Author Archives: Kevin McFadyen

About Kevin McFadyen

Kevin McFadyen is a world traveller, a poor eater, a happy napper and occasional writer. When not typing frivolously on a keyboard, he is forcing Kait to jump endlessly on her bum knees or attempting to sabotage Derek in the latest boardgame. He prefers Earl Gray to English Breakfast but has been considering whether or not he should adopt a crippling addiction to coffee instead. Happy now, Derek?

Character Motivation

It occurs to me that had I been a classically trained teacher, I would have structured my tips to build on one another. But I’m not, so they’re not. Last time I rambled on about how your main character should have agency in the story: their actions should have some bearing on the narrative especially at the climax. We’re not looking for passive observers here. 

But how do you determine their actions? What should they be?

And that is an excellent question. I like to think of my characters as individuals. Sure, some stories will emphasize their themes or action more. These characters will often times act irrationally or contradictory in order to drive home these other aspects of the narrative the author wishes to stress. Personally, I think the stronger your character and their behaviour, the better your story will be. 

Which isn’t to say no character should be irrational. There are irrational, contradictory people out in the world. You may even know some in your own life. You may even read some of their blogs!

So how do we square this issue?

For me, there is a single primary thing to know about your main character. No, it’s not their name. It’s not where they’re from or how much they make. The single most important thing for writing your main character is drilling down into the core of their being and finding out what they want. All of us are driven by wants. A lot of them are superficial. You may want the new iPhone or whatever doodad Apple is releasing today but that’s not a character want. That’s the behaviour which communicates that deeper want. 

What you really should be asking is why do you want that new Apple product? Is it because you’re an Apple loyalist and buy all their products. Unlikely. Maybe you just like its sleek design and need to upgrade every time its design gets sleeker (you don’t really). No, you want this new iPhone for what it means when you have it. 

That’s your want. 

Maybe you feel like having the new iPhone keeps you up-to-date on the latest technological changes and developments because you’re worried of falling behind in an ever changing world and left at a disadvantage compared to those around you. Maybe the new iPhone is an item which you feel others will look at with wonder and awe thus demonstrating that you’ve achieved the success you’ve always been told you would never obtain. Or maybe everyone else is getting the new iPhone and you’re worried if you don’t they’ll discover you for the phony that you feel you truly are. 

These are character wants. They’re driving motivators which will determine our hero’s actions whenever they come across a challenge. Whether it’s a drive of competition to prove yourself, a need to earn the respect and admiration of your peers or the crippling worries of self-doubt and inability bringing harm to those you love, these are core motivators that keep your character going. They’re what make them react to situations differently than others. They’re what shade their dialogue and interactions and give them that spice of life. 

So it’s important to ask yourself when you’re creating your story what is it that your character truly wants? And then, constantly reask yourself that question as you progress through your narrative? How does your hero agreeing to through the match challenge in the gladiator’s arena achieve their inner motivation? How does the princess betraying her father assuage her own concerns? How does the thief deciding to tag along with the captain of the guard on their rescue mission bring them closer to their dream?

Finally, it’s important to note that not everyone is going to be aware of what drives them. Most people probably don’t possess the introspection to be aware of their underlying motivations. This is where the incongruity between what they say they want and what they do comes in. Maybe your noble knight views their vows and role seriously but is constantly undermined by their inner worries and doubts. The important thing as a writer is that you’re consistent in knowing why your character is acting the way they do, even if that character doesn’t. Obviously, the knight betrayed her Queen because she was sent on a quest that was antithetical to her desire even if the knight thought she could put her own feelings on the matter aside. 

If you’re consistent and clear in your portrayal of your character, the readers will understand. 

You’re basically your hero’s therapist. And how well they listen to you determines the success of their therapy. 

So, when creating your main character and while writing your story ask yourself:

What is it that truly drives my character? What do they desperately need or fear?

Is my character continually seeking their desire or running from their fear especially when it is directly challenged?

Is there some situation or interaction I can include which will really highlight to the reader what my character truly wants or fears?

Character Agency

Welcome back to my little corner of the internet where I share my secrets, tips and hints to improve your writing. Hopefully you’ve read the first tip as it still remains the best that I can give. Here, I’ll share it once more:

Get writing!

Ahem, alright. With that out of the way, let’s actually talk about said writing. This tip is a little fundamental one. You see, there are lots of aspects to writing and to speculative fiction. You have fantastical worlds, daring adventures, gripping mysteries and thought-provoking themes. However, I believe there is really one aspect that rises more important above all others.

Character.

We read stories to get invested in the struggles and trials of people (though, obviously, not necessarily human people). It’s the vessel through which the reader is going to travel down your adventure. Now, there’s lots to say on how to create compelling characters and all that which, hopefully, I’ll be able to explore in later tips. Today, however, I’m going to start with something a little more fundamental. 

You see, one pitfall I’ve seen beginner writers fall into is that they have this really great “big idea” that they got so focused on—be it their twist, theme or event—that they simply forgot the person that’s going through it. You see, main characters are determined by who the writer decides to focus their attention on. The main character should play a “main role” in the narrative. Specifically, they should be an active vehicle navigating the turbulent waters, not thrown around haphazardly by rough currents and sort of washing up on the shores of your conclusion by mere happenstance.

This is what I call “agency” and basically boils down to a single tenant: at the climax of your story, the main character should make a conscious decision to reach their conclusion. 

The nature of this decision, naturally, will vary depending on the type of story that you’re telling. But it is important, no matter what type of character your protagonist is, that they make this final choice. Even if you’re writing a story about a coward or timid individual. Let’s be honest, Frodo wasn’t the bravest hobbit to leave the Shire but he still had his moment of choice in the belly of Mount Doom. 

And Frodo’s agency is an interesting one because ultimately, he chose poorly. He wanted to keep the One Ring and let darkness descend upon the world. If it wasn’t for Gollum’s own greed then things wouldn’t have turned out well for the heroes. But that’s kind of the point Tolkien was going for. Despite Frodo’s choice not impacting the final outcome of the epic, however, he still had agency until the end. Imagine, instead, an alternative Lord of the Rings, where Frodo sort of just passed out from malnutrition and exhaustion before entering the volcano and simply awoke later to be informed that it was Sam who heroically fought off Gollum upon the craggy precipice in order to throw the ring to its final demise. As a reader, you’d probably want to read about that rather than have Gandalf dictate it to Frodo in an unending epilogue that could really use some editing down. 

