Hi,
This is my first topic thread on this forum. I humbly ask that cynicism be checked at the door with any other baggage concerning this topic, as I think I’ve got a new spin on an old card in terms of points to be made. If you disagree, see that you do it without flaming, after thoroughly reading my entire post. I’m not interested in people being jaded due to saturation with similar topics that miss the mark I’m aiming for.
I posted on an old thread regarding Dioltas a minute ago after signing in for the first time, though I’ve been playing since July. Since August I’ve been testing minions with DYING WISH, working on synergy for a thematic and competitive deck aimed at S-Rank while grinding out cards to see if I could do something different and well…cool with Abyssian.
PROPSAL: Why Consuming Rebirth and Reaper of the Nine Moons should Synergize more, while also addressing Reaper’s balance as a card.
I propose that it should work like Dioltas, and spawn the stolen minion near your General, so that whatever great creature it is can’t just randomly win a game instantly if you’re not near the enemy General. AND so that Consuming Rebirth becomes a bit more viable, since Reaper is generally considered to be one of the better DYING WISH minions in the game.
What I’ve found is that Consuming Rebirth is utterly useless with Reaper of the Nine Moons. There’s absolutely no synergy there. Whereas for every single other DYING WISH card in the game the synergy of using that card exists. Because Reaper re-spawns in the same place without generating the stolen creature, it negates any real reason to use these two cards together tactically (which I get into more in the tactics section of this post.)
While I like that you steal a minion from an opponents deck, I feel that this hurts Consuming Rebirth as a spell choice. Most people overlook it because there simply aren’t many cards which work well with it beyond say a larger minion like Vorpal Reaver.
At the same time, I see a lot of people complain about how unfair Reaper can be if a great creature randomly is stolen right next to where it died (which is typically next to the opponents general about 95% of the time when I game with Reaper).
Skill and Tactics Vs Random and potentially unfair results.
I like the idea of thematic decks which have a lot of combo synergy, but which are also fair. Reaper feels clunky to me, not just random, but when it works out in your favor there’s not a lot of skill or planning going on, changing it like this would give it more tactical viability since you would look to combo these two cards more often instead of just hoping for the best.
Should the summon be random, or maybe a 4/2 Wraithling-Family minion that spawns next to your general?
As for the random summon, if it’s still considered too strong after that, maybe changing the summon to a new type of Wraithling-Family minion…maybe a 4/2 (So -1/-1 from the base stats, and without flying.) so that it’s a shade, or a shadow of the reaper maybe. Essentially making it a glass cannon that can’t tank it’s way to being too much of a threat.
This is in keeping with the theme of Bloodmoon Priestess who also summons Wraithlings for example. Something along these lines would be better (in that it would be consistant, but never an insane summon that couldn’t be dealt with by an opponent). It balances out when you consider that it would be near your General, and not where the Reaper died, you wouldn’t always have another beat-stick to use offensively without risking your General in the thick of things.
I was thinking we could call it a “Wraith Shade”, or a “Twisted Shade” but have it count as a Wraithling?

