![]() Very similar to Warrior now, Ira players will play 3 Nullrunes and Snapdragon Scalers, allowing them to find incredibly punishing blowout turns that can instantly win tempo in their favour, if not the game outright. First, 4 Nullrune is a relic of the past. I’ve had the privilege of playing (and losing to) Nick Butcher’s Ira, and a few things have come to light about the new style. From the removal of Drone, you suddenly have a very reasonable justification for running red Leg Tap in your Ira deck, one of the most aggressive cards ever printed in Flesh and Blood. The Combo effect of Hurricane Technique is likely the strongest available to Ira in terms of winning tempo, and its activator, Rising Knee Thrust, is already a mainstay in Ira decks as a blue, 0 cost, 3 block, combo card, so all you need is a Go Again for Rising Knee Thrust. This is a great reason for the card to be included, but after my experience in my most recent skirmish, the tempo potential of this card is phenomenal. On the surface, it fills a similar role as Torrent of Tempo and Pounding Gale in control Ira, where a strong 1 cost card would be played after 2 weapon swings off of a 1 card pitch. It costs 1, has high stats for cost, blocks for 3, and has the Combo keyword. Hurricane Technique is everything an Ira player wants, and it has already seen success in New Zealand even before the Drone of Brutality ban. ![]()
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