My first article for Bardsword was written six months ago. In it, I speculated about the future and designed five cards that could possibly appear in Gothic. Now the set has released, I can evaluate my speculation and see how close my attempts were. Did I get five out of five correct? To see my reasoning in full, please read the first article: https://bardsword.com/2025/06/16/five-predictions-for-gothic/
1. Everyone Loves (Hates) Frogs
This was my first design:
Lily Pad Pond.
Water threshold.
An Ordinary Site emits a lonely croak.
Genesis – create a submerged Frog token.
And the card that Erik’s Curiosa printed:
I was pretty close. I debated between paying 1 for a frog compared to getting it for free but submerged. In my design, I like how it’s different to the Ordinary villages. This gives a bit of a flavour and mechanical difference to how the two elements play a similar Site.
A flavour distinction between the two designs is the number of frogs depicted in the art and type line. My site depicted a solitary frog, and Croaking Swamp depicts a slimy horde. This could be one of those situations where the art received from Drew Tucker determined the final outcome.
One of my thoughts behind Lily Pad Pond was that I saw a need for new tokens in Gothic, whether Minions or tools similar to the Lance token. However, the Collection solved that problem wonderfully. Now we don’t need 100 different tokens, ever increasing over the years. Having ordinary cards in the set function as tokens is an elegant solution.
Verdict: One point. I think I was pretty close. Though, I feel like this was an easy one, but you gotta start with a freebie.
2. Coat of Arms
For my second design, it was a two for one, exploring tribal effects. ‘Tribal’ is a concept featured heavily in Magic the Gathering, where creature (minion) type matters, and then you have payoffs and other benefits for building your deck around a singular type. It is a popular mechanic, and one of my favourites to build around. Onslaught block with its Elves, Goblins, and Clerics was my favourite era of Magic. How could Tribal work in Sorcery? I predicted that Gothic with its undead flavour would benefit from a new token minion. Skeleton felt like the logical pick for that. So here was my design for a card that produced Skeletons:
Rank of the Damned.
3 cost. Air, Air Threshold.
An Exceptional Magic that demands service.
Choose a row. Summon a Skeleton token to each site you control in that row.
In Gothic, we received two cards similar to my design:
So again, I was close. Both these cards deploy Skeleton tokens with a placement restriction. Raise Militia is essentially Border Militia for Skeletons. My design differentiates itself from Border Militia in that you have choice in where they are summoned.
In both my first and second design, I struck out by overcomplicating the design to be deliberately different from Earth cards. But is that distinction worth the added complexity? It seems the design team prefers that functionally similar cards play the same way to prevent confusion, and slight flavour or element identity quirks aren’t worth adding complexity to gameplay. I can see merit in that, so I will be keeping that in mind if I design cards in the future.
Undead Ambush at Exceptional gets to be a bit more powerful and a bit more complex, and the flavour and execution of this card is fantastic. The optimal result is receiving four Skeletons for three mana, but there is a subtle restriction to this determined by the amount and placement of sites in play when you cast the Ambush. The power and flexibility of this card grows as the game goes longer as there will be more sites. Also it’s interesting to note that you get more tokens if you use it aggressively to the middle of the board rather than defensively around a minion attacking your back row.
So, while I was correct in guessing at the existence of Skeleton tokens, I had also guessed that there would be Cultist tokens. Cultists would have an ability where they could sacrifice themselves for mana to pay for your big monsters. Whilst we didn’t get Cultist tokens, we received many cards exploring this design space. Gnarled Wendigo, Temple of Moloch, Dormant Monstrosity all conjure images of ravenous cultists bringing forth dark designs, but without having to require a whole new token cluttering up the board. The design team certainly knows how to be elegant and considered. Opting to only have a single new token minion in the set is absolutely the right choice.
My second tribal design was around upgrading your Skeleton tokens:
Scholomance.
Air threshold.
An Elite Site of profane knowledge.
Your Skeleton tokens gain Spellcaster.
Tap four Spellcasters here to draw a card.
After seeing the Necromancer and how easy Skeleton tokens are to produce, this site would have been broken. Also looking at my card now, the wording is incorrect, and it should be Spellcaster ‘here’. Or was my intention to give them Spellcaster everywhere? That would have been silly.
Now that I reflect on Scholomance, I like the flavour, but I dislike the execution. This site is pretty uninspired, and card draw should be harder to come by. We already have Standing Stones if we wish to educate our undead friends to the ways of being a Spellcaster, and we can take them to a Necronomiconcert if we desire card draw from them. I think Necronomiconcert is a great example of how many hoops should be jumped through for a payoff of cards, and my Scholomance offers neither an interesting mechanic or rewarding payoff.
As for tribal payoffs in Gothic, we got quite a lot. First are the power boosters – Death Knight and Fallen Angel. It’s interesting to note the subtle differences between these two cards. Fallen Angel itself isn’t a Demon, which is subtle but incredibly evocative. We also didn’t get a similar design for Monsters, which showcases the differences between the three Evils.
We also got Undead payoffs in the forms of recursive upgrades – Bone Jumble, Barrow Wight, Fowl Bones, and Zombie Bruiser. These are great designs as everything you need is on the card, which reduces the mental load of having to remember multiple things at once as you start to layer different bonuses and buffs. The downside to Tribal in Magic is the constant calculation required to update power and toughness and changing abilities every time a creature enters or dies.
So, all up, I was correct about Skeleton tokens, wrong about Cultist tokens, and off-base with the tribal payoff. Considering I gave myself the easy point for my Lily Pad Pond design, it’s fair that I don’t give myself a point for this category.
3. An Avatar of Sites and Aggression
Gothic gave us a plethora of new Avatars. But the Avatar design that I was so confident the game needed was nowhere near any of the 13 we received. My design was:
Titan – 2 power.
Your Avatar shapes the land through mighty deeds.
When Titan kills a minion, replace an adjacent Rubble with a site from your hand.
The glaring problem with this Avatar design is that it needs other cards to function, namely things that generate Rubble. I designed Titan with Hamlet’s and Castle’s Ablaze in mind, but that restricts Titan to Fire. One of the most successful aspects of the Gothic Avatars is that they aren’t restricted to any one or two elements, so Titan fails in that regard.
A fix to Titan would be to change the ability to: ‘When Titan kills a minion, replace an adjacent Rubble with a site from your hand or an adjacent void with Rubble.’ But more words doesn’t equal more interesting (a note for myself).
