The Best Gothic Spoilers Thus Far
- Mike Servati
- Oct 13
- 10 min read
An article by Collector Arthouse Guest Author, Jeff Rosado.

Introduction
Welcome back to another exciting article everyone! Today’s article will present my own opinion of the best Gothic spoilers thus far. Set to release on December 5th, Sorcery: Contested Realm will release their biggest set yet: Gothic! This gothic horror set is already promising in the fact that it will have a total of 440 cards! So far, the artwork revealed for the set has been absolutely stunning! The artist really put their hearts and souls into their works of art, and I couldn’t be more excited for Gothic’s release. I took some time to analyze each spoiled card and I ranked the most promising ones based on their playability, potential, and my own impressions. Let’s begin!
Note - If you're having a hard time seeing any of the images in this article, be sure to check out the entire library of Gothic Card spoilers right here at the Collector Arthouse website!
15. Chorus of Condemnation

First on our list is Chorus of Condemnation. Chorus of Condemnation is quite a Unique card, and I mean that literally. It allows each player to choose another to discard a card. In a 1 vs. 1 game, this card doesn't look all too impressive. Sure, you can play it on the first turn, force your opponent to discard a card, and then they will force you to discard a card. However, playing the first turn with three less cards in your hand doesn’t seem ideal. That's because you will have to play a site as your first card, Chorus of Condemnation for your second, and the third card will be discarded because of the Chorus of Condemnation’s effect. With Gothic on the Rise there are plenty of cemetery interactions. We also have Archimago lists running rampant in a lot of tournaments and online play. So, having a 1-mana card that simultaneously fuels the cemetery while also discarding a card from your opponent's hand doesn't seem bad, especially if Archimago can recast this Unique card with its ability.
Looking outside the box, in a 2 vs. 2 game, Chorus of Condemnation becomes quite interesting. That’s because if it’s played on the first turn there are a total of four players that can each choose another to discard a card. This can be extremely powerful if three players select the same player to discard a card. Resulting in the fourth player discarding a total of three cards! With a total of four players, that grants the possibility of four copies of Chorus of Condemnation potentially being played (1 for each player). This promotes an interesting level of gameplay for a 2 vs. 2 game and can certainly be more beneficial in a 2 vs. 2 format. Whether or not Chorus of Condemnation becomes highly playable in 1 vs. 1 games, there is still great potential for the card to be played in other formats, and I am excited to see how other players will use this card.
14. Silent Hills

Next on the list is Silent Hills! No, not the video game… The sorcery card! Silent Hills is an interesting card, and it may not seem powerful at first. However...

When combined with Bog, Quagmire, and Babbling Brook, a player can have quite an interesting Atlas. If a player maximizes all copies of these four sites, that will mean they have a total of 14 sites in their Atlas that can disrupt minions the moment any of these sites come into play. That’s because each of these sites have a Genesis ability that lasts until your next turn - either silencing minions, making minions immobile, or disabling minions. Although Silent Hills isn't powerful on its own, when combined with the other sites I mentioned, a player can pace the game in their favor.
13. Pith Imp

A lot of good cards have been revealed for Gothic so far. All the cards revealed have amazing artwork, some have very promising abilities, and others are outright pesky. Pith imp is one of those pesky cards... for a 2-mana Ordinary minion with 1 power and Airborne, Pith Imp may not seem all that bad. However, it's Genesis ability is what we need to pay close attention to.
Pith Imp's Genesis ability allows it to steal a random spell from your opponent's hand until it leaves the realm. Now, I'm going to assume "Steal" means: “take without revealing or casting the stolen card", otherwise it would have been specified. If my assumption is correct, then the moment Pith Imp leaves the realm, the stolen card will return to the opponent's hand without revealing too much information on the stolen card. Which seems fairly balanced for a minion that can be easily killed. But...... what if Pith Imp can't be easily killed? This is where things get interesting… If you grant Pith Imp Burrowing, Submerge, or Voidwalk (essentially placing Pith Imp in a hard to reach area) it would be difficult for the opponent to kill the Pith Imp. What makes this card very sinister is the fact it steals a card at RANDOM! Meaning there is a chance Pith Imp can steal a very important card from the opponent’s hand.
12. Redmane Hyena and Return to Nature

