When playing a game of MetaZoo, have you ever wished you could suddenly slow down your opponents spells and cripple their beasties via frostbite? Have you ever wanted to be BFFs with Jack Frost while sending your opponent down an icy path leading to an Alaskan Vortex? Well – maybe not that last extreme example, but I had to find a way to work all those Frost spell puns in there somehow! If you’ve been keeping up with me on Instagram or happened to tune into the recent MetaZoo TTS tournament, you’ve probably seen this article coming from miles away and it’s finally here! Today, we’re going to be going over what I think will be the next big threat in the MetaZoo competitive scene along with the spells all Frost players should include – and all non-Frost players should look out for.
Let’s start with the spells that were introduced in MetaZoo’s base set, Cryptid Nation. CN brought Frost players spells in the forms of Ice Storm, Ice Spell, Slow and – one of my personal favorites – Icy Path.
While Ice Storm and Ice Spell occasionally made their way into my decks, out of those four cards mentioned, the most popular main staples were Slow and Icy Path. This is because one of the play styles that Frost excels at is by controlling the board, especially your opponent’s beasties and actions when it’s their turn. Slow would keep your opponent’s spells from resolving when they wanted them to and Icy Path kept aggro players living in fear of their own attacking beasties. While I personally didn’t use Ice Spell too often in my own builds, when I did, it was excellent at getting powerful beasties temporarily out of the way so my own beasties could throw down on my opponent’s life points. It wasn’t until another card was introduced in MetaZoo’s second set, Nightfall, before you could start using it to deal a more permanent form of removal. This brings us to the all-powerful spell: Frostbite.
Frostbite is one of two cards introduced in Nightfall that completely changed the game for Frost players and booked us a seat at the competitive table. Not only did it bring a destructive boost to any beastie or spell that slings Frost counters, but it also paired that destruction with essential card draw – and all for the low price of one Frost aura. Pair that bad boy up with the previously mentioned Ice Spell and you have a recipe for the ultimate beastie “slay”-ride (I’ll see myself out).
And the fun doesn’t have to end there, for if you happen to also have an Alaskan Vortex on hand, you can take out another of your opponent’s beasties and bring back both of those aforementioned spells to put the hurting on them all over again.
Oh and by the way, since those spells are not sent to your Afterlife once recast; you can basically keep the shenanigans going so long as you have access to another Alaskan Vortex later on. As crazy as it may sound, it’s not a broken ability though unlike other cards that let you recast spells (*cough* Gaasyendietha *cough*), but it’s definitely powerful enough just to have that option especially if you happen to be splashing Dark which might just let you replay ALL three!
Do you think Frost has what it takes to take over the competitive scene? Let me know your thoughts below! If you’d like to help support my writing and decide to add any of these cards to your decks (or purchase any other TCG products through ChannelFireball) feel free to use my code “GHOSTBEAR” at checkout.