Last time, we got down with some of the most destructive kill spells in MetaZoo’s Nightfall set guaranteed to fill your opponent’s Limbo. Somehow we made it through with just a couple scratches and now we’re going to continue on that path, but with a twist – we’re going to break down the removal spells and artifacts that send beasties everywhere but Limbo.
- Cheap aura cost
- Two per spell book
- Can be played at any time
- Can target beasties, artifacts, spells, even Terra
- Has versatility allowing you to use it to save your own stuff
- Places targeted card on the bottom of its owners’ spell book versus Limbo
- Can only send Dark and Spirit type beasties to the Afterlife
When it comes to alternate removal forms in Nightfall, you’ll see in this article that Light truly came out to represent. Starting things off, we have Banish, which is the first MetaZoo removal spell we’ve had that can be played at any time. It’s not limited to the type of card you can target and can even be used to save your own cards – something you’ll see pop up in another Light removal spell we’ll cover later on.
My only issue with this card is that unless it’s targeting a Dark or Spirit type, it places the target on the bottom of its owner’s deck versus a more “hard-to-reach” location like Limbo or the Afterlife. While that might not seem like much of an issue, this essentially means your opponent can draw it again at any time if they find a way to shuffle their deck. However, a drawback like this can potentially be remedied with the addition of a couple handy-dandy Chaos Potions.
- Cheap aura cost
- Can have up to three in your spellbook, which is definitely a luxury with removal spells
- Can target any beastie (including your own) without any drawbacks or stipulations attached
- Places problem beastie on a Terra – which is an absolutely huge pro I’ll get into later
- You must be playing Terra to really get the full use of this card, otherwise you’re depending on your opponent
I’m just going to come right out and say it: I love this card. I love how the concept of this removal spell totally plays into its reference of an alien abduction – even down to the fine detail of the abducted beastie returning inflicted with confusion! Another aspect I love about this card is what I hinted about in the list of pros: there really aren’t many ways to rescue an abducted beastie since it’s not considered in play (meaning you can’t bounce it or kill it to get it back) and currently we only have a couple forms of Terra removal.
Really, the main drawback is that it’s 100 percent dependent on either yourself or your opponent playing Terra and having one on the battlefield at the ready, but I only consider this a minor setback since if you’re playing with Terra you most likely have ways to dig them out of your deck.
- It’s a form of removal that can also be used to generate aura
- Can potentially be reusable
- Has a hefty 100 life points which will be hard for your opponent to take out
- It’s really pretty – like seriously especially in reverse or full holo, both are a win
- At minimum, casters will have to wait three turns to even have a chance of using it for removal
- Removal is 100 percent dependent on chance or having Luck Potion at the ready
The name of this card is kind of ironic given its drawbacks, but maybe it alludes more to testing the hope – and patience! – of the caster who plays it! This is because of its greatest drawback, which unfortunately is shared by the majority of artifacts in MetaZoo: it enters the battlefield fatigued. This means you’ll have to wait until your next turn to equip it to whichever problem beastie your opponent has on the field and then you’ll have to wait again until your next turn to make the coin flip for the removal. And that’s only if the coin lands in your favor – otherwise you’ll be waiting for yet another turn!
I do like the fact that if you can make this card work (probably with a couple Luck Potions), it’s reusable and will definitely be hard for your opponent to get rid of given its tanky 100 LP. But those pros just aren’t enough to convince me to slot a couple of these into my Spirit deck.
- Essentially a version of a board wipe
- Can nerf problem beasties that are too powerful or an army of beasties that boost each other i.e. tribal fearsome critter gang
- Fatigues all of your opponents beasties, leaving them or their cards open to attacks
- Features several of the main characters from the illustrated novels as zombies!
- Also affects your beasties as well
- You can only have one in your spell book
- Pricey aura cost
Like Abduction, this is another card where I mainly give it props because of the clever ties between its name and its effect. I just love how, like an actual zombie apocalypse, every beastie on the field is essentially sent to Limbo then “comes back” as a zombie! I do wish that only your opponents’ zombies entered the battlefield fatigued though, that way you could attack with your zombie army right after. Having to wait until your next turn kind of takes some of the fun out of creating a zombie apocalypse and I doubt most players will want to waste a Lightning in a Bottle on a 10 LP zombie swinging for 10 damage.
Unfortunately, even if you do make it to your next turn, the only go wide boost we have so far only affects non-tokens, so most likely your army won’t be swinging for much more. The best way I could see to play this card is to make sure you play whichever beasties you hope to attack with after you cast it. That way your squad are the only non-zombies in the arena and can go all Rick Grimes on the competition.
- Cheap aura cost, potentially splashable
- Can target beasties and artifacts
- Automatically sends targeted beastie or artifact to owner’s chapter with no other drawbacks or stipulations attached
- Forces your opponent to reveal their hand
- Can be used on your own beasties
- Limited to targeting only Dark and Spirit-type beasties and artifacts
- Bounces beasties/artifacts instead of permanently getting rid of them
- Spellbook limit
This is a card I could see having some hidden potential mainly due to its flexibility. Even though it limits the type of pages you play or go up against, there are ways around it and those restrictions aren’t so limiting that you can’t make it work. First off, I love that it can target either beasties or artifacts, which is always a nice bonus to have. Second, I also love that it’s not limited to targeting only your opponents’ cards like we discussed previously as a major strength with Banish.
Do you have a beastie or artifact on the brink of death or afflicted by an effect you can’t get rid of? Now you have a way to “dispel” whatever’s wrong with it and recover it back to its full potential! Do you have a beastie on the battlefield with a Contract effect you want to set off again? Well now you can bounce it back to your hand and ensue shenanigans all over again! Of course, you’ll have to show your hand to do either of these, but the benefits will most likely outweigh this minor drawback.
Speaking of minor drawbacks, before I close things out with this article, I just wanted to touch on the spellbook limit being in the con section, since normally being able to have two would be a pro. However, in this case, because the effect bounces the threat instead of permanently removing it, you’re really going to want more than just two of these – especially if you plan to use them on your own beasties.
Which of these removal spells do you like the best? Do you think I missed something in any of my reviews? Leave a comment below letting me know!
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