Since we get a full hand reset each turn, it isn’t close to as powerful as it would be in a fixed hand game like in Magic: the Gathering or Pokemon. The power to mulligan isn’t yet fully understood in Flesh and Blood. Playing a non-attack action with go-again at instant speed with the Spellbound Creepers effect allows cards like Sonata Arcanix, Tome of the Arknight and Tome of Harvests shine as they refuel your hand/resources and allow for extremely explosive turns. However, with the introduction of Spellbound Creepers, Crown of Dichotomy can now be extremely explosive.
The challenge so far has always been how to use Crown’s ability with these non-attack actions rather than simply have Crown eat up your one action point. With the sheer amount of top deck interaction present in Runeblade non-attack actions, the ability to set your top deck, that too without having to waste a resources from your deck, is incredibly strong. Make no mistake, Crown of Dichotomy is a powerful equipment piece. Paired with Mandible Claws, Gamblers Gloves, Scabskin Leathers and possibly a Tunic or Barkbone Strapping, equipping Skullhorn, to me, is the last piece to shift into a highly aggressive game plan in matches where you aren’t sure whether you’ll be able to close out the game very easily.
Although in most cases the Arcane Barrier won’t matter, this explosive ability is extremely important during the midgame, where many Brutes can have a tough time getting a control-oriented opponent below the 15 to 20 life threshold. It allows for the Brute player to turn on Mandible Claws on demand and have a larger go wide turn outside of Bloodrush Bellow. In matchups where Rhinar must be an aggressor, Skullhorn is an incredible option.
Let’s take a look at some slightly forgotten headpieces that are actually providing more bang for the buck then we generally think they are.Īlthough in many matchups, Arcanite Skullcap will be the strictly better choice, there are few where Skullhorn can slide in for great impact. However, as you’ll see in the few examples below, and the in what we shall discuss a bit later, this can many times be the wrong choice. What does a mulligan, or Opt, or draw, etc., really do for me in a game where my hand is reset every turn? This fogginess in their use-cases makes players usually default to the steady Skullcap. Out of the four, card manipulation is the least understood in terms of its direct value. Generally, equipment break down by these mechanisms: Personally, it seems to be that the head piece is the least understood spot in Flesh and Blood. It seems the other slots have all found a medium to include these powerful explosive pieces to complement the consistent legendary ones. Look at Snapdragon Scalers, Goliath Gauntlet, Heartened Cross-Strap and so on. Although this head piece does have its place, I would argue that in many cases, the explosive ability on other options is just in good if you have other defensive equipment. Arcanite Skullcap has easily taken over as the de facto headpiece for many classes. The head slot has particularly fallen victim to this. When looking at equipment pieces in a vacuum this makes sense, however, the moment you bring into the variety of gameplay and a well-built deck around these explosive pieces, the argument becomes much foggier. The third number though, the short term burst of value is weirdly cast aside in Flesh and Blood. Provides a long-term value throughout the gameįor most legendary equipment slots, they’re usually doing one of or both number one and two very well.Provides defensive value (Arcane Barrier, Spellvoid, Block).For the most part, a great equipment piece does usually two of these three things: The expensive legendary pieces we get to show off and place down at the start of each game. Heck, for most of us they are the centerpieces of our decks. Most of the time, it feels like we understand our equipment well, even the head slot.