| Name | Strange Things |
|---|---|
| Type | Action song |
| Description | (A character with cost 4 or more can [Exert] to sing this song for free.) Up to 2 chosen characters can't quest until the start of your next turn. Draw a card. |
| Set | Wilds Unknown #95 |
| Wallpaper | |
| Image |
| Name | Strange Things |
|---|---|
| Type | Action song |
| Description | (A character with cost 4 or more can [Exert] to sing this song for free.) Up to 2 chosen characters can't quest until the start of your next turn. Draw a card. |
| Set | Wilds Unknown #95 |
| Wallpaper | |
| Image |
Strange Things, Action song, designed by None first released in Apr, 2026 in the set Wilds Unknown. It see play in 1 formats: Casual.
**Strange Things** (Emerald, 4 ink) is a tempo-control song that fits best in **Emerald midrange or Emerald/Steel control** decks that want to stall opposing questers while maintaining card flow—especially lists running multiple 4+ cost characters (e.g., Flynn Rider, Beast, or other sturdy midgame bodies) to sing it for free. Preventing up to two characters from questing buys a turn against aggressive lore decks, and the cantrip keeps your hand stocked, making it solid in tempo shells that aim to disrupt and outvalue rather than race. That said, it’s somewhat niche: **Mother Knows Best** (bounce) or **Sudden Chill** (discard pressure) often provide more impactful disruption in Emerald, while **Grab Your Sword** (Steel) or **Let the Storm Rage On** (Amethyst) offer stronger board swings in other archetypes. Overall, it’s playable in Emerald tempo/control metas heavy on questing, but it’s not a staple and is usually outclassed by more decisive interaction unless the format strongly rewar
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