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#5809
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Arcus has the following problems: firstly, he needs a free turn to be played. He costs 7 mana, which means he needs an evolve; you can't just play him. Secondly, there's the problem of followers. You need a lot of low-mana followers to get the desired effect from him, otherwise, it will just turn into trades. The more such followers you have, the weaker you are in the late game, especially when Ectar rotates. Possible solutions: you need a card with enhance or accelerate that can be played either at the beginning of the game to have some effect on the board or just for value, or in the late game, or just some overpowered low-cost card that has synergy with him. The effect of Arcus is also that after him, your board control will most likely disappear because the ghosts disappear at the end of the turn. Therefore, low-mana cards that summon something to the board are desirable, just so you don't end up with nothing against the opponent's board. Of the current options, the skeleton with Mighty Hand looks relatively good, but the problem is that it doesn't synergize with Arcus at all. Therefore, to make Arcus viable, you need more cards with low cost, but with an effect on the board without the need for evolve, and on fanfare, not like the new gold card from the mini-expansion.
Well, you probably need to control with various spells, odiles, and other 4+ creatures, nibbling and poking with guests until you can throw them under Catherine or bring the opponent down to 10 health. Also, for now, Orthrus can perform the functions of control + buff, which everyone seems to have forgotten. And besides, they also showed a 2-mana legendary that gives triple attack to the mobs on the board in the late game.
But yes, things look bleak. It's a pity because Arcus was for me a step away from the boring, outdated shadow concepts in a more lively direction.
My sword, my trusted ally, unphased by my aspect.