I do enjoy the payoff and interaction between attacking and playing sites. One of the limitations of Titan is what happens if the opponent doesn’t play any minions to fuel our ability? At least Battlemage gets to hit for three. The new minion Bitten is a great design space to address this problem, so perhaps in the future we might see this design space explored further.
This one, I will give myself zero points for. This was my first design where I would either be completely right or wrong, so no wriggle room here… though, technically, with the right combination of Avatars out of Imposter, can we cobble together Titan?
4. An Unordinary Tower
I believe that the three Ordinary Towers in Alpha-Beta are problematic for design. They are powerful ramp effects that must be considered in every deck. Often you will see decks that don’t run any Air cards run one of each of these Towers to get that boost of mana to play minions above curve.
I picked that we would get the fourth Ordinary tower in Gothic mainly because it felt obvious. Gothic didn’t seem like a place we’d find a desert. I was definitely wrong there. Mechanically, Deserts are the perfect counter to both Ward and Skeleton tokens, and the beauty of the world of Sorcery is that you can have anything anywhere anytime.
My design for this category was:
Crumbling Castle. No Threshold.
An Exceptional Site that is doomed to disintegrate to dust.
Genesis – gain Three this turn.
At the start of your turn, replace Crumbling Castle with Rubble.
Crumbling Castle would have been great with Titan. And as I said in the previous article, the three mana burst would have been far too strong. So this design was problematic because the numbers didn’t work. Though, we did see cards in Gothic that suggest that the team were working through this tower problem. Ultimately, their solutions were fascinating:
The fix to the Ordinary towers is to… make a stronger card? The benefit of Ghost Town is that it doesn’t have the limitation requiring it to be your only copy in play. There is something incredibly unsatisfying about playing your second copy of Gothic Tower in a game, or worse yet having to Mirror Realm a Lone Tower – ew.
Going forward, Ghost Town will save me thousands of mouse clicks in Curiosa as I can just add three copies of Ghost Town to a deck instead of typing and clicking each individual Tower in ‘quick add’.
However, are the Towers still better? Atlantean Fate is one of the best cards in the game, and the counter is to have Ordinary Sites. So is there any benefit to three Ghost Towns over three Towers? The only one I can think of is to prevent Avatar of Air from puffing all over you.
We also got four Unique sites that can provide a constant two mana a turn with some serious downside. These are City of Plenty, City of Traitors, City of Glass, and City of Souls.
I think these sites will be strong, but they do require a bit of finesse. They can’t be jammed into every deck, which is a sign of good design, but they will greatly benefit those who put in the effort.
My initial thought was how to turn on and off threshold so you can benefit from the Cities on your turn and deny it to your opponent. The Bloom Ordinary sites can do this, and I think there might be a worthwhile deck in that concept.
Returning to my design of Crumbling Castle, I do think sites that turn into Rubble is an interesting design space. I was hoping for more Rubble generation in Gothic, and we got this incredible Ian Miller site:
Old Mortimer’s Den might be my favourite site in Gothic. I have been a fan of Mariner’s Curse since Alpha, and using forced movement effects to kill your opponent’s minions is so much fun. I think Mortimer will warp games, where your opponent is incentivized to play more sites than they’d like to prevent you from replaying the Den freely turn after turn.
In regards to all this Rubble talk, I have been experimenting with Geomancer in non-Earth decks, using site destruction and other effects that leave Rubble behind to then get free Sites from the Avatar ability. Mono-Fire Geomancer has been a fun little project, but it might be dead with a 60-card spellbook. Send me a message if you want to learn more about this.
So, do I deserve the point? Probably not. But it did generate some good talking points. Did we get a King Gizzard and the Lizard Wizard reference in Gothic? Not that I’ve noticed. We did get a Ten Ton Slug reference for fans of Doom and Sludge Metal.
5. Jesus Christ
My most controversial pick. Would Gothic give us a depiction of this iconic figure? Looking through the set, we got many Biblical references, named angels and demons, and even real-world historical figures such as Rasputin and Jack the Ripper. We even got Judas named on Kiss of Judas, so this shows the extent that Erik’s Curiosa is willing to use these references and risk potential public outcry. Here is my design for the big man:
Jesus Christ.
A unique Mortal of the divine trinity.
4 Cost – Earth, Water threshold. 0 power.
Other minions nearby can’t be destroyed.
So did Gothic give us Jesus? I say, yes, it did.
The flavour of this Unique minion ticks many boxes that we’d expect to see for Jesus, chiefly the redemption of evil. The art itself certainly suggests a divine and powerful figure.
My mechanic is similar to the Saint of Redemption, both focusing on preventing conflict between Minions. My choice for Jesus to be Earth and Water is confirmed to be on the right path by Garden of Eden in Gothic.
Now, my wild prediction is that there is a Curio version of Saint of Redemption with Jesus Christ as its name with new art. Perhaps it will have similar gilding to Unladen Swallow and the Sir Curios from Arthurian Legends, in the fashion of illuminated manuscripts.
So far in Gothic, we have seen seven curios, which doesn’t feel like enough based on how many we saw in previous sets. But the quantities in which these have been found suggest a certain possibility. Beta was distributed in waves, demarcated by differences in colour saturation. Perhaps if there is to be three waves of Gothic releases, we will see the Curios released across waves, seven in the first, six in the second, and five in the third, for example.
So, until we have all the Curios accounted for, I maintain that I am correct on this point. And give myself the point.
Extra Credit Bonus Round
So, I had an extra bonus prediction regarding the release date for Gothic. I had picked a Halloween release date for flavour reasons, and it did seem like a likely spot based on other events like the Crossroads. It was also Friday, which is the perfect day of the week. Some pundits were picking 2026 dates, so I’m glad that wasn’t the case – apologies to our friends in Europe, Australia, and Brazil who haven’t got product yet.
So, not releasing on Halloween seemed like a missed opportunity, but then I discovered (from watching a year-old MeatCanyon video) that December 5th was also thematically appropriate – Krampusnacht. In many European countries, the night of December 5th is when they celebrate Krampus, so ultimately the fifth was the perfect date for Gothic.
Conclusion
So, how many points would you give me? Six out of five? That’s very generous. Thank you.
I was more incorrect than correct, but I had a lot of fun thinking about these possible designs. I enjoy deliberating and thinking through the ramifications of cards more than designing them from scratch. Design and development should be a collaborative process, and there’s only so much I can do by just throwing out ideas without any testing and conversation.
I think Gothic is a beautifully designed set, and the team really hit high marks in terms of interesting game mechanics and elegance in function. So five out of five for Erik’s Curiosa.