Redmane Hyena and Return to Nature take the 12th slot in a tie. Both cards are very similar but can be useful for different situations. Redmane Hyena's Genesis ability banishes up to three cards from cemeteries (not just one cemetery); and if any are Demons, Redmane Hyena permanently gains +2 power. Having a minion that can banish cards in a cemetery and potentially get stronger is a great card in my book.
While I believe it isn't better than Redmane Hyena, Return to Nature can return up to three cards from a cemetery to the bottom of a deck and draw a spell. Both are great cards for counteracting cemetery strategies while providing there own style of play.
11. Fields of Phyxis

Fields of Phyxis is a fantastic site that has great potential. It's an Exceptional air site that states: “The site directly in front is silenced.” This is crazy, because there are already cards like Smokestacks of Gnaak and Sinkhole that disrupt your opponent's sites. So, having Fields of Phyxis only adds more layers of disruption. The fact that it's an Exceptional gives hope to the possibility of having three Fields of Phyxis next to one another, disrupting your opponent's sites from using their abilities.
10. Returned King and Carrionette

Tied at number 10, I have Returned King and Carrionette. Both are wonderful support to Undead strategies.
Returned King gives your other Undead +1 power which is already great. But Returned King’s other ability allows you to control all Undead! An excellent ability that can spell disaster for opposing Undead strategies.
Speaking of Undead strategies, Carrionette is an exciting Exceptional spell that summons an Undead minion in any cemetery to a nearby location. As a fan of "Reanimator" strategies, I can certainly see Carrionette being played in the future. There is a decent amount of playable Undead minions so far and with Gothic's release, I imagine there will be more Undead minions to look forward to. I have high hopes for both of these cards!
9. 'The six, at 9'

At first glance it may seem odd to rank six cards together. However, if you look closely there is something very sinister about all of these cards. It's the fact that they either have a "life loss" ability or "deal damage to this site" ability. Individually they all have their advantages. But when played together, they offer the potential of an Evil archetype. Grief Larvae is very interesting because it has Burrowing, making it slightly difficult to deal with. Desecrator Kite also has it's advantage using Airborne to move diagonally and potentially dealing more damage. They, along with Curruptor Freak, will most likely deal damage to their controller on the turn they are summoned. That's because normally you cast your minions on your sites. Even so, moving these minions to your opponent's sites afterwards, especially over the course of a few turns, will allow you to dish out more damage just by having those minions exist on a site.
Flame of the First Ones and Cursed Iron are cards that cause life loss in different situations. If I had to pick one card to top the rest in this slot, it would be Defiler Spire; simply because of the amount of life loss Defiler Spire can potentially dish out. Combined with all the other cards on this list and you have a brand new archetype that could change the game.
8. Archangel Samael

Despite all the cards in the previous slot, there is hope to counteract the Evil forces of Gothic. Archangel Samael is that exact hope! While the Ward ability hasn't been confirmed yet, Archangel Samael still has Airborne and a Genesis ability that makes players lose 1 life for each Evil (Undead, Demons, Monsters) minion they control or in their cemetery. While it isn't certain if Evil strategies will dominate formats or not, it is within hope that Archangel Samael might provide any hope of keeping Evil at bay.
7. River of Blood

If I'm being honest, River of Blood is a card with an ability I'm not looking forward to... don't get me wrong, it has gorgeous art and it's a fantastic Exceptional fire site. But, an ability that halves all healing is very relevant. That ability by it's self isn't bad. But, it’s the fact that you round DOWN that makes all the difference... Ring of Morrigan and Angel's Egg wouldn't gain you any life when activated, and cards like Divine Healing, Daperyll Vampire, or even Pillar of Zeiros would only gain you half life... rounded... down...
It's more impactful because this ability stacks. Meaning if there are two copies of River of Blood in play, all life is halved... rounded down... twice... Being a fire site also means it can support most aggro lists and make it harder for players to stabalize the game... This is certainly a card to watch out for!
6. Plague Pits

Next on our list is Plague Pits. With Archimago decks topping tournaments left and right, there are benefits to playing Plague pits. A site with a Genesis ability that banishes all cemeteries can definitely help against cemetery strategies. With Gothic already spoiling cemetery interactive cards, Plague Pits provides a very good answer for those types of strategies.
5. Aino

Aino is a gorgeous card! Best part, is that she works well by herself. Taking a step between the top and bottom edges of the realm at the end of your turn allows Aino to close distance into enemy territory. What's more impressive is that Aino also gains Stealth! A great addition to most decks without having to worry too much about what cards to combine her with.
4. Asmodeus