So keep a clear reminder of who it is that your story is about. How do they personally intersect, react or impact the final moment of your narrative? Ask yourself if this person is really making a critical choice at the peak of tension and, if not, perhaps they aren’t the main character you wish to use but rather there’s someone else that will work better. If we’re, as readers, going to be sitting through your entire story about this individual, we want some reason to be invested in their success or failure. 

After all, even cowards make choices that can have tremendous ramifications. Sometimes, it’s the most impactful.

Writing Tips – The First One Is Free

Hey everyone, I’ve got a little something new I’m going to be trying here. After speaking with my publisher (hi Kait!), she suggested that I stop neglecting my blog so much like it’s some unwanted pet that likes to chew the curtains. One of the issues, outside of having trouble managing my time, has been coming up with wonderful content to throw up on this here site. It’s surprisingly hard to ramble and rant about things without falling into repetitive topics as the mundanity of life grinds away your inspiration and spark. 

And then, of course, once you start neglecting something, it’s sort of hard to get back to it. I mean, it’s already been a large chunk of months, what’s a few more? Plus, I’ve actually been busy, having published a book in a new genre (check out the Nancy Sharpe mystery!) and finishing up yet another Red Sabre story. So I’ve been working just not on this. 

Anyway, Kait’s suggestion was to turn my blog into writing tips and lessons. I’ve accumulated some amount of knowledge and experience about the art of writing, surely there’s some little nuggets and pearls of wisdom I can dispense to the curious. So, we’re going to try and focus this place on giving those interested in writing some tips and suggestions to improve their skill. 

Now, I’m by far a master at the craft. These are just things I’ve learned over the many numerous years I’ve been plugging away at this art with hardly any guidance or scaffolding. Will all these tips, tricks and suggestions work for everyone? Of course not. Creativity and art is a deeply personal process that has to speak to the creator rather than follow blindly in the footsteps of others. So take my suggestions as that – suggestions. These aren’t must do practices but more like ideas to help you find your own way in expressing yourself. 

And, as the title suggests, my first tip is going to go a little against the grain. This writing suggestion is pretty universal and very easy to remember. Here goes:

The number one way to improve your writing is to write more. 

That’s it. It sounds simply but it’s the truth. Scientifically proven, too! Writing is a skill and it takes approximately 10,000 hours to master any skill. When you start, things aren’t going to be easy. You’re going to envision grand plots, complex characters, gripping mysteries and exhilarating reveals. And when you sit down and try to conjure them onto your pages and word documents, you’re going to fail. Things are going to come out awkward, confusing or even a little bland. You may even sit down and not think of anything or write a bunch of scenes, dialogue and interactions and find that it’s not going where you want or how you thought it would.

All of this is ok, though. We didn’t master the bicycle when we first got on it. We had to fall many times before we could ride. 

But we keep at it. You will never improve your writing if you don’t keep writing. For me, when I was first taking my writing seriously, I set word goals. They can be daily or weekly. But no matter what happened – rain, shine, sickness, unforseen tornados or even surprise parties – I had to get my words in. If I failed one day to meet my goal, those missing words got moved to the next. If I had a busy work day or a vacation coming up, I write extra before I got bogged down with other things. There are no good excuses for not writing because it is the single most important way to improve. 

Write. 

Write some more. 

And keep on writing. No matter what. No matter how bad what you’re doing. No matter how frustrating or discouraging it gets. Even if you have to abandon projects to start new ones, it ultimately doesn’t matter. You just have to keep writing, writing, writing. 

Even now, after years of practice, I still keep to this tenet. I no longer have the daily word goals I did when I started – I’ve shifted to daily goals for certain projects and otherwise to deadlines for editing and whatnot. But it’s hard for me to go for long stretches without writing something. If I’m on vacation, I’m writing long emails to friends and families about my adventures. Even if I get burnt out with work and life, after a couple of days, the itch comes back and I start pounding away at some short story ideas, character sketches, descriptions or one off novels. If I hit some “writer’s block” for a project, I simply shift gears and work on something else. 

It doesn’t have to be good. 

It doesn’t even have to be shared with anyone. 

All that it takes to be a writer is to write, write, write.

So stop procrastinating on the internet by reading people’s blogs and get cracking on something. Anything!

Hail to the King, Baby – Ret-Talus Preview Part 2

Last week we saw the wonderful events Ret-Talus is packing in the new Summoner Wars. But the combo train doesn’t stop there. Now, I prefaced this faction with my belief it was the strongest in the box. But it’s hard to untangle bias from judgment. And I will say, I’m one of those players that enjoys complicated plays with cascading effects. 

To be fair, however, it’s easy to get lost in the “best case scenario” of combos while ignoring how a card works in the majority of plays. So I’ll try and keep focused on Ret-Talus’ units base strength while supplementing with fun little combos that they enable. 

First up is the Undead Warrior. These guys play into the Fallen Kingdom theme of death, gaining boost tokens for each unit which is destroyed on your turn. Each boost token on this unit increases its strength by 1. This is kind of how the old Summoner Wars Dinky worked… in a sense. They’re best at attacking last in your turn to capitalize on early kills. And since they start at 2 strength (and 4 health), it’s not too complicated to get them up to the coveted 3 strength on a melee unit. And all for 2 magic! And the more things you kill before they swing, the better they get! Their base stats are pretty good, all things considered. That their ability plays so nicely with Ret-Talus’ sacrifice events is even better. To note, Undead warriors get stronger whenever any unit is destroyed which includes yours! Though you do want to use them right away because those boosts will decay at the end of your turn.

They can also be brought back from the graveyard with Ret-Talus’ ability. 

But let’s talk about destroying your own units.

We say that purge gives you decent benefit for denying your opponent magic. And the undead warrior appreciates those same sacrifices. But who do you give up for the greater good?

Why the Cultist of course. These babies are free! And ranged! And 2 strength! Cave Goblin slingers are looking a little worried. But even better, the cultist deals 1 auto wound to each enemy adjacent to them when they’re destroyed.

So, yeah, combos. Cultists love being purged. That’s three assured wounds! But they also leave parting gifts against enemy melee units too even if you aren’t able to purge them. They’re great targets for hellforged weapons as well as the cursed blades can cause them to pop after their attack. The only downside with these guys is that you can’t recycle them. They’re also the only non-undead unit in the faction. Which, given their utility for their cost, is fully justifiable. They’re so good, even with deck building, you may not even want to remove them from the deck. 

Next we have the Undead Archer. This unit is interesting as it gives a pretty decent mobile ranged attack for the Fallen Kingdom. Granted, we’re not talking about Breaker levels of mobility but all things considered, it’s pretty good reach. They’re undead, so Ret-Talus can raise them. They’re 3 strength so they pack a decent punch. But the best part is that whenever a unit is destroyed within 3 spaces of them on your turn, you can move them to that space. Purges can jump them before they take their movement. Alternatively, they can pop into blocker spots giving you a shot at defending summoners! All in all, pretty solid for 2 magic!

