Sigil of Summoning
Card Text
At the start of your next turn, summon two 2/2 Demons with Taunt.
Flavor Text
Look, summoning ain’t exactly a science. Sometimes it takes a turn.
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Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Soul Shear | Ability | Warlock | 2 | 0 | 0 |
Soul Shear | Ability | Warlock | 2 | 0 | 0 |
Impbalming | Ability | Warlock | 4 | 0 | 0 |
Lich Baz'hial | Hero | 0 | 0 | 30 | |
Captain Eudora | Hero | 0 | 0 | 30 | |
Corrosive Breath | Ability | Hunter | 2 | 0 | 0 |
Nether Breath | Ability | Warlock | 2 | 0 | 0 |
Seal Fate | Ability | Rogue | 3 | 0 | 0 |
Fiendish Rites | Ability | Warlock | 3 | 0 | 0 |
Small Repairs | Ability | Druid | 1 | 0 | 0 |
Uplink | Ability | 3 | 0 | 0 | |
Revenge of the Wild | Ability | Hunter | 2 | 0 | 0 |
Dark Reliquary | Minion | Warlock | 0 | 0 | 4 |
Shadow Strike | Ability | Rogue | 3 | 0 | 0 |
Sabotage | Ability | Rogue | 4 | 0 | 0 |
Twisting Nether | Ability | Warlock | 8 | 0 | 0 |
Book of Specters | Ability | Mage | 2 | 0 | 0 |
Tactical Retreat | Hero Power | 1 | 0 | 0 | |
Defile | Ability | Warlock | 2 | 0 | 0 |
Venomstrike Trap | Ability | Hunter | 2 | 0 | 0 |
Army of the Frozen Throne | Ability | Death Knight | 6 | 0 | 0 |
Death Coil | Ability | Death Knight | 2 | 0 | 0 |
Thaddock the Thief | Hero | Rogue | 0 | 0 | 40 |
Defile | Hero Power | Warlock | 1 | 0 | 0 |
Paralytic Poison | Ability | Rogue | 1 | 0 | 0 |
Refreshing Spring Water | Ability | Mage | 5 | 0 | 0 |
Sigil of Summoning | Ability | Demon Hunter | 2 | 0 | 0 |
Twisting Nether | Ability | Warlock | 8 | 0 | 0 |
Defile | Ability | Warlock | 2 | 0 | 0 |
Shadow Bolt | Ability | Warlock | 3 | 0 | 0 |
Mind Blast | Ability | Priest | 2 | 0 | 0 |
Devouring Swarm | Ability | Hunter | 0 | 0 | 0 |
Shadow Bolt | Ability | Warlock | 3 | 0 | 0 |
Mind Blast | Ability | Priest | 2 | 0 | 0 |
Twisting Nether | Ability | Warlock | 8 | 0 | 0 |
Venomstrike Trap | Ability | Hunter | 2 | 0 | 0 |
Shadow Bolt | Ability | Warlock | 3 | 0 | 0 |
Rats of Extraordinary Size | Ability | Hunter | 6 | 0 | 0 |
Feral spirits hasn’t been good enough forever now, and that is what I can most closely compare this too.
Both of the taunts can come out on turn three, trading an overload for 1 health on each minion. I’d call spirits better for the late game usability if you need to immediately avoid dying though.
1/5, this sees no play.
"Damn, I really could've used some taunts on the turn where I played this 2-mana do nothing"
I mean.. ok. Yeah it's not good if your opponent has an established board and you're trying to protect yourself on turn 6 or something. But playing this on turn 2 against an aggro deck? 2 mana for 2 2/2 taunts? Quite frankly, who gives a damn if you have to wait one turn. You just paid 2 mana for 2 taunt bodies against aggro. That's a great turn, and a very real speed bump for board based decks. Strong sigil.
Oh cool, Token DH stuff, love it. Wait... Oh, right, they nuked Token DH when they rotated Wrathscale Naga, Nethrandamus and Command the Illidari out of standard. What is this supposed to do then? Nothing, I guess. But hey, it's a sigil, don't we all love those.
It's kinda similar to a dormant minion except it pops in one turn. Good tempo.
"Sigh... just throw it in the sigil pile"
-Demon Hunters