Dreamblade Collectible Miniature Game: Chrysotic Plague Review
By Ian Strelec, Staff Reviewer
Initiative Round
Dreamblade – where monsters from your very subconscious are summoned forth to do battle for control of the dreamscape itself. Dreamblade, once again, filling its roster with a host of random creepiness that may disgust and horrify certain people and leave others going “That is SO awesome!”
From what I can gather, the expansion’s theme is about the new Hiveling lineage attacking the dreamscape. This is evidence gathered primarily through the fact that the Hivelings exist and the title says it all, though, so don’t quote me.
To start, let’s take a look at the new powers introduced. First up is Brainblast, which, for 5 spawn points, allows you to pretty much make a massive blast of 5 damage, to every creature in your column. This is, to say the least, devastating. Gratefully, however, it seems only one unit possesses it. That would be Octorilla, an 11+ 2 Madness spawn rare creature.
Next is Dampen and Respawn. Dampen comes with a numerical strength value X. Its text is quite simple: All creatures cost X more to spawn. Respawn, on the other hand, has a spawn cost that allows you to spawn creatures from the graveyard, usually for cheaper than when they came out the first time!
Deathrip and Deathrip Enemies. These are fairly straightforward blade abilities, stating that for one blade you copy the power of a creature in a graveyard (yours and your enemy’s, respectively).
Next on the list: Mimic. Mimic is fun in that your creature’s power whenever it attacks is equal to the power of an ally without Mimic. While this power is useless on its own, devastating things can happen when put in the right cell.
Then comes War Cry. For its spawn cost, you choose a local or adjacent cell and can move all of the creatures in adjacent cells into it, up to the limit. You choose the order too, which means you can exclude more powerful baddies if you have enough weaker opponents to fill the slots.
Last is Wound Self. Wound Self is not fun, let me first say. It’s one of those “negative” powers that do more harm than good. This one, in fact, does no good at all. It’s an expensive blade ability at 3 blades, but in the example given it was attached to a cheap and powerful clown-thing. With enough blades, it literally attacks itself.
Critical Hit
Dreamblade stays true to form with its general weirdness and continued playability. Unfortunately, not much jumps out at me as “Yay! Awesome!” material. There is definitely something to be said, however, for sticking to its reliable roots in this case, as the game is strong as is. This material really just adds options, as most expansions are wont to do.
Critical Fumble
There’s very little wrong with this set, unless you have a problem with some of the…designs…for the creatures. The Little Charmer, for some inexplicable reason, scares me outright.
Coup de Grace
Buy it if you like Dreamblade, otherwise, it’s no particular reason to start. If, however, you are not already playing Dreamblade, shame on you. The game is great, even if a bit strange.
Final Grade: B