Last but not least are my favourite Fallen Kingdom unit. 

The Undead Carrier is a hands down most improved unit from old Summoner Wars. The old zombie was so cumbersome and so low impact that you would never be living your walking dead fantasies. Getting a single infect felt like a herculean feat. Thankfully, 2 strength melee is far more reliable for killing. Them as a starting unit plus the new graveyard rules means greater reliability for having them in the graveyard for infections. 

But perhaps the single best part of the Undead Carrier is that they can infect themselves!

That’s right, you can destroy your own carrier with a carrier to bring that carrier back with full 3 health. It’s delightfully scummy and makes the Fallen Kingdom truly frightful in the late game. Trading carriers for enemy units is great as you grind out your opponent’s cards. Ret-Talus can just sacrifice some life to raise one carrier who can, in turn, infect another until your opponent is dragged down by a horde of these returning monsters.

Granted, the carriers do have a drawback. They don’t generate any magic on kills. Which kind of encourages you to infect your own units rather than the opponents. But, considering they cost 1 magic, you can see it more that they pay for the infection on kill. That they deny your opponent magic while healing themselves is simply divine. 

All in all, it’s a very strong common suite. 

As for the Fallen Kingdom champions, I’m a little less enthused with them. They’re not necessarily bad but they’re pretty expensive. And with two 2 magic commons, even with raising the dead, the Fallen Kingdom aren’t the cheapest faction on the block. 

Gul-Dass is perhaps my least favourite though he pairs really well with Blood Summons. His 2 strength is but a temporary downside considering he gets a bonus strength for each damage he carries. He’s great for defending for a turn before a strong counter attack. However, he hits strongest at his weakest so your opponent can more reliably eliminate him when he’s at his scariest. It’s hard to get a good champion exchange with him, in my limited experience, and with such great commons, I’m more apt to recycle carriers than try to throw Gul-Dass down. 

Dragos is fun because he gives an extra source of unit destruction on your turn which then makes his attacks hit all the harder. With 4 strength naturally, then turning specials into additional hits when you sacrifice a unit near him, he’s going to rip enemy walls, summoners and champions to shreds. You can also hop archers or strengthen warriors at the same time. Or pop a cultist. Great for those complicated combos but not too shabby on his own either. 

Finally, there’s Elut-Bal. It’s hard to ignore the original bad boy from the first run of the Fallen Kingdom. He’s… hard for me to really evaluate. On the one hand, great strength. On the other, poor health and moderately high cost. He requires a sacrifice but takes the place of the unit sacrificed. So this cancels archer shenanigans but does allow forward summoning. This just loops back to my original problem with Fallen Kingdom champions in general. They’re so expensive and the commons are so good that I find it hard to justify their use. They’re not bad. We’ve certainly seen worse.

They are an investment though and I’m not sure they would pay theirs off. All three are basically different spins on doing more damage but the faction isn’t really hurting for damage in general.

In the end, I’d kind of prefer to flood the field with carriers.

Hail to the King, Baby – Ret-Talus Preview Part 1

Last but certainly not least, our Summoner Wars 2.0 relaunch concludes with my estimated strongest faction from the box. It’s a classic tale of good versus evil here, with dusting off the old and making them shiny and new. Last time, we saw Sera Eldwyn return better than ever. Her time in the spotlight, however, is short lived. 

Because most improved has got to go to old Ret-Talus. 

Old Ret-Talus was a snotty little punk with far more bark than bite. As ruler of the undead, Ret-Talus liked to play in his graveyard. Naturally, as everything ends in the grave, to compensate for this strong ability, the old Fallen Kingdom units were very expensive for what they did. The design was meant to be the other side of the same coin with Sera: attrition based faction designed to wear down your opponent. But whereas Sera healed her units and kept them in fighting form, Ret just pulled his back again and again.

All images, rights and whatever belong to Plaid Hat Games.

Well, Sera does that now. So thematically and mechanically, the pair are tied even closer together. While Sera’s new Summoner Wars simply requires her to attack an enemy unit, Ret-Talus has been learning from his old pupil Mad Sirian. It’s Ret’s life that’s on the line now. Which is great, since giving life to power feeds into his “sacrifice” element. 

However, Ret’s dead raising has received a facelift. He can now raise during the summoning phase, which lets his fresh monsters their own turn to move. This will make positioning easier. Furthermore, Ret doesn’t have a small health pool like his old incarnation. Though his stats are painfully mediocre so don’t expect much on that front. Two strength range is weak so it’s a good thing that late game you’ll be relying on your dead than yourself to finish out the game. 

Of course, the old caveat (and the same as Sera’s) still applies here. Ret needs things in his discard in order to bring them back. Granted, with the new graveyard rules, you’re assured anything that’s destroy will be available so your opponent can’t lock important units in their magic piles. That’s a lovely quality of life improvement.

Granted, his ability is restricted to undead units, so there’s currently a hard limit on who benefits from his ability and no doubt this limitation will be utilized to keep Ret-Talus in check as much as possible for future releases. Much like with Sera, I don’t see a lot of Citadel or Undead being printed though, of the two, I expect to see more undead. 

Now, while I think Ret-Talus’ summoner ability is one of the strongest, it really only shines because of his epic event. 

Sacrificial power is a faction defining card and you will definitely be playing his matchups with this in mind. As Ret’s opponent, you need to be cognizant of his sacrificial potential. As Ret himself, the availability of the pyre will dictate the pace of your plays. 

But it’s certainly worth it. I mentioned before that Ice Repair was the strongest healing event in the game. Well… I lied. Sacrificial Pyre takes the smoke. An active event which accrues boosts for doing the thing needed to win the game: destroying units. Barring exceptional circumstances, this will generate 4-6 healing in one play as you should reasonably expect each player to destroy 2-3 cards on their turns. At least, that’s what they’ll be trying to do. Being able to dump that much healing right on Ret-Talus (which can then be turned around and recycled into more undead units) is simply fantastic. This healing can also be used to save a champion in a pinch – making a hard hitting lynchpin unit even that more difficult to remove from the battlefield. 

Furthermore, there’s not a whole lot of counterplay open to your opponent when the pyre gets lit.

Sure, they could just refrain from killing things. But if I had the option of taking an event that said “your units can’t be destroyed for one turn” that would probably get heads to turn. It’s ultimately hard to justify keeping dangerous units on the board and simply not conceding the healing to Ret.

