monster, there isn't much.  I've grown to have a lot of respect for Paradigm Recording -- yeah, it's got a more hefty resource requirement, but stealing someone's killer Edge is da bomb, and is going to much more useful in anything but the most specialized of decks.  This oddball rare is still gathering dust in my card box -- I know I have 4 or 5, but I just can't see a deck in my future.

Material Transcendence
This is a dual purpose state -- it's both character protection and character take out.  As take-out, it's like Prisoner of the Monarchs.  As protection, it only really works for 1-2 cost utility characters, but it can set you up for some long-term action with them.  See the 7MvU FAQ for some clarifications on this and Incarnate Abstraction.  Here we have another Purist bomb in the form of a 1-cost take out.  This has shown itself to play tremendously like Prisoner.  Again, another reason not to play non-magic Purist foundations -- there really is two tiers of cards, and the non-magic are second class citizens in my book.
  Pain Feedback
It's 0 cost and has low resource conditions, so this card can't be too bad.  Think of it as a Helix Chewer that sends some pain back to the source, and wont be clogging up your hand all day.  Seems like this will be best early game to clear out your opponents' resource characters, or at least keep them at bay if you fall behind.
Paradigm Recording
Jumpin' Jiminey!  Three resources makes this tough to play early enough to matter.  What you are probably wanting to grab up is a Shield of Pure Soul or Payback Time -- not only for their effect, but also to stop your opponents from wrecking you with them.  There's not much more to say -- play it in your heavy Purist deck, and grab good Edges as soon as you can.  Whether you play 1 or more Paradigm Recordings will depend on your metagame and just how many Edges are likely to see play in a game.  I'm favoring this card in multiplayer over dueling for what I hope is a fairly obvious reason.  I gotta say this card reasonably good -- stealing those edges (over smoking them) can really concern your opponents.  It's still slow, and not free, so I don't overload, but at least one makes a good addition to any deck.  Stone Dolmens makes this risky to use as your only form of edge control.
  Portal Nexus
Strong strong strong.  It keeps your Temple front row, with the added benefit of giving +3 Body to a potentially weak site. It also makes sure your Waterfall Sanctuary is where you need it.  Note that it's too lake to switch a Blessed Orchard front row and gain a power if the attack has already been declared.  I think this will be a staple in Purist decks that are trying to maximize site effectiveness.
  Spirit of the Gun
This is pretty unusual card that has a couple of uses.  First, it has to be a
deck, so you are looking as to what you get from each faction.  Actually, it's going to be a Dragon deck with a Purist splash, cause the Purists just don't do that much.  The splash gives you a few magic cards to play with (mainly Pocket Demon), maybe a mid-range Spirit (Cognitive) and some event based take-out (Entropy Sphere).  Now you get to the the good stuff, the Dragons.  The most obvious is just a straight up Gun deck where you are pumping up your foundations with it (just don't play any other Guns on the subject as they don't give any damage bonus).  You also have some funky interaction with Scrappy Kid -- Spirit of the Gun is one of the few cards that will let them inflict more than 1 damage (it overrides their restriction).  A more subtle use is to play only Spirit of the Gun, and use it as a trick to reduce your opponent's characters to 1 fighting (sorry, you can't use Slo-Mo Vengence to replay them).  Lastly, don't forget to pack a Crib or two to get a cost break.  Well, it took me a lot of wheeling and dealing, but I got enough SotGs.  The deck isn't great, but has the occasional trick.  I don't know if I will even keep mine together past the initial 2FT 'newness' phase passes.
 
 

EDGES

Quantum Sorcery
I love this card -- it really gives the Purists an edge in power generation (ow, bad pun).  While not quite a Family Estate, it does provide a similar role by letting you get a rebate on a character (and every turn, too!). Another reason to play Initiates (and Mathemagicians) over Acolytes.  
 
 

SITES

  Mount Erebus
This is a moderately interesting card.  First off, it's a 1-cost Feng Shui site, so it can cause your opponent's to miscalculate how much of a threat you are going to be on your next turn -- players often base their actions on what an opponent who is at "play and take" for the win.  Paying 1 for Erebus instead of 3 for a face-down Feng Shui site can make a big difference.  Then you have Erebus' very weird alternate victory condition.  Most of the time, you opponents will be trying to exploit this (it's a great way for someone who's behind to win).  You can try to turn this around by making a deck that attempts to re-seize Erebus, but that can be easily thwarted by knowledgeable opponents -- they are just going to burn Erebus.  Also, don't overlook that if an opponent seizes this, all your other opponents are going to view them as the main threat, and it's going to shift some of the heat off of you.  It's filtered into a few decks -- someone tried to make the alt-victory work, but to no avail as of yet.  The main use has been as a 1-cost FSS in a go for the win situation.
  Nexus Tower
I'm not sure about the Tower yet, it's a little pricey, but does count towards victory, and does let you do some tricks.  The obvious one is Malachi and Hermes -- this gives you a second chance to keep them in play.  I need to play with this more to see if it's any better than the ArcanoTowers.
Paradox Garden
See Fireworks Factory for my rant on inappropriate fixed cards.  This is another card that you really want to drop one or two of in most Purist decks.  Generates power, gives you a resource, and gives you a strong deck manipulation ability.  Like Bomb Factory, watch out, because your opponents will want to seize this card and use it against you.  I am happy to say that this card has been reprinted, and you should be able to get enough of them.  While I haven't done it, I have heard of people playing Paradox Garden as their only Purist card, just for the card filter ability (as a generic non-FSS like you'd play Casbah or Rebel Camp).
 

 

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