I greatly enjoyed the first week of Gothic. I attended two Sealed events and a draft, and got to play a handful of matches of Constructed on Tabletop Simulator. Over release weekend, I managed to place first at all three Limited events, going 11-0 overall, so I’m happy with my performance. Gothic looks to be another excellent set for Limited play, and I’m looking forward to many more events throughout the year.
It is here! Gothic release day has finally arrived! I hope everyone is enjoying cracking their packs or starting their testing if product hasn’t quite made it to you yet.
During this initial Gothic window, my goal with this blog is to share my experiments with deckbuilding. I want to provide decks for new players to get started with and provide some strategy tips for seasoned players to level up their game with.
During the 2025 Cornerstone Season, I placed fifth at Crossroads Melbourne, placed first in a Constructed Cornerstone with Water-Air Battlemage, first in a Sealed Cornerstone, and finished second a handful of times at other Cornerstone events. So, the purpose in going quickly over my recent tournament credentials is to show that maybe my content is worth the read. I prefer longform written content, so I can share my thoughts in full with a bit of flair and artistry, and to hopefully inspire thinking and testing.
In this article, I’ll go over the 13 new Avatars released in Gothic. I won’t be going into great detail for each as I don’t want to be overly proscriptive. Instead I want to start the brainstorming process and point out cards that might inspire others. This discovery phase of a new set is the absolute highlight of the year for me. There’s so much to find – combos, synergies, maybe some broken interactions that the developers didn’t quite catch. But it’s also the best time for self-expression. Pick your favourite Avatar and elements and just have fun with it. Iterate and reiterate to find the perfect deck for you.
First Impression of Design Direction
Quickly, I’d just like to mention my overall impression of the Avatars as a set of work, of what they represent for the direction and development of the game. Avatars are emblematic of the game and a great starting point to analyse the set.
Overall, the Gothic Avatars feel to be more about creating archetypes, rather than being novel ways of generating card advantage. Sorcerer is iconic and the perfect design to start with. It’s simple, evocative, and sets the standard for every future Avatar. It’s card advantage in the purest sense.
In Beta, Avatars such as Geomancer and Pathfinder looked to generate card advantage by not having to draw sites. This is a more obvious source of advantage as it takes away the opportunity cost of deciding to draw a site or spell for turn. But then it becomes more nebulous as designs become more complex. Now, the term ‘card advantage’ is one of those terms that can elicit as many arguments about what it exactly means as metal fans arguing about genre. Is Seer card advantage? It’s card selection, and in a game like Sorcery where draw is so rare, does that blur the line enough? Either way, it demonstrates the interesting point at which mechanics and card identity blur together to make something interesting. Am I calling the Beta Avatars uninteresting? No, not necessarily, but the Gothic Avatars are definitely much more interesting.
This is because they leap the boundaries out of early set design and become something altogether novel. This shows the maturity and growth of the development team and their ability to play within their own system. The old adage is that you must first master the rules before bending them.
Early Avatar design was largely restrained by tap abilities. The positive of this is that you can have some powerful effects that require timing and sacrificing the ability to perform other actions. The downside is that tapping for an ability means you can’t tap to draw and play sites. Avatar of Fire is an example of this not working well. It needs sites in hand for its tap ability, but then the more you use it, the less fuel you have. So, then strategies get stuck around making the most of fewer sites, but Avatar of Fire really wants to get to eight mana to throw two fireballs in one turn. This makes for an uncomfortable grinding of gears with this design.
Flamecaller and Sparkmage are good examples of tap abilities. Removal in a game where minions are so central will always be powerful. They are also tap abilities that can directly win you the game. Conversely, Waveshaper and Witch didn’t quite make the mark. Temporary effects and hobbling your opponent proved to be insufficient to be worth tapping for. Waveshaper has many fans, but I’ve seen too many games where the Waveshaper’s plan fails to develop because they’re forced to use their ability too early and too often in the game. In the fast AL meta, this meant that Witch never had the opportunity to get off the ground at all.
The downsides of tap abilities are exacerbated by how important moving around the realm is. Early in the game’s life, Avatars seldom moved. They started in their square and sat there for the entire game, playing sites, tapping for sites all game. Now, the game is more dynamic. There’s more nearby and adjacency requirements. There’s also more effects that let you move your opponent’s Avatar. This means that Avatars have to be more flexible with their actions to not be sitting ducks and get themselves out of sticky situations. Don’t let your Avatar get trapped in the Darkest Dungeon.
So, with Gothic avatar design, we’ve moved away from tap abilities as a whole. Instead we see more deckbuilding opportunities, more movement and combat abilities to encourage Avatars to get into the fray, and more abilities that don’t get in the way of drawing and playing sites.
Trust me to get so sidetracked in an article about the new Avatars. I hope I haven’t turned away readers or they’ve at least managed to scroll past successfully. But I think it’s important to reflect on the past to understand the future. So don’t forget to reevaluate older Avatars and cards alongside the new to see what’s been unlocked. So, let’s dive in.
The Precon Four
These four Avatars are the perfect ones to start with. They are emblematic of the set’s mechanics and flavour. They are elegant designs, but there are so many different routes to take them. I think these four will be the most popular Avatars for a long time in the Gothic meta.
Savior
Savior fundamentally shifts the cost curve of minions. Now, every minion essentially costs one more and comes with a Ward. There are plenty of good Ward synergies in the set, and I think the precon demonstrates this strategy well. Timing when to use your Holy Nova and other payoff effects will be interesting when piloting this Avatar.
Savior’s ability scales well across archetypes. We can play cheap minions such as Pit Vipers with ward; we can midrange minions with Charge aggro getting in immediate damage with our Redcap Powries and making them a mission to deal with; or we can drop in expensive bombs that warp the game. When building your Savior deck, I think deciding upfront where you want to exist on this spectrum is an essential first step.
Outside of combat, Ward can help us protect important minions. Lances in AL were useful to protect our valuable minions from combat, but didn’t help against a Lightning Bolt. Ward solves that problem. So this is a boon for cards like Mother Nature and Queen of Midland. I’m very interested to see if these value engines see more play now. Mother Nature was a lot of fun out of Dragonlord-Xeraphine, so I’m crossing my fingers.
Important to note that Savior’s ability works on summon. Casting is what you do to summon a minion from hand. So this is a double benefit for Mother Nature, as you can protect her on cast and then protect what she summons to the realm. This also makes Adept Illusionist a terrible pest. Bodyguard minions like Old Salt Anchorman, who protects your minions from being submerged and burrowed, become incredibly resilient.