Taking the 4th spot is Asmodeus! A very powerful Unique Demon that has Stealth and the ability to Break Stealth to destroy everything else here, including the site! This is wild for a fire spell. Playing this with Jihad or even Swap is already good, but destroying a site and everything else just by breaking Stealth is powerful!
Asmodeus can destroy multiple minions, auras, and artifacts. Asmodeus can also destroy Roots of Yggdrasil to take everything down with him. The crazy part about this card is that you can use cards like Fade, Treetop Hideout, Vanishment, even Swindler Troupe to give Asmodeus Stealth again! Meaning you can continue to Break Stealth for his ability. I'm really looking forward to getting my hands on a copy of Asmodeus, this card is amazing!
3. Skeleton Mage

At number 3, I have Skeleton Mage! This is a very useful card! An Undead Exceptional minion with Spellcaster and a Genesis ability that can cast an Ordinary magic from a cemetery is so good! Sure, the magic spell gets banished afterwards. But, having a way to counter cemetery interactions like Archimago or even casting useful Ordinary spells like Common Sense, Disenchant, or Lightning Bolt make Skeleton Mage an exceptionally useful minion!
2. Swap

At number 2, I have Swap! Swap is a useful card in almost every situation. You can manipulate the board so much with this card.
By targeting a minion or artifact and another minion or artifact, you can swap both of their locations. You can swap your opponent’s powerful relics or minions with your own. Teleporting your minions to your opponent’s Avatar could be devastating! You can even swap an Airborne minion on top of a Bottomless Pit with another minion, and if that minion doesn't have Airborne, it dies. There are numerous benefits to Swap and numerous interesting interactions with it as well.
1. The Tutors

Taking first place on the best Gothic Spoilers list are.... Well, everyone calls them "Tutors" or simply put, "cards that add other cards to your hand."
Toolbox and Silver Bullet will absolutely see play, because they allow a bearer to cast either an Ordinary spell or Exceptional spell from your collection. No, not the collection you have stashed away from your kids! Collection is now a term used to reserve or set aside ten cards outside the game. This is so you can use cards like Toolbox and Silver Bullet to help you add cards with specific interactions without disrupting your deck's consistency. For tournaments, you are limited only to ten cards for your collection. But the Golden Rule for local games can allow you to literally use your entire collection. A fun yet well-balanced mechanic, providing consistency and plenty of options.
Ersatz Platz is a site that has an ability that's crazier than its amazing artwork. Ersatz Platz allows you to play an Exceptional site from your collection here, banishing Ersatz Platz. The best Exceptional sites in the game are Dual sites. Providing a combination of two thresholds, dual sites can fix your threshold and choosing between which one is relevant at the moment, adds consistency to your strategy. Since your collection exists outside your main Spellbook and Atlas, you can exceed the rarity limit which adds another layer of consistency to your strategy. There are also other good Exceptional sites that you can use. Some are even on this list. Exceptional sites such as River of Blood, and Fields of Phyxis. Even other Exceptional sites like Funeral Pyre, Floodplain, or Watchtower can be a good even at one copy. Simply because Ersatz Platz can play any exceptional site directly from your Collection.
Now then... the best spoiler without a doubt is Demonic Contract. A card that has stirred so much controversy since it was revealed. With good reason too. At first glance, Demonic Contract seems too good to be true. A 2-mana fire spell that lets you search your spellbook for ANY card to put in your hand is actually broken! However, like all contracts, it's important to read the fine print before signing your life away... look closely…

If you notice, Demonic Contract has fine print. I must admit, when I first saw the card, the fine print was so small it was easy for me to pass it off as Flavor text. Some players believed it was Flavor text. However, if we look at Amazon Warriors as an example, we can spot a big difference…

If you notice, the "f" font is different. To the left is the Flavor text font of Amazon Warriors and to the right is Demonic Contract's font. As we can see, the difference in fonts confirms a sinister cost to Demonic Contract. Demonic Contract states that: "You may only search for a spell that has rarity lower or equal to a Demon minion you control. As an additional cost to cast Demonic Contract you must pay 4 life, or reach another accord with said demon by sacrificing a coin, egg, frog, gem, goat, rune, treasure, or Mortal soul." Although this cost is very pricy, the payoff might be too good to pass up... I guess it can’t be all that bad... right? You know what, why not? Sign me up!

In all seriousness, Sorcery revealed a decent amount of Demon cards in their recent article (link below). In their article, there lies a clue that could potentially make Demonic Contract the most powerful card in Sorcery…

Conclusion
While there is little context or information on "Demon Lords" yet. The mere thought sends shivers down my spine, and I couldn't be more excited about the release of Gothic!
Thank you all and I hope you enjoyed this article.
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References
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