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Tome to Review – A Look at Flesh and Blood’s Tome Cards

The “Tome” family of cards have become a staple in Flesh and Blood’s short history, scattering into every set as powerful Majestics centered around draw effects. Generally, cards from the Tome family center around two aspects 

  1. Card draw.
  2. An additional effect related to the card’s class or intended format.

Card draw has always been a staple part of TCG’s, although Flesh and Blood is usually much more reserved allowing large amounts of draw during the actions phase, compared to other games. Hence, Tome’s aren’t always the easiest to use, albeit their power ceiling is incredible. Now five sets into our game, we’ll be reviewing the Tomes we’ve had the chance to explore for the last few formats and considering how they are currently played and how they could still be used in decks going forward.

 

Header - Tome of Fyendal

Tome of Fyendal

 

The original still holds up. So far, Tome of Fyendal’s life gain effect has been a consistent source of value for many decks. Since it only costs one, you essentially can trade one and a half cards for two cards as well since the pitch value of the card you pitched should carry over for the rest of your turn. With increasing options to play this card out of Arsenal at instant speed, and more options to give it go again, the Tome of Fyendal is quickly becoming and ideal pivot point in Flesh and Blood games, allowing large life gain and a strong turn as well. The ideal Classic Constructed card, Tome of Fyendal has the time and support it needs in this format to really impact each game.

 

Header - Tome of the Arknight

Tome of the Arknight

 

Originally the swingiest of the bunch, Tome of the Arknight has an incredible ceiling and an incredibly low floor. At its best, it allows you to draw two cards, one being a non-attack and one an attack action – perfect for Runeblades. At its worst, it represents the sinking of one resource to take a look at the top two cards of your deck. However, for Runeblades, a non-attack action with go-again is always a solid choice, and hence it found its way into many Runeblade decks, even in the early Arcane Rising meta.

Going forward, the Runeblade class not only has much more access to top deck manipulation, but also has received the time to fine tune decks to almost 50 percent non-attack and attack actions. This means our once heavily random Tome of the Arknight can now be much more consistent than it was before, albeit the occasional whiff does exist. As Runeblade players become better and better at controlling their deck’s ratios, pitch stacking and getting access to more and more top deck manipulation methods, look out for Tome of the Arknight to have a strong presence in the class going forward. 

 

Header - Tome of Aetherwind

Tome of Aetherwind

 

This is a difficult one for me, since after of Crucible of War, there has been almost zero change in the card pool and hero choice of Wizard players. Although Tome of Aetherwind is incredible in Kano, we haven’t been able to judge it outside that specific hero since it’s induction into the meta.

However, for our lone Wizard, the card has been incredible. The flexibility of Tome is a highpoint even in Kano decks, which are already extremely dynamic. The draw or arcane buff ability can both be extremely dangerous and allow for turns to explode whether Tome of Aetherwind is played from Arsenal, hand or off the Kano activation. In addition to this, Tome is a crucial card for Classic Constructed Kano players, who need the draw effect after a big block to try to swing tempo and close that large life gap the Wizard’s currently start with. 

 

Header - Gorganian Tome

Gorganian Tome

 

There’s been a funny pattern across Runeblade decks in Flesh and Blood, where they almost all unanimously run Gorganian Tome early on in every meta, and as the meta progresses it’s almost always cut as a “chaff” card. It gives me a chuckle to see it once again pop up in Viserai, Chane and Briar as the Runeblades readjust to the new card pool.

However, I can understand the difficulty judging this card, as in a vacuum, it seems extremely powerful; a non-attack action with in-built go-again that seems like a perfect card for Runeblades. However, in actual gameplay, the G-Tome is incredibly underwhelming. Its inability to block or be pitched makes it very inflexible. In effect, it does little except add randomness to your hands, where you draw a card replacing Gorganian Tome’s slot when played. If you originally had a four-card hand, you would still have a four-card hand after the fact, alongside one of the cards now being randomly drawn from the top of your deck.

The card is rather middling in Constructed formats; open it up to Ultimate Pit Fight however, and it really shines. Like most Tomes, the real power is in the text outside the draw effects. For Gorganian Tome, this means baiting out the first Gorganian Tome in UPF and subsequently having every next one lead to massively explosive turns. 

 

Header - Tome of Torment

Tome of Torment

 

Originally shunned away in the early Monarch meta, Tome of Torment is now a hidden gem from the original talent set. Drawing a card from banished is pure value, and for the two classes who currently have access to it, both have fairly easy ways to get around it’s demand of your action point for doing so.

Unlike the other Tomes, which generally have a high ceiling and low floor, Tome of Torment presents a great base level of value. Playing it at the end of a long go again chain is great to refill your Arsenal at the end of the turn and playing it out of banished after blocking up is a fantastic refill of Arsenal to swing tempo later. Levia presents the additional benefit to recur Tome throughout the game, playing it to draw and later banishing it again to refresh its usability. Chane, on the other hand, gets the added benefit of having it as a free non-attack action playable from banished. With the banning of Seeds of Agony, Tome now skyrockets to the top of Chane’s list of playable non-attacks, turning on the ability to play so many more cards such as Unhallowed Rites, Bounding Demigonv and more. 

 

Header - Tome of Divinity

Tome of Divinity

 

Still the powerhouse it always was, Tome of Divinity has shown incredible potency in Prism as a catalyst for burst turns outputting absurd amount of damage. It provides almost everything Prism wants: instant speed play, yellow pitch value, card draw and it works off her card pool’s capability to constantly put cards in Soul.

It’s been interesting to see that Boltyn decks haven’t picked up the Tome in stride yet. However, with the resurgence of midrange Boltyn in the early CC meta in Tales of Aria, we may get to see more of the card coming out. Just as Prism does, Boltyn has a variety of ways to put cards into Soul outside of Charging, and a chance to push into the top of the meta may be just what the hero needs to get more eyes onto his deckbuilding synergies.

 

Header - Tome of Harvests

 

Mark Poole knocked it out of the park with this art piece. However, Tome of Harvests also has the effect to back it up. Due to Tales demanding usually poor element cards to be stuck in Arsenal, Tome is the perfect card to allow you to get rid of these cards back into your deck, while still pushing out a strong turn.

In essence, Tome cycles three cards to draw three more. This can be incredibly potent since it allows you to set up the bottom of your deck and reach it extremely quickly. Not only will you be setting up with the card from Arsenal swapped to the bottom, but the pitch cards used for Tome (usually a blue) will be set up alongside it. Partner this by drawing three cards and having played a non-attack action already (Tome of Harvests) and you’ll be able to have very strong turns in both Oldhim and Briar.

For the latter especially, Tome of Harvests allows you to create a swing of momentum outside the use of your big four card hands. For Briar, since each non-attack action represents one half of an Embodiment of Lightning Token, you receive extra value for playing Tome of Harvests, also including the ability to play out a buffed-up Rosetta Thorn attack more easily at the end of the turn with the three cards you drew. 

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