However, Ret isn’t even at the mercy of his opponent’s whims. If he really wants to be accruing tokens for the pyre, he can drop a handy Purge. And if Sacrificial Pyre is good, Purge is phenomenal. 

On first blush, destroying a unit for 2 assured wounds may not seem great. But it’s the fact that Ret-Talus really combos off destruction that makes purge all the better. Triggering in the move phase means that you can hobble your wounded units into advantageous positions before making them pop. And the damage from purge will most definitely leave what remains softened up for the attack phase. Pairing purge and pyre, you can probably reliably generate 4 boost tokens on your own turn between blowing up your own units and killing theirs.

But purge is great because it doesn’t need to combo either for it to be value. Purging is like the old Summoner Wars old magic denial trick. Your sacrificed units give no magic to your enemy. Anything they leave behind turns into lost cash and can tip the economic balance in your favour. And it’s free to boot!

While these two events represent Ret-Talus’ best, his other two are no slouches either. 

Hellforged Blade is like a less reliable purge with a chance to give you continual value. I mean, it likely won’t. Either it’ll blow up its user (denying that unit’s magic in the process) or leave your enchanted common weakened to be killed by your opponent on their turn. As such, it’s less valuable but giving any melee unit an additional 2 more strength (which is essentially them dealing 2 more wounds) isn’t the worst play. If the unit somehow survives and you get another round to attack with it, then you’re just laughing. 

Oh, and it can also combo with pyre – either through ensuring your unit kills what it’s attacking or it blows itself up. Or even both at the same time!

Last, but certainly not least, is Blood Summons. This lets Ret-Talus keep up the pressure against his opponent. He’s an even more conservative summoner than Sera, preferring to keep well away from any attempted harm while he saps his own strength while waiting for the high of a strong pyre. 

Blood summon lets him turn any of his units into temporary gates. Even better, you get to summon for free! Well… sort of. The unit needs to give up two health. Which can destroy itself. Which can in turn give pyre an additional boost! Or you could blood summon off a bunch of units, move them forward then purge them for huge gain!

So, while on its own, blood summon may have marginal effect, it easily pairs well with the best of Ret-Talus’ events. 

And that’s what makes his suite so strong. Each event improves its others. And with so many triggers occurring on unit destruction, you can create a lovely cascade of power effects. His turns can get quite complicated, yet it’s a very good kind of complication. Comboing all these triggers makes them stronger, so learning the best order to blow up your units is both a fun process of discovery while also being very potent in advancing the game in your favour. 

However, to really shine a light on how good all these self-blowy-uppy powers are, we’ll have to take a look next week at Ret-Talus’ units.

Might Makes Right – Sera Preview Part 2

Last time, we saw how Sera Eldwyn of the new Vanguards in Summoner Wars relaunch had a slick coat of sparkling paint. With some very nice looking events and an ability that lets her command additional troops from her mighty Citadel, she’s become quite a terrific battlefield commander. 

Is this the best unit in the game? Survey says… possibly!

But returning lost Citadel units is only useful if those units themselves are good, right?

Well, why don’t we take a gander at them.

First up is the Citadel Knight. This guy has one of the greatest transformations in the jump from old to new Summoner Wars. I’m sure most people don’t even remember the old Guardian Knight. And I wouldn’t blame them. Here he’s a hefty 5 health and two strength. I mentioned before with Svara how this is a pretty threatening unit in its own right. Better yet, Sera’s knights have the engage ability which appears fairly common now on units meant to hold the front of a battleline. One damage for moving past the knight isn’t terrible if you need to wiggle through but it does nettle. Furthermore, their protect ability means that simple worming around isn’t good enough to strike Sera behind as they must be the target of any adjacent attack. 

Thus, these knights end up being supplementary health pools for Sera thereby trivializing the danger of her being at the forefront of the battle so long as she has access to her bodyguards. And since she can pull them from the graveyard anytime they’re sent packing dirt, you can pretty effectively make a rather large roadblock to trying an assassination attempt against Sera. And they’re absolute walls to break too, so it’s no easy feat to simply remove the knight and attack with ranged units.

The coveted 3 strength melee attack comes at a pittance here for only 2 magic! Get yours today! Or throw it out early and recycle because you’re Sera!

But though he sports great defence, if you’re wanting to lay on some hurt, you’ll turn to the Citadel Paladin. This guys… is mostly bought for his stats. He comes with a little less health for that seemingly coveted 3 strength attack. Drawing cards on a special results is nice and all, made more reliable with his high strength but it doesn’t really do much if you draw through your deck. He’s largely a beat stick and you’ll pull him back to simply apply the beating. Everything else is a cute bonus.

Rounding out the last of Sera’s Citadel options is the humble archer. The best part of this guy is his large health pool equaling that of the knight. Unfortunately, that’s about it. His attack is too weak to effectively trade and using arrows of light to compensate can get pretty expensive. He’s more of an emergency play than anything else. This is a unit that can only work in new Summoner Wars, however, since you do get the magic for the archer’s discards and you can then use Sera’s Citadel Might to pull back a card to play later (or build for an additional magic).

Don’t underestimate the value of a massive 5 health pool. All factions will struggle to efficiently remove this from the board.

As I mentioned before, Sera’s ability only triggers if there is a Citadel unit on the board. And all three of these units are pretty healthy, making it a difficult feat to negate her power through common slaughter. As such, it’s always handy to keep at least one Citadel in hand to summon on your next turn should the tides turn unexpectedly against you. 

But to help keep these soldiers going is the humble Priest. I mentioned before that Sera has a healing option and these ladies are far better than the Mass Heal event. First, they’re a body so can, in a pinch, be two strength attack or a body to block. Their healing requires you to discard a card, which is a little worse than using a magic (ignoring that Sera recycles cards endlessly) and uses up an attack. However, you have the potential to heal upwards of 4 health in one swing if you get specials on both those rolls. Plus, Holy Judgement makes this heal even more. Not to mention you can be healing units away from Sera.

I’ll admit, I first thought these ladies sucked. Then I used them. How wrong I was.

Healing is fairly niche in the first place so I’d rather have a flexible card that can attack and block as well. The Priest is the only common that’s costless too which is appreciated compared to all those two cost Citadel units.

Sera’s champions, much like Abua’s, do end up leaving something to be desired. They’re not bad, per se, it’s just that they don’t compare to the commons anywhere near as well. With priest support, you can get some more mileage out of them rather than Abua’s, mind you. 

