Why Kassai Deserves to be in CC
After the Pro Tour and The Calling New Jersey, the CC meta looks healthy. The Pro Tour Top 8 was especially significant, as it showcased five different heroes by players from seven unique countries. A new dawn is rising in CC after a few tumultuous months of competitive play and there is now a viable deck for most play styles. If you like combo/storm play Kano, if you like control play Prism/Oldhim, if you like aggro play Briar/Chane, if you like Starvo play Starvo and if you like midrange play…Kassai!?
Midrange Midrange Midrange!
Midrange performs and important role in the format. Midrange keeps aggro and control decks in check while offering players the opportunity to shift play styles depending on the matchup. When paired against aggressive decks midrange battens the hatches and becomes the control deck by stopping early game pressure while setting up for bigger damage turns later. Against control decks, midrange lowers it’s head and becomes the aggressor, while still being able to grind into the late game unlike traditional aggro decks.
Doesn’t Prism offer midrange…yes, completely. But I should also mention that warrior mains have it real bad right now and Kassai is the midrange hero we deserve in CC.
Kassai embodies midrange for several reasons. Her damage output centers around her weapons, which in FAB is controlling in nature because of the way cards are pitched and recycled into the deck to enable weapon swings. In addition, Valiant Dynamo is the midrangiest of midrange cards. It rewards players who can extend the game and could cumulatively block for 7-10 damage over the course of a CC game. Dynamo might seem like a control card because it blocks and blocks again, but remember in order to refresh the counter, you must swing twice. And swinging twice with respectable amounts of damage and relevant on hit effects is just what midrange wants.
On Hit Effects
The last year of competitive FAB has proved that on hit effects reign supreme. Mask of Momentum, Plunder Run, Ball Lightning, Command and Conquer, Herald of Erudition and Oaken Old are some of the most respected and feared cards in the game because they all threaten tempo-changing effects in the form of on hit triggers. I argue that warriors have fallen out of favor because they do not have relevant on hit effects that can compete with the other classes. Dori is predictable and Boltyn is vulnerable. With a bit of practice both warriors can be quelled in CC.
Kassai threatens on hit effects every time she swings. Building copper over the course of a game is great design for a midrange deck. 1-2 copper will not yield much advantage, but over the course of a game, a pile of 4-6 copper can turn tempo and put some blood on everyone’s hands. Since the average blitz game ends in 3-4 turns, Kassai’s grind potential is stifled. Over the course of a CC game, Kassai’s design would better shine, and earn warriors mains a chance back in the spotlight.
Warrior Life is Rough
Since the release of Prism, nearly one year ago, warriors have remained frozen and stale in the meta. Their absence in top 8 performances amongst Road to Nationals, ProQuest and Calling tournaments suggest they need revitalization. While Everfest gave life to Dori Axes, the most efficient utilization of cards like Blade Runner, Second Swing and Outland Skirmish are in Kassai. With Kassai only legal in blitz, I am ready for the day she grows up, puts on her big ass boots, and starts swinging sabers n CC.