Savior is single-handedly going to turn the wheels of the Meta. What will be the sweet spot of power to cost? Will small minions be the threat, or will large resilient threats be our bane? This is my favourite Avatar out of the precon kit, and I think will be a great choice for new players and experienced alike.
Necromancer
Necromancer is our token deck. The precon list gives a great starting point to get the most out of our tokens, whether that’s upgrading them, boosting their power, giving them more bang with Artifacts. Anything that boosts power is a winner here, so consider your Pendragon Banner and House Arn Bannerman.
But for alternative strategies, you can consider your skeletons as sacrifice fodder to power out monsters from the deep. Your skeletons can lower the cost of cards like Gnarled Wendigo. Instead of making a beeline for your opponent, your skeletons can go to the corner void to summon forth the Dormant Monstrosity.
I could also see a version of Necromancer that’s all control spells as you have a win condition printed on your Avatar. Punish your opponent for playing minions, punish them if they don’t by attacking their hand or sites. This could be a fun toolbox deck to explore the Collection mechanic with Toolbox and Silver Bullet.
That’s three completely different archetypes to explore with this one Avatar. But I’m looking forward to seeing what the community comes up with. Necromancer is my pick for the Avatar that will be winning the first round of tournaments.
Persecutor
This is an interesting one. To me this feels a lot like Avatar of Water in that it has built-in movement and then the payoff isn’t immediately obvious. I think Persecutor will have a huge surprise factor where you’re not quite sure what your opponent is up to until it is too late.
Poison Nova and proximity spells are a great starting point. The free movement lets Persecutor position efficiently to time their spells for the most devastation. Movement without a tap is super useful for effects like Love Potion. Will Persecutor finally be the Love Potion menace we all feared ever since that card was spoiled?
This is the only Avatar in Gothic with more than one power, so is a contender for more aggressive strategies. Will it achieve what Templar couldn’t? Two power can be an awkward amount as it’s not enough to threaten burst damage like Avatar of Earth; and as Witch showed, two damage chunks aren’t super threatening.
Town Priest is our most cost-efficient source of bounce so far in the game. Could this pairing be enough for a successful tempo deck? Persecutor makes good use of a large suite of anti-Evil tech in the set. If Evil decks become popular, then Persecutor’s stocks rise as well.
Persecutor can embrace the dark side and consort with demons. It’s the perfect companion for Shackled Demon, which needs a Spellcaster to unchain it with a tap.
Harbinger
Precon Harbinger wants to go big and play big minions early. Harbinger is one of the best flavour Avatars as well, and I think many players will enjoy the storytelling opportunity of being the key and guardian of the gate to the dangers of the cosmos.
I’m a big fan of stacking cost reduction effects. If you can get a Town underneath a summoning portal, you will have a lot of fun. The randomness of the effect does have to be mitigated, so Voidwalk minions are a great choice. Headless Haunt is an obvious choice, but maybe this will give Peregrine Apparition a new lease of life?
Harbinger is going to be a deck where the roll of the dice could make or break it. The worst-case scenario is that you roll entirely on your back row. Will you build your Harbinger to be able to pivot into a more defensive deck if that happens? Or will you lean fully into the all-or-nothing aggressive strategy and just make do without your portals?
Harbinger is the antithesis to Savior, shifting the cost curve in a different direction. Will resilient Warded minions trump big monsters coming down early? This will be a battle fought across local metas.
Let Loose the Avatars of War
In this next section, I’ll go over the three Avatars that point us in a more aggressive direction, where they directly take the battle to the opponent. Persecutor belongs in this category as well, so any tips here can apply to it as well.
I’m a big fan of aggressive combat-orientated Avatars. Battlemage was my champion throughout Cornerstone season. I enjoy having an Avatar that can directly influence the board, deal with the opponent’s minions, and can thwart my opponent’s anti-minion strategies.
Combat Avatars have unique deckbuilding considerations. They need to consider movement effects so they can influence the board efficiently. They need cards to boost their combat prowess. But it’s also important to bring minions of your own that support your Avatar and benefit from your combat spells and Artifacts.
Ironclad
Ironclad and Bladedancer are great Voltron style decks. This is where you load them up with Artifacts, such as Flaming Sword, and go all-in on this strategy. Ironclad is the more resilient and defensive flavour of the two, so I could see the possibility of building a deck and then swapping between the two Avatars depending on your local meta.
Ironclad shines with untap abilities, such as Belfry, Sugarplum Pixies. Maybe this is even the moment where Silver Valkyries gets played. Ironclad makes it harder for your opponent to get in attacks on your sites, whilst also defending the valuable minions you’ve invested in. Ironclad will have your opponent scratching their head trying to find a way to break through your defenses, so you also need to be bold and aggressive so they don’t have the opportunity to solve that puzzle.
Ironclad is also great with self-damaging effects. Note that life lost is not damage, so he doesn’t synergise with many demons like Lesser Blood Demon. However, Searing Truth is damage. Throughout this year, thousands of Ironclad decks will be started in Curiosa and the first thing added is three copies of Searing Truth.
Ironclad’s downside is that it has no built-in mobility, so you will need to answer this. War Horse is a great pick. I love Blink and run it in nearly every air deck. Helpful Hob’s untap can pack a punch once you’re fully decked out in equipment.
Ironclad is also a great meta answer to Necromancer, so if that pesky control Necro that wants to win with tokens gets too bothersome, then Ironclad might be the solution.
Bladedancer
This is going to be a fun avatar once it’s fully suited and booted. Too bad it doesn’t have Battlemage’s card draw ability, but I guess we can’t have everything on one Avatar. Bladedancer’s strength is that it gets to push through damage on the opponent and thin out the opponent’s minions. Battlemage has to choose which axis to focus on and commit to it, but Bladedancer can split the difference.
Bladedancer does suffer from the problem of what do you do if the opponent doesn’t have any minions? There are a handful of cards that give your opponent minions, like Bitten, but is that even worthwhile? Battlemage gets to kill that token and draw a card from it, so Bitten is an efficient threat that replaces itself eventually for Battlemage.
I think I prefer Ironclad out of these two, but I think I’m missing something. Let me know what you plan to do with Bladedancer. I’m sure I’ll get my butt kicked by her soon enough.
Interrogator
This is my pick for the most popular initial Avatar out of the gates. Players love drawing cards, and unlike Battlemage, you can send your minions in to do your dirty work. The fact that this isn’t once a turn is scary. ‘Ally’ also includes your Avatar, so I’ve included Interrogator in the combat section as it can do the Battlemage plan of getting in your opponent’s face.