The worst, personally, has to be Coleen. Her greatest use is her attack but at three times the cost of a paladin, it’s hard to justify her use. I’ve notoriously bad luck and the few times I play her I can’t ever seem to get her to trigger her shield. She’s also a support champion who you really want on the field with a bunch of other Citadel commons to get the benefit from her. I just think it’s too much hoping for the stars to align. Late game, if I’m sitting on a pile of magic, I may consider it but generally I just pitch her for ease and convenience.

Expensive with a mediocre ability. Best against factions with low strength but even then, the ability is so inconsistent that you should never rely on it.

Brother Jacob Eldwyn at least brings something unique to the Vanguard roster. His two strength ranged attack can give you that desperately missing long range power. Even better, his strength grows with every two magic you accumulate in your pool. The obvious synergy is with the archers but then you’d need to play the archers. I find just timing him to attack third during your turn is generally enough to get a bonus strength or two. Six health on a champion isn’t a whole lot, mind you, so don’t expect him to make a huge impact. But he’s more affordable than your other options.

Citadel Archer #5! Except you don’t want five archers. At least’s he’s inexpensive I guess?

Last is Valna who slots in perfectly with Sera’s gameplan. Her nine health is good for leading a charge. That she gets stronger the more knights, paladins and archers are supporting her places your opponent in a tight bind. They can try to winnow your forces to reduce her attack, though you can always summon more and that leaves her on the field longer. Focussing her, however, and her large health pool lets your paladins and knights run free. She offers no good options. And, if you happen to get her early, the additional two card draw is nice to get more options and keep Citadel commons in your hand. If I had a choice between the three champions, I’d choose Valna each time. In fact, if I could, I’d just choose three Valna’s. 

Hohoho. Even if she didn’t improve her strength based on your endless units, she’d be worth it for that health pool alone. Enemies will hate her paired with priests. Or knights. Or paladins. Or archers…

As you can see, Sera sports a pretty strong collection of common units and events that synergize well with an incredibly powerful ability. It’s really no wonder that she’s so powerful. Your general game plan will be to bring the aggressive fast and hard. You’ll be burning through your deck, getting those delicious Citadel units into your discard to recycle them with Citadel’s Might. And the more pressure you apply to your opponent, the more resources they need to burn to deal with you. Sera’s end goal is to reach the late game where her endless magic generation and card recycling gives her a clear advantage.

However, you don’t need to recklessly use Citadel’s Might either. Even two or three uses can give you the edge needed to claim victory. And you benefit from a methodical approach. Much like Abua Shi, Sera’s life points are a resource too. You can afford to take quite a few hits to win the economy war. The plan is to end with neither you nor your opponent with any draw pile and for you to outnumber your enemy’s forces decisively. The more your opponent summons units to take stray shots at you, only to die to your force’s retaliation, the sooner you reach those overwhelming numbers.

That you’ve got units and events to make the exchanges even less efficient for your enemy between blocking and healing damage is merely a handful of additional nails in their coffin. 

Certainly, the Citadel’s strength knows no bounds.

Might Makes Right – Sera Preview Part 1

Only two more factions to go before we have covered the entirety of the Summoner Wars relaunch! And these next two factions are quite the dozies! 

First up, and by my estimation the second most powerful summoner, is Sera Eldwyn. She’s returned with her feisty Vanguard but this time she’s got a lot more heft in her hammers. This isn’t your old peace loving girl. This one is prepared to punch in your face. 

The face of a killer.

The concept behind the Vanguard faction is simple enough: win through attrition. In Summoner Wars 1.0 this meant you had high (relative) health units, low attack and a boatload of healing capabilities. The Vanguard were meant to really drag their opponents into the mud, slowly whittling down their health and resolve while keeping the fighting spirit in tip-top shape.

In practice, this manifested as the Vanguards hitting like wet noodles, being completely run over by the rampant high attack factions and champions and overspending on mediocre healing effects and units that could hardly defend themselves. 

Sera was bad. And Sera was sad.

However, it seems that in the intervening years she’s really been hitting the gym. She threw aside her triage skills, instead learning that people really only respect one thing: power. And boy howdy, is Sera’s new ability power. Now, whenever she shoots feebly at one of her enemy’s units (alright, maybe she wasn’t hitting the gym that hard), she is able to pull a Citadel unit from her discard into her hand. 

If anyone recalls The Demagogue from Summoner Wars’ old Filth faction, they’ll understand how strong this ability is. It allows, in theory, an infinite amount of economy with the only limit being how many things Sera can shoot and what you have in your graveyard. There’s also small print on her ability – she needs to have a Citadel unit on the field. So keep in mind there’s (a little) counterplay to this. 

But there’s additional perks in being able to draw from your discard: you can be assured having a common you need on the next turn, you can build the card you’d play for magic prior to give yourself a discount on its summoning and you need to worry about stuffing your hand with important units. You can also endlessly recycle your best common. Imagine if Abua Shi could have infinite border archers. Crazy bolts!

For being the healing faction, Sera certainly is bad at it.

There’s a caveat here, outside of just killing all of Sera’s Citadel commons. She needs to be flicking pebbles at something to do this, so she does need to position herself a little aggressively to get this benefit. It certainly reduces the amount of economy she’ll generate compared to old Demagogue but with greater health pools in the new Summoner wars, this is less a concern than you may think. 

As for Sera’s events, let’s start by looking at her worst.

I mentioned how Svara’s Ice Repair was fantastic and frustrating. Well, Sera’s unit version, Mass Heal, is… something I almost never play. First, it costs a magic. And when we see Sera’s roster, we’ll understand there’s not a lot of magic to go around. 

Because her stuff’s expensive.

Second, she can only heal units within two spaces of her. And yes, the Vanguard play tight but even so this is a bit too tight to get a whole lot of benefit from. If you’re really pressed about healing in this game, Sera has a much better option for one magic and we’ll be discussing that later. Basically, you want to get at least two units with this to be effective. But, honestly, letting Sera’s units die is actually beneficial if it opens up firing lanes for her to drag them back from the discard. 

What’s better than healing? Not getting hurt.

Thankfully, the rest of her options are much better.

Guarding Spirits is wonderful. Kait might not be sold on them but I think this is a fantastic common event that I’d probably throw into as many decks as I can. All units within 3 spaces of your summoner suffer only 1 damage from the first attack against them? Yes please. Sure, striking that unit with a weak attacker first eats this protection. But then that means the enemy a) needs to have weak attackers out and b) needs to position at least two attacks on their target thereby assuring that none of your other units will die in their remaining attack phase. 

Unless you’re the Cave Goblins, I suppose. Rejoice, Cave Goblins, you’re good in one specific instance!

