
- All heroes should have at least one ability.
- You should be excited to draw a hero’s signature cards.
- Signature cards should avoid being situational.
- Signature cards should generally be at their best when their corresponding hero uses them.
- Bonus if a hero has a small self-synergy.
- It’s fine to have two abilities on a hero if at least one of them is a passive.
- It’s fine to have strong active and passive abilities on the board. They create interesting threats to play around.



- This big body can absorb a lot of punishment.
- Reckless Charge can put this bulk to use, letting him redirect damage from soft targets.
- His active ability, Stop Hittin’ Yourself, lets him turn his attackers' strengths against them.
- Notes: His health was recently increased, and might be a bit too high.



- Green units tend to stick around in lane, so don’t be surprised if you see Farvhan getting up to a big bonus from Pack Leadership.
- Prowler Vanguard makes it easy to create a creep imbalance, keeping your tower safe.
- Placing Prowler Vanguard in slot 2 with Farvhan in slot 3 is an easy way to build pressure in a lane.
- Prowler Vanguard has been feeling a little too expensive, and is likely to decrease to 3 Mana.



- Runic Instigation has been a fan favorite. One of our favorites was watching Mirana leap in, get refreshed, then leap back to her original slot!
- Runic Instigation lets you refresh creeps and also items on heroes. This makes J’Muy great to splash with any color.
- Wisdom of the Elders can keep your hand full, and is a nice choice for an early runic instigation to start getting the cooldown to 1.
- J’Muy is pretty hefty for a blue hero, giving you good deployment options.