Preface: It’s gonna be difficult to not say Bloodborne spell in this post.
This article is somewhat a reflection on an old post of mine (around Shimzar, before Rise of the Bloodbound), where I talked in depth about the difference between the stronger generals and the weaker generals in each faction, and pointed towards their Bloodbound spell as the source of the issue. Since then, CPG has been able to add support for these generals, and today all generals are able to have some success in the meta. Or, all except one: Sajj. I can say with almost 100% confidence that Sajj is the weakest general when compared to all others. But what is it about Sajj that makes her the weakest general, and what does she need to become stronger? In this, I will look at the support she has received from other expansions, analyze how CPG has been able to make other previous trash-tier generals stronger, and look at some ways to improve Sajj as a whole.
Current Sajj Support
1.) Artifacts
The bread and butter of Sajj, and her most notable archetype. For simplicity, I will include all artifacts that the Vetruvian faction has access to throughout all expansions in this thread.
Wildfire Ankh has always been an important way for Sajj, being able to deal with multiple threats at range. Staff of Y’kir has been a strong option for more combo-orientated decks, and Wind Striker’s ability to give you a Staff helps many decks that seek to take advantage of artifacts like Ankh. Spinecleaver comes and goes in the meta, and is harder to pull off due to it’s high cost, low attack stat, and requiring support like Zephyr/Ankh to gain more value. Recently, CPG has also added a lot of 0 attack artifacts like Thunderclap and (most recently) Oblivion Sickle. While this makes it arguably harder to gain value from Autarch’s gift (which equips 2 random and different Vetruvian artifacts to your general), I see it as CPG’s way to push artifacts for Sajj that allow her to develop a board while using said artifacts to control the board. However, a lot of the Vetruvian artifacts are clunky due to their cost and low attack value.
2.) Denizen of Shim’zar
Falcius is the most notable tool that Sajj gained, allowing her to clear things easier while preserving her health. At the same time, it gave Zirix a tool that in many cases allowed him to develop his board while getting a better version of Sajj’s BBS. Besides Falcius and Spinecleaver, Sajj didn’t really get a lot of tools in the expansion. Sajj also got control support via Circle of Desiccation, which can help Spinecleaver decks, yet can be too expensive to use in some cases.
3.) Rise of the Bloodborne
Lots of support was dedicated to Sajj in this expansion. Zephyr added an alternative to Wildfire Ankh for Sajj decks, and Incinera gave more mobility to Sajj (although Silhouette Tracer is more useful in cases where the ability is only used once AND costs 1 less). Grandmaster Nosh Rak was a powerful win condition for the Vetruvian faction, yet fell out of favor in most decks when its cost was changed from 7 to 8. Autarch’s gift is a strong card for Sajj, yet it seems harder to gain value from it with the new 0 attack artifacts.
4.) Ancient Bonds
Ancient Bonds introduced a Golem archetype that works well for both Zirix and Sajj decks. Many Sajj decks currently use the golem shell due to Wind Striker providing a Staff of Y’kir, Dreamshaper being great draw, Sirocco being a powerful win condition when unanswered, Boulder Breacher being able to help maintain health of your general and minions, etc.
5.) Unearthed Prophecy
More control support was given to the faction with Waistland Wraith, and Exhuming Sand tiles are able to give Sajj a pseudo-Zirix Bloodbound spell through powerful cards like Cataclysmic Fault and Sandswirl Reader.
While Sajj has recieved ton of support in the past, she still suffers as a trash tier general. But Sajj is not the only general who has been trash tier. Starhorn, Zir’an, Kara, and Kaleos all have been trash tier at a point in the game’s timeline. However, CPG has been able to give cards to strengthen them, and ascend them out of trash-tier.
Strengthening of Past Trash-tier Generals
Starhorn
Probably the biggest example of how a few cards can make-or-break a character. With the release of Tectonic Spikes and the existence of Decimus, Starhorn now had an ultimate win condition that thrusted him up the tier list. The Decispikes combo has always been a strong way to finish games fast. Players have also found Starhorn’s Bloodbound spell to be especially useful for combos, helping him most notably for Twin Fang/Blood Rage combo decks. Lastly, many Aggro decks and Grow decks use Starhorn as a way to refill their hand.
Zir’an
Tons of heal support was given to Zir’an, most notably through Scintilla and Sunforge Lancer. The recent addition of Hallowed Ground tiles in particular have helped strengthen heal cards like Sun Sister Sterope and Sunriser. Of course, they also have their meatstick of a minion Excelsious in the late game (although many drop it in their decks), and players have been successfully using Zir’an in Alabaster Titan decks. Overall, while Zir’an has been up and down in the meta, they currently been on the rise with the recent expansion.
Kara
Lots of changes to her once OP Bloodbound Spell (Kineticats anyone?) made her once a general as bad as Sajj. However, lots of support to Vespyr, Walls, and Arcanysts especially in a zoo-like fashion has given Kara a stronger use in the Vanar faction, making her a stronger pick to abuse cards like Circulus, Luminous Charge, Kindred Hunter, and Ambush.
Kaleos
With Unearthed Prophecy ushering more positioning-based tools, Kaleos has finally been brought up from the lower tier. Flamewreath is a must for Kaleos with its AoE damage, and Painter adds a strong control tool as well. Skull Bandit is also a nice draw support for Kaleos using backstab (unless, you know, your against an Alabaster Titan list), and all of the Sentinels range from extremely strong to decent for Kaleos. Lastly, neutrals like Wild Tahr and Thunderhorn that take advantage of enemy positioning are extremely great in Kaleos, who can place them more protectively.
Ideas to Support Sajj
In order for Sajj to ascend, I believe their are a couple of options.
1.) Add support to artifacts that makes them less clunkier
All of the Vetruvian artifacts have powerful effects, whether it be a timer, stealing enemy units, reducing the attack of enemies, gaining blast, or creating tiles that can continuously spawn 2/2 dervishes. However, as stated earlier. I believe a big issue of the clunkyness of these artifacts is their usually high cost paired with little attack-stat gain. I believe a card (or cards) similar to Lurking Fear could greatly strengthen artifacts, and in turn strengthen Sajj’s position.
Ex:
Upgrade
2 mana Vetruvian Spell
Reduce the cost of all artifacts in your deck by 1 and give them +1 attack.
Inspired Aprentice
4 mana 2/5
Gain attack equal to your general’s attack.
2.) Add more cards that directly benefit from Sajj’s Bloodbound spell
CPG has been trying this method through the implementation of 0 attack artifacts, yet their are just a few designs that I feel would work tremendously well for Sajj
Rough Examples:
Artifact: Whenever your general damages a minion, gain that much health
Minion: Whenever your general deals damage a unit, gain that much attack
Effect: Your general BBS is upgraded (as an aura effect similar to Sunbreaker, not permanent like Geomancer or Grandmaster Variax).
- Sajj: Your general deals double damage (includes generals)
- Zirix: Summons a Wind Dervish nearby (basically his original/old Bloodbound spell)
So what are your guys’ thoughts on Sajj, and how would you improve her. Do you think she needs more support? It’s always helpful to get multiple views on the matter to truly get the full picture of an issue ^^.