Sera’s epic event is suitably impressive. Holy Judgement gives all your common units, regardless of position, an increase of 1 strength. In theory, she can have this event last for three turns which is a potential for 9 damage from one event! Granted, you’re unlikely to have this event last that long. Your enemy would be focussed on killing our units regardless of it ending your event sooner or not. But getting even 3 bonus damage from one event without paying a dime is wonderful. You’re laughing if you can get it to last two rounds. 

Last, certainly not least, and arguably her best event, is Renewed Hope. This event has so many benefits for Sera. First, you can summon multiple units from the same spot which has marginal usefulness. More importantly, is being able to use Sera as a mobile gate for a turn, allowing summoning from her during the movement phase, attack phase and even the draw phase! This allows Sera to immediately capitalize on, say, magic from killing units, clearing blockers, fresh defenders drawn after she triggers Citadel’s Might or even anything tantalizing that she gets in her new draw. And these units are guaranteed to come down defending Sera?!

Brilliant. Absolutely brilliant.

Bonkers. Is it possible to give a summoner two epic events? This makes a compelling argument for it.

I will note here, however, one hesitation I have for Sera. With so many of her abilities triggering off the Citadel keyword, it means she has a very limited potential for deck building. Unless we get word of deck building, I’m not certain there’s going to be a lot of decks that carry such a faction specific keyword. Whereas say, Sneeks, is merely limited by summoning cost and so is more likely to see a wider variety of options as the game goes on.

On the one hand, this means that the balance on Sera can be controlled a lot easier. Any future release that will synergize with her will be done very deliberately. No needing to worry about crippling a hypothetical Alliance box set with weak decks to keep her in line. Ultimately, however, it probably means that she’ll really only have what we see to play with. So either her decks are all going to be the same or she’s going to have to lean into some other synergies and combos that reduce the power of her Citadel’s Might ability.

The good news is her events are faction agnostic so it might not be that dire in the end.

This Ice is Nice – Svara Preview Part 2

Alright, are you ready for another full day of me gushing over how great the Polar Dwarves are?

I know I am. 

This is the day we talk about Ice Golems.

I do like how Summoner Wars reboot has made common units an integral part of faction identity and tactics. Commons are a far better unit to focus your deck around, largely because there’s far more of them in your deck. This gives you better consistency in your draw, which is an aspect of Summoner Wars that doesn’t get enough attention. It is a card game, after all is said and done, and no matter the dice results or your clever maneuvering, you can still be undone by a lousy new hand of cards.

The original Tundra Guild tried to manipulate your deck and draw for advantages. It failed. Thankfully, Svara ejects this principle. 

Instead, let’s talk more about structures with her standout common: the Ice Golem. 

Can you believe that Summoner Wars 1.0 analogue of the Ice Golem was 1 attack and 3 health for the same cost? Crazy eh? To make matters worse, you needed one of five other cards in Hogar’s old deck to turn it into a moving summoning post. Which only did so after the summoning phase so your opponent had a very good chance of just blowing your ice golem off the board before you could even use it as such.

Ice Mages may not be as sexy as ice golems (weird to say) but I think they are the best unit in Svara’s deck – if only because of their massive synergies and cheap cost.

But not Svara’s golems. These brutes swing for a respectable 2 strength. It’s not incredible but it’s enough to demand attention from your opponent. That five health pool is hard to chip down with the added bonus of failing to finish them off leaves them open for a lovely repairing on Svara’s turn. 

Moving only one tile a turn is not to be dismissed, however. You’ll be using a lot of Svara wiggles to get them into position. But these guys are really good at holding their position once you get them there. However, those first few rounds are brutal while you try to get them setup.

And that’s what I like about Svara. She really takes advantage of the board in this boardgame. Your golems are less mindless chaff pitched mercilessly against your opponent’s defences. They’re pillars supporting your massive battleline. And Frost Mages are the unsung heroes of your battles. Don’t let their meagre strength stat fool you, the real steal here is their 4 health for 1 magic. They’ll almost never be attacking at 1 strength with your plethora of structural support to boost their strength. And against most ranged options, they’ll be winning their exchanges. 

Only Abua’s Border Archers really offer a one turn threat to your mages and they’ll need to roll above odds to win. Plus, border archers are twice the price so even if it takes two mages to kill one, you do economically come out equal. And much like Abua, golems and mages are rather your main battleline. 

Our friendly reminder that all this stuff belongs to Plaid Hat Games. Though I’d be flattered if anyone actually thought I created this product.

However, Svara’s other options are interesting in their own right. 

Bear Cavalry are, thematically, awesome. I’m less sold on them as a unit in general. They’re a specialist, needed for very specific moments but otherwise best sent off to the magic pile. Svara has no economic strength so a 3 magic unit is a tough sell. Their trample and 3 melee strength provide some reasonable damage against commons, however. But they’re no more durable than your golems – less so if you take repairing into account.

On one hand, they’re not Rune Smiths from 1.0. On the other hand, they’re no Marauders either.

But the one niche where the cavalry shine is in conjunction with Ice Smiths. These little guys are mercifully free. They’re pretty flexible too. Two melee strength is pretty handy to have on call at any mana level especially since they can usually reach whatever target you need once your gate and golem line is established. Their special ability is interesting if a little slow to roll out. You basically have to decide upon summoning whether you want to sacrifice them to improve your golems and bears or if you’re going to attack with them since no enemy will let them live a full turn. Their ability – making any special symbol count as two wounds, is very nice. Obviously they’re best on the bears who have a higher attack. In the worst case, they will make sure all your attacks hit. But they can also make golems and bears effective champion slayers with a potential 6 or 9 wounds on a best roll!

It’s a pretty decent collection of units, after all is said and done.

Svara’s champions are no slouches either. 

Oh look it’s ice mage #6!

Nadiana is the expected “a common but better” unit. She eases off the pressure for exacting structure placement with counting two spaces for her strength bonus. Her 7 health is on the low end but never forget that she’s even more effective behind a parapet than Svara is. 

Jarmund is a far more reasonable 5 magic. He really neuters melee focused decks, applying auto wounds to any enemies that end up adjacent to your walls. Like everything else with the Polar Dwarves, he needs a turn to start building his boost charges and wrecking havoc so your opponent can respond. Which is nice but ultimately doesn’t help them all that much. 

Slow value.

Last, and certainly least, is hands down the worst champion in the game. 

I’m glad Svara at least delivered something for me to hate. I cannot tell you how bad Ollag is. 

But I will certainly try.

Oh look, it’s the worst champion in the game.