Token minions are a good strategy here. Zero damage still counts as a strike, so Frog tokens are viable. But since they have to attack the Avatar directly, this means tokens are likely single-use as they will get struck back, but single use for a card draw is very powerful. You can leverage that with Shield Maidens.
Denying the opponent life gain is strong in this build, so River of Blood is a strong contender here.
Yeah, I’m scared of this Avatar. It’s like starting with a Boudicca in play as your opponent will likely pay the three life whilst they have life to spend. Your opponent will have to play extra defensive to deny the draw. Going all in on small minions could be a strategy, but just be careful of Poison Nova and Holy Nova wiping out your forces.
This Avatar appeals to me a lot, and this might be the one that I take to my first tournament. I think there will be a large brain trust of competitive players working on this deck and perfecting it into a meta dominating force.
Leverage Other Angles
In the game of Sorcery, there are several things that can lose you the game. Losing to burn spells and minions attacking is the first and most obvious axis. You can also lose a game of Sorcery because you didn’t draw the threshold you require or because your opponent messed up your sites. The third axis of losing is being denied board access. Perhaps this is due to your opponent flooding sites to deny your Burrowing minions access. Maybe this is done with a Bailey or Mountain Pass.
Site placement and moving sites is one of the most underrated axes of the game but might be the most powerful. If you can destroy an opponent’s site and replace it with your own, you’ve now given yourself access into the opponent’s line and given yourself immense opportunities. Just make sure you don’t give your opponent an easy site for their minions to chew through your life. In Gothic, we’ve been given the strongest Avatar yet that can exploit this axis. Say hello to the Real-Meater.
Realm-Eater
When using Realm-Eater’s ability, this is the hierarchy of power:
Denying threshold.
Denying opportunities to defend.
Denying your opponent mana.
Denying threshold can prevent your opponent from playing threats for many turns, putting them at the mercy of drawing from the site deck. Whilst they’re trying to fix their threshold, they aren’t drawing threats or playing them. This is the attack that will have the greatest impact on your opponent.
Denying your opponent board control is also very strong. Taking out defensive sites like Gnome Hollows so your attackers can get in is a big tempo swing. Breaking their line so your Airborne minions can easily attack their backrow is also very strong. Realm-Eater will require an untap to be able to destroy a site and play a site on the same turn, so this might be a bit more difficult to achieve with just the Avatar ability.
The least impactful is taking your opponent off one mana. Sometimes this denies them a turn; most often they just play a different card. Similar effects like Witch and Tax Collector never really had much success. A common mistake with Realm-Eater will be taking the opponent off an inconsequential site instead of developing your own board. Since Realm-Eater has to digest before it can use the Move ability again, your opponent will look to play their important sites during your off turns when your belly is full. Such moments will be where Realm-Eater players lose the game without realising it, so be considerate with your timing. Often the threat is more dangerous than the action.
It will be interesting to see how these decks shape out. I think initially we will see cards like Teleport played with the intention of being able to snipe any site early to try and take the opponent out of the game ASAP. If you spend your turn three playing Teleport and attacking a key site like Tintagel, you might throw your opponent off their entire strategy. But this costs you a turn, a card, and your own development. But my gut feeling is that Realm-Eater will work better with a longer and more deliberate game in mind.
Like the combat-focused Avatars above, Realm-Eater needs movement effects to fully leverage its ability, and it also needs ways of taking out defenders. You have to successfully strike the site itself to feast on it. Immobile doesn’t prevent you from Attacking the site you are on, so effects like Blink are super powerful here to dance around defenders and strike deep into the enemy’s territory.
The mere existence of Realm-Eater is an existential threat to greedy atlases and greedy players. The mere possibility that you might sit down to face this Avatar in a tournament is enough that every deck has to be prepared for it. My guess is that this Avatar will have a low play rate in tournaments (I think it will be quite popular in more casual settings), but will be an impactful and important deck with a high win rate. The players who take this to tournaments will be dangerous.
There is a risk that this is the negative-play-experience Avatar of the set. There’s a chance that Realm-Eater becomes the new Archimago, where the chance to play the game gets taken out of your hands and you are forced to sit back and watch the slow inevitable conclusion play out. I hope not.
I know there’s players in my meta that will pick this as their first deck to pilot, and I’m scared. I’d better start thinking of a game plan to beat this deck.
A New Way to Play
This category of Avatars introduce new angles to the game and feel like the wildcards of the set. When you sit down to play against these decks, you will have a hard time guessing what their game plan is.
Animist
Animist is a spellcaster that can play to the board. Animist can compete on the board with minions whilst benefiting from having more options in hand. This feels like the toolbox Avatar of the set. Mortality is never a dead card for Animist.
The problem with cards like Mortality for Animist isn’t that they’re narrow, it’s that they make for weak minions. A two-cost two-power minion that has no ability is pretty weak. A three for three is where it starts feeling all right. For this reason, I think we need to look at silver bullets that cost three, four, and five mana, so they can be reasonable minions. Extinguish and Boil are the most immediate picks from the older card pool.
However, then my brain goes to, ‘What’s the point of playing an Avatar whose strength is having a weak back-up plan in case its A plan fails?’ Maybe this is fine for the deck that’s just a pile of removal spells and then the removal can be a threat. Maybe this is fine for a deck with such a strong combo that if you get it, you definitely win, but you just need a backup plan to not get overrun or just lose the game otherwise.
The biggest issue against Animist is the lack of built-in card advantage. Is Sorcerer or Archimago just the stronger combo Avatar? I’m not sure. It will be interesting to see what players come up with.
My only corner-case tip to offer is that it might be useful to run effects like Fey Changeling so you can bounce your spell-minions back to hand if they become relevant in the match. Yeah, that’s a nice utility, but will it ever be relevant? Probably not.
Animist is a great Limited Avatar as it ensures you can pack more powerful utility spells in your list whilst being able to play minions on curve. In a draft, if you get Animist early, you will then be able to take and utilise cards that no one else can. And in draft, where removal is king, having your removal spells turn into minions is super helpful.
Imposter
This will be an incredibly fun Avatar and is my pick for what I want to brew with first up. I think the best Imposter decks will have a plan to change Avatars through the early, mid, and late game, with a toolbox to draw upon to adapt and counter threats. We also get to combo and synergise Avatar abilities in a way that’s never been possible before. We can be a Realm-Eater and make a bunch of Rubble, then switch to Geomancer for efficient site ramp.
