SplinterAnalysis: Zyriel, the 1st ever dual element card

Today, i would like to provide my own analysis on the upcoming latest promo card sale which is starting in 4 days time.

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The base purchase price for Zyriel card will be 80k DEC. Of course, you can offset up to 50% of the price with vouchers at a recognised price of $0.25/vouchers. So naturally, if you are really interesting to purchase, the cheapest price would be 40k DEC and 160 vouchers. To max it, that means you need to invest up to 440k DEC and 1760 vouchers!!!

Now let's have a look at the stat of Zyriel.
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Quick Facts:

  1. It is dual element of life and death
  2. Basic stat: 7 mana, slow speed at 2, low hp considered the moderate mana, 5 good range damage at max lv.
  3. Even at lv 1 have wpn training and Leech
  4. Lv 2 has divine shield
  5. Lv 3 has rust

Stat and Skill analysis

Given that I mainly play in modern, my analysis will be based on modern cards only.
For the stat, i love that lv 3 Zyriel gives only 4 range damage while lv4 Zyriel gives 5 range damage. This gives a very interesting strategy in using Zyriel. Lv 3 Zyriel will be a threat to Forcefield monster while a lv4 will only deal 1 damage. So one really need to think carefully if you want a lv 3 or lv 4 Zyriel to add on to your current card collection. Given that it has only speed 2, i forsee that it is mainly useful in reverse speed. Zyriel need to be very careful with its low hp, otherwise it will be easily targeted by opportunity monster and 1st one to die before it has time to grow.
As for the skill, weapon training at this moment is still considered an underwhelm skill as there are limited non attack choices. It cant really combo with Conjurer cause Conjurer is usually in the 1st place so range damage is useless. Unless it is a snipe match so conjurer is in the 2nd place. And with high its range damage, wpn training provide quite a good boost in range damage to the neighbours.
The real scary part about Zyriel is not the dual element but its high range damage combo with leech. At 5 range damage, it can leech 2hp per hit. With is even more insane is that if it pair with summoner that gives +1 range like slogan, it can reach up to 6 damage and gain 3hp per round! With 5 rounds of attacking, it can turn into 20hp tanker!
I really love the divine shield for Zyriel. It give some time to protect itself for that 1 hit. Deeplurker can 1 shot kill Zyriel without the Divine Shield. I believe you also dont want to put a 7 mana monster that cant even survive one hit. It can be 7hp by the next turn which by then can take on more hits.
Rust is a crucial combo to leech. If the range attack hit the shield, there is no life leech. So rust is to remove any low shield monsters and that the range attack can directly deal damage to the hp.
Overall, I am looking forward to the skills of the card but the stat makes Zyriel a very situational play.

Lineup Suitability

In this portion, i talk about how I expect to play this card and whether it can complement the existing lineup or replace certain card.
For life, i think it is quite difficult to slot in given that I have quite a few gd untamed card.
In Modern gameplay, I would usually choose life color if I plan to go for range lineup or the void armor + resurrect. So if I choose range lineup, I already have sheriff + Crystalsmith + Arbalest. I may even consider using prismologist over Zyriel for its forcefield(at last position) and silence.

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In fact, i also can choose Evangelist over Zyriel cause it also have rust and it even has Inspire which will buff the 1st and 2nd position melee.

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As for the void armor + resurrect which is also very useful in reverse speed ruleset, I also expect to use 1st position as Uriel with double resurrect from Adelade and High Prince Darius, and maybe double repair from Adelade(again) and Lone boatman. Or use Sheriff for more armor and its huge danger of high damage + snipe + pierce. Djinn Renova is also a very popular choice in the lineup for its high magic damage and being the rare high mana triage monster. So as you can see, there is hardly any more space for Zyriel to replace or complement.
I personally feel that Zyriel also have limited use in death. Death has some of the strongest range modern cards. Like Lira with swiftness and even opportunity, or Dhampir Stalker with high range damage and quite decent speed and the lovely true strike, and dont forget the Queen of crows that is extremely powerful when used right. I dont consider low mana range cards as I feel Zyriel can only be used in the higher mana matches. For lower mana, I would choose Lira or Supply runner over Zyriel if I only need 1 middle size mana range card. So I think I may use Zyriel for death lineup if I desperately need rust to remove the armor like the void armor ruleset or +2 armor ruleset. But i also can use extremely high mana Raa or extremely low mana Weirding Soldier for the same rust skill. Given that death generally have quite fast monster, Zyriel can be a good fit for death deck for reverse speed ruleset but I would rather choose fire or leaf for reverse speed if possible. So once again, you can see how limited I can expect myself to use Zyriel.

Landplay

The most striking benefit about Zyriel that it has the best of both world for life and death in landplay. Basically, it has the higher rate of of which color benefit her more.
Zyriel will receive a +10% terrain bonus on Badlands, Bogs, Forests, Hills, Jungles, Mountains, Plains, and Swamps!

Conclusion

I may still buy maybe about 4 BCX from the store directly as I am having about 160k DEC and 660 vouchers which is just nice for the 4 BCX. I plan to eventually get 2 more BCX from the secondary market to make Zyriel a lv3. Sometime the forcefield can really make a huge difference so I may choose to keep Zyriel at lv3 for the long run.

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