Ollag has an incredibly awful ability. Sure, having no range limit on his health boost to all your structures is nice. And it’s probably the only thing I can compliment him on. Unfortunately, a boost of one health is pretty minor when all your structures already have such large pools to start. He’s also timing dependent – you get no benefit from this ability if you don’t have structures on the board that your opponent is going to attack. Which is to say, you need a bunch of golems out. 

And a minor ability would be fine if it came on someone who compensated with good stats. Yet, Ollag’s 5 magic, while low for a champion, is still too high for the magic pressed Polar Dwarves. Even worse, he has only 7 health so he’s not going to survive very long out in the wild (unless you hide him but then why did you waste 5 magic on a guy squatting in a corner when you could be killing with golems and bears?). Even worse, he doesn’t even have a good strength like Miti Kyru. And your smiths are unable to improve this at all so he’s left standing out there with subpar health, sub par strength providing very little durability to your forces who, albeit, lean heavily on their durability to win the game. 

There’s simply no good moment where you would want to summon Ollag.

But thankfully, he’s pretty much the only blemish on an otherwise well designed faction. I like that the Polar Dwarves are focused on being a mid game powerhouse, creating a formidable line of structures that are hard for your opponent to move around and surrounding them in crushing ice. It’s a defensive style that works aggressively while Svara slowly chokes all options out from her opponent until claiming victory over their suffocated corpse.

I really like this ice.

This Ice is Nice – Svara Preview Part 1

And so it comes.

So, there was this little release back in Summoner Wars original run called Alliances. It was an interesting big box packed full of goodies and surprises. The concept behind it was the various game’s factions paired up like an elementary school’s Valentine’s Day social and then awkwardly stepped on each other’s toes at the evening dance while realizing with sinking despair they had nothing in common. 

No doubt they hung out with each other afterwards regardless of this fact. 

It was a fascinating little project, however, as it created interesting thematic and mechanical mashups. The decks featured some of the most complicated rules and some of the most creative ideas. But were they good?

Well, that’s a different story. 

Alliances came out near the end of Summoner Wars life cycle and so the designers had a better eye for what was strong and what was not. Alliances thus… struggled with trying to present interesting, innovative and compelling decks that did not tip the balance for those that had come before and were still dominating the discussion amongst the enthusiast community. Which is to say the decks were hobbled in their design to make sure that their parent factions wouldn’t be grossly unbalanced from their release.

As such, the mashups of the generally considered weaker factions were better than those that were formed from the originals considered powerful.

Which led us to the Tundra Guild.

I hate the Tundra Guild. Frothingly so. 

And here we have the Tundra Guild returned. 

Don’t be fooled by Plaid Hat’s marketing speak. The Polar Dwarves are not the first new faction. They’re those disgraced little snow midgets trying to sneak into the club with some fresh fake IDs. You thought no one would notice? Ha! We notice. And we’re keeping a close eye on you. 

What an absolute unit. She looks standard enough but boy is her power so well constructed around her deck.

I’ve been skeptical of Svara and her little frostbitten fleas since they first previewed. And now, getting my grubby little hands on them I am proud to proclaim…

… well, I must admit that they aren’t half-bad. I so desperately wanted to hate them. But, dare I say, they’re actually quite good. And the more I play them the more I like them. Are they strong? I actually think they are. There’s a fair bit of layers beneath this ice. They’ve also got their own unique tempo compared to the other factions. 

Furthermore, they absolutely abuse the new Build Phase and I love them for it. 

My initial impression of the faction was in the gutter due to my preconceived bias. But I think they’re the third strongest in the box. Perhaps, with some time, I may even consider them the second? And hey, at this rate, they could be the best deck by the end of the year!

So what makes Svara stand tall amongst giants?

It’s certainly not her stock standard stats. Her ability is further unremarkable on first blush. Pushing around gates like some frigid, battlefield Sisyphos. 

Granted, this is some mild spoilers, but her ability is meant to address the weakness of her slow cursed common yet to be previewed. However, shuffling around gates isn’t necessarily a terrible idea. You can’t really talk about Svara without getting a little into the weeds about the new Build Phase so, I suppose, let’s get into it. 

Knee-high walls in gaming are getting out of control

The original Summoner Wars had the infamous walls that rather dominated the discussion and tactics of its release. These 10 health absolute units could only be placed on your side of the board and, for the most part, once down they never moved. You only had three of them, giving the tantalizing prospect of smashing all your enemy’s walls and leaving them unable to summon anything for the rest of the game.

Course, you didn’t, because 30 health worth of attacks in the last game where health pools were tiny and attacks were off the chart meant that you never really had a chance to swing for the fences when it was always better to be eating our opponent’s forces for lunch and preparing to have your champions duke it out in the mid or late game. 

But here, in new Summoner Wars, things are different. For one, your bonus gates are half the health now. But you have an extra one to compensate. Furthermore, gates can be placed anywhere so long as they’re adjacent to your summoner (as well as the back three rows of your board). This means you can get aggressive summoning points rather handily on your enemy’s side which is a terrific source of pressure. 

Svara, naturally, has these same capabilities. But even more than that, she can drag her gates with her. So any gate dropped early for funnelling or to clear your hand can eventually migrate like the ancient glaciers to your opponent’s side. And there’s really no better way to block an enemy’s summoning point than parking your own gate right in front of it. 

Svara draws this weird ice curtain with her cold war, shrinking your opponent’s movement options as the game drags on. Naturally, “just shoot the gates” is a reasonable suggestion. Except it’s hard to do when feral bears are ripping your face off at the same time. 

Look, it’s our old friend from the Tundra Orcs. Only it’s leashed to being close to your summoner but can now be your regular gates as well as Svara’s other toys!

Not to mention Svara has the amazing Parapet. This is a stupid waist high wall of the shooting genre fame. It won’t let you summon from it but you can fire over it while your opponent is absolutely baffled that you disappear from sight mere moments after lobbing some snowballs in their face. It doesn’t just provide your units a shifting shield of five health – it actually shuts down lanes as no one wants to leave their units vulnerable to the parapets’ defenders while they try to blow up the stupid thing. 

Then, to lend Svara a hand with her gate rolling, she has Glacial Shift. Once again, we’ll get into how this event helps your little construct common later but even having it for repositioning all your gates and parapets is pretty damn helpful. And while I’m starting to find myself burning gates in other decks for the magic, you can be assured Svara is going to play all three of hers. 

Ice Ram is fun. Vital? No. Overwhelming? Not really. You can win handily without ever using it. But is that really a victory?

And with all these structures littering the field, Ice Ram becomes such a lovely little tool. 