The ‘getting damaged’ clause makes combat Avatars like Battlemage and Bladedancer more difficult but not impossible to use. This is a deck that definitely wants Amulet of Niniane and maybe even Blasted Oak to protect your Avatar from errant Lightning Bolts. I think it’s incredibly compelling that Imposter creates a fourth axis in addition to what I talked about before in regards to Realm-Eater, in that you force your opponent to directly interact with your Avatar lest you run away with advantage.
Here is how I’m planning on building my Imposter. It’s an Earth deck with a Fire splash ramping and disrupting the opponent. In my Collection, I have 10 Avatars to have access to maximum utility. Pathfinder, Realm-Eater, Geomancer, Avatar of Earth, Sorcerer, Witch, Flamecaller, Avatar of Fire, Ironclad, Necromancer.
Early: Pathfinder. On turn three turning into a Pathfinder, tapping for a site, is incredible. The slower the format, the more powerful this is going to be. If you can get away with three or more turns masquerading as Pathfinder, then that’s incredible value. Even just getting one turn as Pathfinder, you’ve essentially started the game with a free ramp spell in hand.
Then going into the mid game and late game, there are several routes to take depending on what the opponent is doing. Having Realm-Eater means you can disrupt the opponent who is minion light and wants a long game. Geomancer helps get even more free Sites down. Avatar of Earth can start dishing out massive damage once you have a cluster of sites. If my opponent has too many minions, I can retreat back and shift into Sorcerer to start drawing cards and benefit from my ramp. If I’m ahead on the board and don’t want to overextend, I can shift into Witch and curse my opponent.
I also have utility picks such as Ironclad to thwart token strategies if I’m on Death’s Door. I have Necromancer as well if I need tokens to gum up the board or have a constant flow of threats.
Being able to shift into an Avatar with an ‘I win’ button is incredible, so that’s Avatar of Fire or Flamecaller. Depending on whether you’re more likely to have a Fire site in hand or a Fire minion in the bin will determine which is better here.
You could easily cut out the three least likely Avatars you’ll need, arguably Witch, Ironclad, Necromancer, so you have a bit of room left in the Collection for other toys, but why not lean fully into the Imposter?
My Work is Done in Deckbuilding…
This next category of Avatars are those with abilities that impact Deckbuilding more than gameplay. These will be a lot of fun to tinker with in deck builders, but once they’re on the table, will have more linear games executing their strategy.
Corruptor
This is the most wide open Avatar of the 13. It cracks open the card pool and makes us peer through the kaleidoscope of choices.
An important rules note is that this effect applies everywhere, so unfortunately cannot use Call to War (one of my all-time favourites) in Corrupter.
I think the best way to approach this is by working backwards. Start by looking for strong payoffs for Evil, Monster, Undead, and Demon and then seeing if they’re strong enough that including more minions is worthwhile.
Here are a few possibilities for each archetype:
Evil: Willing Tribute, Witching Hour.
Monster: Abyssal Assault lets our efficient beasts like Lugbog Cat turn into monstrous bombs on curve.
Undead: Carrionette. This lets us recur our expensive utility mortals such as Grandmaster Wizards, Death Dealer.
Not being mortal means we’re safe from All Mortals Gone and play it ourselves.
Kiss of Death: unlocks this powerful kill spell.
Necronomiconcert: This lets our utility mortals like Land Surveyor join in the card advantage party.
Angels and Demons? I just love the flavour of building an Angels and Demons list, so hopefully there’s something spicy to justify this. Let me know if you see a spoiled card that Corrupter could use.
…and What the Hell is That?!
Now, these last two are pure insanity that not only change how we approach deckbuilding but also how we perceive the game. These next two Avatars are going to be contentious, and I predict there will be a furor and uproar from the community over what they represent.
Duplicator
I am torn on this card. On one hand, this destroys the implied contract of what Unique means to us as players and collectors. One of the selling points of Sorcery was that we only needed a single copy of each Unique card. This affected prices for Uniques as players only needed to get a single copy. Duplicator will affect the entire marketplace.
On a sour note, this also means that individuals who saw this card leaked before release date had a window of time to gain an unfair advantage by buying cards before the general public was aware of what was happening and could react accordingly. Worst is in the case of Dragonlord. Due to scarcity, many players missed out, and those who got one copy were relieved that it represented all they needed for gameplay. Now that’s no longer the case.
As for playing with Duplicator, the first hurdle is overcoming the inherent card disadvantage. Tithe and Round Table are the two standout for this. I think there are two obvious routes to building this list. One is the Knights of Arthurian Legends. The other is Immortal Throne. Maybe you could do both of these in the same deck. I have tried Immortal Throne Knights Templar back in the day to middling success, but having two copies of the Round Table is super useful. But it remains to be seen if having a second copy of a critical lynchpin Unique outweighs losing out on the initial card advantage and utility contained in Elites, Exceptionals and Ordinaries.
Magician
Now, this is a card that will create positive controversy. I think everyone will have the same reaction of, ‘Oh, no, they didn’t,’ when seeing this for the first time. It’s just a perfect joke and emblematic of the flair and fun out of Erik’s Curiosa.
On first pass, this just feels like a worse Spellslinger. You get one extra card over Spellslinger without the certainty of drawing an optimal mix of sites and spells.
But then the next pass is the realization that you get to control the ratio of sites to spells with full control at deckbuilding. This means you can build a deck that wants to draw six spells and one site in the opener – or conversely, a six site and one spell hand. With Sorcery’s mulligan system, it’s easy to push this to the limit since you have a lot of control in choosing what to keep and what to put back.
For fans of the 40-20 format, this kinda allows you to do essentially that. The cost is that generally it’s cheaper and easier to draw sites than spells, so you’re losing out on the most efficient card advantage sources, such as Tithe and Kettletop Leprechauns, with Magician.
Magician still has access to the 10-card Collection, so make sure you make the most of that advantage.
So, what does Magician do that other decks can’t? You’re exchanging one form of consistency to adjust the dials elsewhere. Is that sufficiently powerful? We saw Spellslinger achieve Rainbow foil status, so it’s not impossible that Magician will see tournament play if just for the memes. There is something appealing about only having to shuffle a single deck…
The worst-case scenario is that Magician’s deckbuilding advantage enables negative-play-experience combos that have been dormant since the increases in deck size. Players were glad to see the back of frustrating combos such as Roots of Yggdrassil, and Candlemas Monks with Crave Golem, so I hope they remain dormant. I’m sure there will be a new negative play experience found in Gothic for those desiring the chance to frustrate their opponents. If such strategies do become a thing, just save them for your friends and tournaments. Don’t make new players suffer through Candlemas Monk nonsense, please.
