Archons

By Kilrex, in KeyForge

After reading the back of the rulebook, I ran across this passage:

Quote

"For some, the promise of such treasure is reason enough to follow an archon into danger, but others have nobler intentions. Traveling with an archon is always exciting, a never-ending cavalcade of the unexpected. On the Crucible, “exciting” is often synonymous with “deadly,” but archons can possess powers and abilities to keep their followers (relatively) safe, from healing powers to the gift of foresight. If nothing else, the archon’s gift of tongues can let their followers meet peaceably with other tribes and nations with whom they would otherwise have no way to communicate. Archons of a more warlike bent may attract followers who wish to keep their communities safe, or who relish the chance to lash out against enemies known and unknown. There’s always someone willing to risk everything in service to such a powerful and enigmatic being."

I wonder what the chances are we will be able to use archons in play at some point? I enjoyed using the Vanguard cards in M:tG.

Will they be unique? I'm dreading the idea of this a little bit, because they will be so chase. Will they be able to be used in any deck with matching symbols or screw players who've invested in the game initially? I'm just hoping for no power creep, more diversity, a few new basic mechanics, and new factions down the road.

In Keyforge Lore, YOU are the Archon, and your deck are your followers.

2 minutes ago, blinkingline said:

In Keyforge Lore, YOU are the Archon, and your deck are your followers.

This is one thing I really like about the game so far. I'm worried we'll eventually face Planeswalker decks that will destroy the playability of decks purchased in the past. The Planeswalkers are anathema for me. The game has potential, but I don't want my early adoption to bite me in the butt.