The Dragons of Hex

For better or for worse, almost every fantasy setting going features Dragons in one form or another. Middle-earth has them, Narnia has them, Azeroth has them and now Hex’s world of Entrath has them. So, lets take a look at the kinds of dragons on offer!

Now personally I’m a fan of dragons, though your mileage may vary – they have certainly gotten a lot of use over the years, so no one could blame you if you were bored of them. But what about the dragons of Hex? What do we know about them? Based on the dragon’s story page on the Hex website, they follow the fairly classical design – ancient, powerful creatures who like to hoard treasure in vast amounts. Fairly standard stuff, but it’s a classic for a reason I guess. There is a slight twist in that there are two different types of dragons who hate each other, with the arrival of Hex creating a third type (gem dragons) that the existing dragons also hate. So there is some Hex-specific flavour that stops them from being completely bland, while maintaining the characteristics most people expect from dragons.

But really, with Hex being a TCG and all, the most important thing here is the cards. So, lets look at some dragon cards!

Hex Dragons - Jadiim, self-appointed owner of the Feralroot Woods

Jadiim, self-appointed owner of the Feralroot Woods

First up, we have Jadiim, a brutal power-house of a dragon. The key ability of this card is that whenever you play any other non-resource card, Jadiim increases in power. Play a troop: more power. Play an action: more power! The biggest question here is, do cards that create and play other cards count for this? If I play a Runts of the Litter, will Jadiim gain 5/5 – 2 for the Runts card and 1 for each Runt played? If so, this makes Jadiim incredibly synergistic with the Shin’hare, who specialise in that kind of stuff. If you can answer this one either way, feel free to comment below!

In any case, Jadiim is a beast – given that she costs 6 to cast, the only thing stopping you from boosting her to 10/10 on the following turn will be the supply of cards in your hand that you can actually use. Combined with Flight, this card will win you games if you can get it into play. The PvE equipment here is quite interesting too, though I suspect the gauntlets – which let you put more wild sources from your deck straight into play, thus boosting the resource pool to further buff Jadiim – will be more useful than the helm; with Flight, Jadiim can only be blocked by other flying creatures, which reduces the usefulness of both Crush and Invincible given the relative rarity of flying creatures. Of course, given how little of the PvE side of things we have seen, they could turn out to be incredibly useful abilities, so I guess we’ll have to wait and see on that count.

Hex Dragons - This guy isn't your friend

This guy isn’t your friend

Next up, Uruunaz, the blood dragon. This guy is more subtle than Jadiir in that his strengths lay less in raw destruction and more in completely screwing with your opponent’s deck – putting Uruunaz (and any other troops after Uruunaz) into play let you dump cards straight from the top of your opponents deck into their graveyard – a process known as milling. On top of that, when he attacks the enemy champion, you can then dig through their recently expanded graveyard, pull out a troop of your choice and put it into play on your side! Pretty powerful stuff, especially when you consider that this new troop will then make use of Uruunaz’s ability and cause more of the opponents cards to be trashed.

The PvE equipment here again presents some interesting opportunities. The Manipulator’s Mantle lets you bury extra cards based on your Blood threshold, so at least 10 cards when you play Uruunaz (his cost of 7 plus 3 for his Blood threshold requirement), which is obviously pretty powerful, but the better option here seems to be the Gaze of the Dragon. Letting you put any troops that are buried straight into play without the need to attack is incredibly powerful, and also raises another interesting question: do these troops also trigger Uruunaz’s milling ability? If they do, the potential here is insane, as you could theoretically burn away your opponents entire deck and instantly win the game – if your newly summoned troops trigger more card burying, and some of those cards are troops, which instantly come into play, triggering more card burying… well, you get the point. I honestly can’t say if it will actually work this way considering how powerful it appears, but if you have any arguments either for or against then, again, please feel free to comment below!

There was one more card I wanted to talk about here, but this article has already run pretty long, so I will talk about that one separately tomorrow! Come back then for more dragon-related goodness!

Update – you can check out Part 2 right here!

3 thoughts on “The Dragons of Hex

  1. Pingback: The Dragons of Hex Part 2: The Wrath of Zakiir - Casual Hex

  2. RE: Gaze of the Dragon… I see it replacing his triggered ability on dealing damage to a champion. Instead of just putting one into play, you would put all of them into play once you trigger the ability. So, IMO, it would still require him to get through for damage.

  3. Hmm, yeah good point, you may well be right about that one, hadn’t thought about that. Hopefully some of these equipment descriptions will be clarified before the game is released.

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