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 |
---|---|---|---|---|---|
Tactical Retreat | Hero Power | 1 | 0 | 0 | |
Defile | Hero Power | Warlock | 1 | 0 | 0 |
Scythe | Weapon | 3 | 1 | 1 | |
Death Coil | Ability | Death Knight | 2 | 0 | 0 |
Army of the Frozen Throne | Ability | Death Knight | 6 | 0 | 0 |
Venomstrike Trap | Ability | Hunter | 2 | 0 | 0 |
Defile | Ability | Warlock | 2 | 0 | 0 |
Twisting Nether | Ability | Warlock | 8 | 0 | 0 |
Sabotage | Ability | Rogue | 4 | 0 | 0 |
Shadow Strike | Ability | Rogue | 3 | 0 | 0 |
Book of Specters | Ability | Mage | 2 | 0 | 0 |
Uplink | Ability | 3 | 0 | 0 | |
Revenge of the Wild | Ability | Hunter | 2 | 0 | 0 |
Impbalming | Ability | Warlock | 4 | 0 | 0 |
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 |
Torrent | Ability | Shaman | 4 | 0 | 0 |
Secret Passage | Ability | Rogue | 1 | 0 | 0 |
Soul Shear | Ability | Warlock | 2 | 0 | 0 |
Soul Shear | Ability | Warlock | 2 | 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 |
Shadow Bolt | Ability | Warlock | 3 | 0 | 0 |
Shadow Bolt | Ability | Warlock | 3 | 0 | 0 |
Mind Blast | Ability | Priest | 2 | 0 | 0 |
Twisting Nether | Ability | Warlock | 8 | 0 | 0 |
Rats of Extraordinary Size | Ability | Hunter | 6 | 0 | 0 |
Devouring Swarm | Ability | Hunter | 0 | 0 | 0 |
Venomstrike Trap | Ability | Hunter | 2 | 0 | 0 |
Dead Ringer | Minion | Priest | 2 | 2 | 1 |
Doubling Imp | Minion | Warlock | 3 | 2 | 2 |
Wargear | Minion | 5 | 12 | 10 |
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