This is worthy of Svara’s epic slot. The dream, of course, is to pair Ice Ram with Glacial Shift to just come crashing into your enemy’s face with all your buildings. However, I find even getting 1 or 2 assured damage and some reshuffling of enemy units to be worth it. Svara has some decent tricks in her event suite that she isn’t reliant on to secure an advantage. They’re merely additional threats that may, or may not, come out and this keeps your opponent on their toes.

Finally, if those poor fools do think “Man, these ice gates and walls really are ruining my day, why don’t I just kill them?” Svara has Ice Repair to make them regret having this entirely justified and rational thought. This is, perhaps, the best healing card we’ll see. Costless, two health across the entire battlefield is probably not going to be replicated for anyone else. And I’m not mad about it either. 

Perhaps the best healing card in the game. Which is funny, because there’s actually a healing faction and Svara ain’t it.

And this is what I find beautiful about Svara. She’s got an excellent suite of event cards that you don’t need to hold for the best moment. On the other hand, you can carry one or two for an opportune moment and still get a good payoff for it. I never really find myself saving a card for “just the right moment.” I can squeeze some value from her events at any point. 

Thanks Svara for making me eat my words.

Walk on the Wild Side – Abua Shi Preview Part 2

Last time we took a look at new Summoner Wars Savannah Elves. We saw, arguably, one of the strongest common sets in a faction to date. And I say that even as an absolute fan of the Breakers. On the flip side, we also saw some rather lacklustre champions. They weren’t bad, by any measure, they just did not help with the flaws in the common roster and, instead, exacerbated the high cost of the Savannah Elves’ army.

Today, we’ll take a look at Abua Shi. Kait loved Abua in Summoner Wars 1.0. To the point that she’d pick him over Nikuya Na despite my attempts to convince her that the second summoner was better. 

Standard disclaimers apply. Plaid Hat owns EVERYTHING

And I can’t fault her efficiency with Abua’s first incarnation. 

This time, he returns a lot of the old dressings. He’s a high strength, low health summoner who sacrifices one of your precious actions in order to improve one of his units. With the Deep Bender boosting mechanic baked in as a standard system, the new Abua is undoubtedly stronger. 

First, sacrificing a movement isn’t nearly as bad as an attack. And the boost he gives now has a much higher variability in its effect. It’s a great way to “cheat” out extra boosts on the Savannah Elves commons who, smartly, are all able to boost themselves. Which is good because most of Abua’s units want a big stack of boosts on them. 

As such, his events are largely… there to get more boosts. Which is good. Chant of Growth can get you a lot of action economy in a big spike if you manage to get three units boosted from it. Though it’s not really worth putting a lot of effort into getting those large group boosts if it isn’t immediately available. Sometimes it might just be worth getting it on one unit and then moving on.

Chant of Weaving is an interesting little event. You get double duty of turning one of your units into a temporary gate while also giving them boosts for each unit that pops out of their forehead. Unfortunately, with the economic crunch in the plains these days, you’re not really going to be getting more than one boost from this event but the forward positioning for a fresh rhinoceros or lioness can be worth the effort. The downside with Chant of Weaving, however, is that you’re likely to fling your fresh units well out of Abua’s reach since he’s got a pretty tight circle in which he can boost. 

And you want your units to be near Abua because his best event is Chant of Entangling. This lets you share abilities between your commons and, really, there’s almost no losing combination here. Rhinoceros can get super charged lionesses into position. Border archers copying lionesses can refund their attacks while also giving the lioness that deadly second attack. And spirit mages… are best left untouched here. Chant of Entangling is your best “trick” in Abua’s arsenal which is why it’s surprising it’s not his epic event. 

Not to say Chant of Power does not deserve it’s epic slot. And Chant of Power promises such tantalizing opportunities. A border archer with multiple boosts becomes a machine gun for chewing through champions, gates or just hordes of commons. It will put the fear of the wild in the hearts of your enemy summoners. However, there’s a massive drawback to Chant of Power and that is Abua’s reach. He needs to be within that three space radius during the attack phase, so you won’t be getting crazy rhinoceros charges with this. 

This leads to Abua’s peculiar difficulties. He needs to keep fairly close to his units to give them the power of his ability or events. Yet that ten health is always worryingly low. Curiously enough, however, I don’t think there’s truly a risk of assassination simply due to the fact players are going to be moving him around cautiously.

Yet, I think having Abua tempting your opponent is the best bet. At the end of the day, and why I’m skeptical of Abua’s potential, is that he’s very straightforward. You know what you’re going to get facing him. Border archer and lioness spam will crash against your side with a few entangling chants and the odd cry of havoc to back it up. Therein lies Abua’s weakness: just kill his units. 

I mean, this does sound pretty silly on first blush especially given that his units are so strong. However, you’re likely to face an aggressive Abua, so lean heavily into the game’s natural defender’s advantage. Most factions either have cheaper units which they can use to get more favourable exchanges or they have economic advantages to make up for their units getting torn to shreds. Also, Abua needs to pay for his units somehow. I find his gates, events and champions are mulched for each of those archers and cats. Get those off the board as fast as you can. In this way, I think a risky Abua who positions himself aggressively can get some mileage. If he lures some attacks his way then his commons can do what they do best. Otherwise, both players will just end up counting his litter to see how many he’s got remaining in the tank. 

And getting back to these events, none of them do a particularly good job of preserving his precious commons. It’s a good balancing decision but it exposes Abua’s weakness. Which is why I find I build them for magic more than anything else. In this way, I don’t think the Savannah Elves are bad per se, it’s just that a lot of the base decks have answers to this common unit throwdown:

Ret-Talus and Sera recycle their best units so losing trades mean nothing to them. 

Svara’s buildings act as secondary health pools that draw attacks away from her commons so she can get better trades. 

Tacullu can steal those powerful commons for herself if she’s lucky. 

Though I will admit, the Tacullu matchup does expose a few cracks in my original view of Tacullu’s unending power. Her fragile army doesn’t trade well and there’s enough health on the wild side to make Mind Capture a very risky proposal. Mind Control does a fair bit of work here but… I think I need to play this pairing more. I’m starting to believe it’s in Abua’s favour. 

And then, of course, there’s the goblins. Who… I guess just try to rush down Abua before he can draw into all his goodies? 

There is a reason I have the Cave Goblins last, afterall. 

Last, but not least, I’m skeptical of Abua’s future potential. He’s so reliant on these boosting combos that I’m not sure deck building is going to provide much for him. We’ll have to see. I’m just reminded of Endrich’s gimmick, however, which received no further support in later releases so he was left flapping in the wind with his original tricks and toys against an ever shifting battlefield.

At least Sneeks is assured there will be more 0 cost units released.