Bonus Round: Aspiring Avatar Demon Lord Mephistopheles!
Mephistopheles wants in on the fun as well! This card is my favourite Unique in the set, and I hope to crack a copy (maybe even a foil) early on so I can play with it. This design space of being able to ascend your Avatar is something I enjoy a lot in card games, and I’m super happy to see it here in Sorcery. Hearthstone fans will know Jaraxxus, but there was a similar mechanic in the older World of Warcraft TCG, where you could turn into a master hero such as Jaina or the Lich King. I find this mechanic extraordinarily fun as it feels like a quest and accomplishment within the game and has great storytelling potential. I’m glad that we only got one card in Gothic, though, so it’s special and unique overall, but I hope to see this design space revisited in the future.
Mephistopheles is great for Avatars that have an early-game benefit and then need a bit of a push to win the game. This is perfect for Seer, who can find Mephistopheles easier and needs some help in the late game. Pathfinder is another perfect choice. Interrogator is a fun one where once you’ve accumulated lots of cards in hand, Mephistopheles lets you spew them out.
Conclusion
Wow, that was a big article. My biggest one yet. I hope it wasn’t too wordy and was densely packed with useful information. I don’t expect anyone will read it entirely, but hopefully people can jump around to their favourite couple of Avatars and leave with something useful to start their brewing.
Overall, I’m super excited. There’s hundreds of possibilities to explore here. Each Gothic Avatar has at least three obvious paths to go down, with multitudes of less obvious ones to discover. As no Avatar is restricted to a single element, like in Alpha and Beta, each element and combination requires examination.
We also have to go back and see what Gothic does for our existing 21 Avatars. I am looking forward to seeing what the community comes up with. This time of exploration is going to be immensely fun and rewarding.
In this article, outside of a few spoilers, I haven’t even talked about how the actual card pool impacts all of this. How will the big archetypes influence things? We have Evil and Ward turning the wheel of the meta. What will come out on top?
The Beta-Arthurian Legend meta was generally quite fast, especially early on. What will be the tempo of this new meta? Will this be a meta where fast decks, such as Interrogator and Harbinger aggro is MVP, or will it be slow enough where Imposter can shift through six different guises and come out on top?
So, let’s get on Curiosa, sleeve up some decks, fire up TTS, and have fun with Gothic.
Note: this was written and not published before the spoilers on 13/6/2025, so I will resist the urge to update this blog with those in mind.
Note: Please forgive the current lack of graphic design. This blog is a work in progress, but most importantly for me is the writing, and I need to start getting that out into the world for feedback and to prevent procrastination, so please enjoy this old-school column. To look up cards, please visit: https://curiosa.io/cards
Greetings. We’re currently in a lull period between sets, and whilst things have slowed down a touch, the whirring in my brain has not. Sorcery has taken over my life in the best way possible, providing me an opportunity to socialise, enjoy an incredible new hobby, and occupy my brain with something somewhat more constructive than its usual overthinking. I am constantly thinking about new decks, new strategies, and with a new set on the horizon possible new cards.
So, here are five of my personal predictions for the upcoming Sorcery set of Gothic. Some of these are pretty wild and some are probably pretty obvious. It will be interesting to see how far off the mark I am once the set has been released. This is a big of a long-form article, and hopefully my thoughts aren’t too meandering. Number five is a bit of a controversial one, and I have included a prediction on the release date at the bottom.
These ideas and thoughts came about by thinking (probably too much) of cards and mechanics that would benefit current competitive and casual gameplay, how cards interact with other cards from Alpha-Beta and Arthurian Legends, thematic ideas that would fit into a dark and gritty Gothic set, and parallels to other card games that might have influenced the designers.
New and more minion tokens:
This is an easy one to start off with. In many games of Sorcery, it feels like the board gets simplified too easily. Minions trade, spell removal is clean and efficient, and the board gets cleared quickly through these interactions. There are plenty of cards that easily clean up small minions, such as the Desert sites and Magic Missiles. We even already have a silver bullet card with Rain of Arrows. Even the design of The Great Famine and the Black Plague feel like precursors to more complex boards and the expectation that number of token-generating cards will increase.
An advantage of having more small minion and minion tokens is that they can protect your larger and more expensive minions by ‘chump blocking’. One of the disappointments in Arthurian Legends is that the awesome knights get easily taken down by the usual suspects of efficient minions and removal spells. All the minion token generating cards in AL are expensive, such as Guards! and Invasion, so it often felt like the Sirs and Dames didn’t have the necessary backup to stick around on the board long enough to do anything meaningful.
Lance tokens were a good design choice to help remedy this, but it feels like Lance tokens were cost slightly too high to really achieve this purpose as they function more like removal spells than speed bumps.
So minion tokens are the perfect compromise to this problem. Already we have seen Gift of the Frog spoiled for Gothic. This is a strong early game roadblock for water decks, but requires a one-drop minion to function on curve, so my prediction for this category is a basic Ordinary site:
Lily Pad Pond.
Water threshold.
An Ordinary site emits a lonely croak.
Genesis – create a submerged frog token.
This helps fill the one-two curve for water decks with Gift of the Frog. Having the token enter submerged makes it play similar to Tadpole Pool, so it functions how players would expect it to. Having the token entered submerged lowers the power of the site by making the chump blocker be more constrained by having to unsubmerge to protect adjacent sites. It’s a choice to make the genesis effect free, compared to the ordinary village sites, but I think the zero power minion and entering submerged is enough of a drawback to justify this.
Tribal archetypes (that use new minion token types)
Tribal synergies are a fan favourite in many games. Elves and Goblins are fantasy classics, and it’s time that they come to take the throne from the frogs and wolves in Sorcery. Though, I can easily see Erik’s Curiosa deciding to eschew the tropey classics in favour of something else. But we’re definitely getting more Undead tribal in Gothic, and likely more Demons and Spirits based on Sir Galahad.
My prediction is that in order to support these new tribal synergies, we will see one or two new Minion Tokens. The first is the Skeleton minion token – a zero power undead Minion that is created by Earth and Air threshold cards. Such as:
Rank of the Damned.
3 cost. Air, Air Threshold.
An Exceptional Magic that demands service.
Choose a row. Summon a Skeleton token to each site you control in that row.
This means you can get one to five tokens for the cost of three, putting it at a similar rate as Border Militia, but forces you to play your sites in a very different formation. A design issue is that Skeleton tokens need to be flavourfully and mechanically distinct from Soldier tokens, so limitations such as summoning to a row versus summoning nearby is important and help create different play patterns.
Earth and Air could both share skeleton tokens but use them very differently. Both elements will benefit from the tokens slowing the game down. The Air element has an existing archetype of expensive and powerful effects such as Lord of the Void and ramp spells to help play them, but this didn’t really take off because aggressive Air strategies are too dominant.
Then Earth and Air elements could utilise these tokens in distinct ways. Earth can synergise Skelton tokens with power boosting effects, such as House Arn Bannerman and the spoiled Death Knight. Air could specialise in upgrading these skeleton tokens, such as into Mages and Archers. Even in death, we have to go to school and specialise in a subject that will define our entire lives:
Scholomance.
Air threshold.
An Elite site of profane knowledge.
Your Skeleton tokens gain Spellcaster.
Tap four Spellcasters here to draw a card.
I just really want to see the day where Occult Ritual is a staple and I can use that awesome Frank Frazetta art in my deck.
Finally, on this point and going into a lot less detail, my second guess for a new minion token is a token for Fire and Water, the Cultist. These will be one-power minions, but there will be a focus on sacrificing them for fun and power. Feed them to the Cauldron Crone for a card draw. Then similar cards can turn them into life, damage, mana, threshold, or sacrifice them to summon the big bad.
An aggressive Avatar that utilises sites and ramp.
One thing I feel that Sorcery is missing is an Avatar that wants to be aggressive and also ramp to play larger minions on curve beyond four cost. Avatar of Earth is almost like this, but it needs to stop playing sites so that it can try to actually win the game before it gets stopped by the opponent’s card advantage. Currently, we’re seeing a bit of it out of Flamecaller and Druid playing Fire threshold going up to Infernal Legion on the curve, but I think that’s more due to Fire’s strength in the meta rather than the Avatars actively encouraging this play style. Seer is also able to play like this because its scrying ability can allow it to play a wider curve and actually draw the minions at the appropriate part of the game. But all of these still don’t quite hit the mark, so my suggestion is:
Titan – 2 power.
Your Avatar shapes the land through mighty deeds.
When Titan kills a minion, replace an adjacent Rubble with a site from your hand.
Titan is a mash up of Battlemage and Geomancer. Note, that it doesn’t require attacking to trigger its ability. Playing Firebolts to kill three minions would create three triggers. The limitation is that it requires adequate Rubble tokens adjacent and Site cards in hand to fuel this ability, so it would likely be slow off the mark and then have explosive turns later in the game. It also would probably require a bunch of new cards. These cards would likely also help Avatar of Fire, which is a good thing. Existing cards that play into this strategy include: Star seeds of Uhr, which can provide plenty of Rubble. Scorched Earth can trigger the ability multiple times and provide rubble. And Tithe is an all-star that with this avatar will be great even later into the game.
The biggest clue that had me thinking about this Avatar was how out of place in Arthurian Legends Stone Rain felt. Just something about it made me feel that it had received changes late into the piece. Stone Rain requires you to have three sites in hand to make it a four-cost Minor Explosion, and this feels weak. Maybe it was changed late in development because it was too strong or there were cards that supported it that didn’t make it into the set. Perhaps for Limited play considerations, these cards were broken up into different sets. So my far-out prediction is we’ll see a lot more cards that draw sites in Gothic and support Stone Rain and a possible avatar like Titan.
And talking of sites…
Something to rival the Ordinary Towers
Bans and restrictions are always a contentious issue, and I think Erik’s Curiosa has shown that it doesn’t want to go down that route. The three towers from Alpha and Beta (Lone, Gothic, and Dark) are incredibly powerful, and I think there could be sites that rival their power.
Also, it’s very likely that similar to how we got the fourth ordinary village in Arthurian Legends (and technically the fourth ordinary river in Alpha), Gothic will give us the fourth ordinary tower.
So here is an incredibly broken site:
Crumbling Castle. No Threshold.
An exceptional site that is doomed to disintegrate to dust.
Genesis – gain Three this turn.
At the start of your turn, replace Crumbling Castle with Rubble.
A three-mana burst is probably far too strong, but it needs to be three to clear the towers. The timing of when it becomes Rubble is also another issue. If it generates mana on the turn it becomes rubble, that boosts this card’s power further. This is an example of how complex design is, as there are so many little things that have complex implications and small flow-on effects – my utmost respect to the team for the great work they do on this game. Mostly, I designed this card as a homage to the band King Gizzard and the Lizard Wizard, so this card is a top-down design that might just need to go right back to the drawing board.
A Jesus Christ Minion Card
Depicting Jesus on a trading card is a contentious issue. It’s a culturally sensitive issue and one that many would say is inappropriate. We have seen with Crusade and Jihad, where Erik’s Curiosa possibly stand on that debate, so we can go ahead with the thought experiment without getting bogged down in the cultural debate.
There are already references to the Christian religion in the game. The Spear of Destiny is famously the one that pierced Jesus’ side. We have Sir Balin wielding it to deliver his dolorous stroke. We have references to the cross with the spoiled Day of Judgement. We have Pact with the Devil referencing the devil. It’s impossible to separate Arthurian mythos from Christianity, so the entire set is steeped in it.
The most convincing reason for me is that in Gothic art, as in the style from the 12th Century, depictions of Christian figures and Jesus were incredibly prominent and important. As art is such a core inspiration to this game, it would be a shame to not delve into that rich source and have the opportunity to take inspiration from that era of art fully.
So could we get a Jesus Christ minion to move, attack and block for us in a game of Sorcery? It certainly would create a marketing buzz for good or ill. Here we go:
Jesus Christ.
A unique Mortal of the divine trinity.
4 Cost – Earth, Water threshold. 0 power.
Other minions nearby can’t be destroyed.
Already in that design there’s plenty of issues, thematically, power level, and theologically. Is this idea a worse White Hart or an overpowered monster?
I think ultimately there will be a card that is essentially Jesus, but they won’t use the name directly. Instead, it will be a minion called The Messiah or something similar and have a much more interesting twist to it than what I have come up with.
But the ultimate takeaway point is that there are so many fascinating ways to take Sorcery, and I think the team are willing to go further and take more risks than other current card games through complex and fun designs, concepts that encourage thought and discussion, and incredible art.
Bonus – release dateprediction:
My final prediction is the release date. I’ve always been optimistic, and my guess is November 2025. It feels like Erik’s Curiosa has been working diligently over the last year and didn’t even pause to rest following the release of Arthurian Legends. They’ve resolved many problems with production, and where other companies might struggle in the face of this year’s political uncertainty, I think they have enough momentum to clear that hurdle.