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?

Walk on the Wild Side – Abua Shi Preview Part 1

Right, well we’ve a lot of Summoner Wars content to cover and… well a lot of time to cover it. However, while I’m happy to belabour this project, I’m certain Kait would want me to post something that isn’t baseless speculation on a game that’s been delayed to August. 

But then again, we can’t always get what we want. 

I don’t really feel like doing a disclaimer at the start of all my posts on these faction previews so I’m just going to do this once. These are my initial impressions based on very little information and are most likely to be wildly inaccurate as I’m examining them from a Summoner Wars 1.0 lens rather than this relaunch. Granted, unlike the Breakers and Cave Goblins, I’ve actually been able to give the factions a little bit of a whirl with their online beta. So it’s a little less baseless but still going to be my wild opinions. Don’t take them as gospel.

Or do. I mean, I’m not you. Whatever floats your boat and what you like. 

Today, we’re going to look at the Savannah Elves. I’m going to try and squish faction previews down to two posts so one will be the summoner and his or her events and the other will be their commons and champions. And what better way to start this format than doing it backwards with the Savannah Elves common units!

Of the six base decks, I actually think that the Savannah Elves are the third worst. 

Now, hear me out. I know that they seem very strong. And I know when you pick them up, you’ll probably get your first few wins. And I do think they’re good. This is more a commendation to the seemingly close balance of the starting decks rather than a poor reflection of the Savannah Elves’ roster. 

On the other hand, we can always frame it as them being fourth best and things just feel all nice and cosy.

But let’s get into why I think they’re on the lower end by talking about what makes them strong. 

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Here’s the Lioness. You may remember her from Summoner Wars 1.0. There, she was a pet favourite of Kait’s but her effectiveness was… well… ultimately questionable. Before, she granted extra unit movement in your turn (and the corresponding car pile-up as your units tripped over themselves trying to herd the unruly cats). Now, she grants health. And she comes in with a meaty 3 strength melee attack. 

This is a bargain. It’s trivially easy to get an attack off your summon turn so the lioness is really a 3 strength, 3 health unit for 2 magic. That’s pretty gangbusters for its price. In comparison, the Cave Goblins are paying an additional magic for that benefit. And this is ignoring that the lioness has a number of tricks to boost her health on the first turn with a little support. But even more than that, the lioness demands attention. Your opponent wants to kill this thing because each turn she goes unmolested, she gets harder to kill later. And yet, failing to kill her allows her to recuperate those wounds while snacking on your face. On average, you can expect her to live two rounds and deal on average 5 damage. 

Which is great. 

But it’s not even the Savannah Elves best unit.

That distinction goes to the Border Archer. 

I don’t know why, but border archers always seem to hit for 3 or 4 damage consistently yet all my other 4 strength range units only hit for 1 or 2.

Here’s a unit which is essentially 4 strength ranged, 4 health for 2 magic! That’s even better than the lioness, depending on how lucky you get with that 75% chance to hit, of course. Granted, if she has to move, then she loses half her attack – ignoring all the support from other cards of course (which is a big point to ignore). And she will eat a move with her Prepare ability that can drag on an assault. But on the other hand, swift shot means the border archer can attack two separate units. She can kill a blocker and hit a wounded unit or enemy summoner behind. And since she’s a ranged attacker, with even more health than the lioness, odds are that enemy retaliation won’t be able to finish her off in one go. So she can really hold down a lane of fire for you too. 

These two units alone would make any faction respectable. As such, it’s not surprising that the last two are less impressive only because they couldn’t hope to compare to these all stars. 

I can relate with this guy’s receded hairline.

The Spirit Mage, however, is a respectable unit on his own. He holds the distinction of being the only affordable option in the Savannah Elves roster at 1 magic. And with that, you get a rather impressive 3 ranged strength. Furthermore, he can ease pressure on your preparedness by giving a border archer a single swift shot while allowing both to get into position. Alternatively, he can allow a rhinoceros a longer charge or more health on your lioness if necessary. His two health, however, means he won’t be lasting long especially given that respectable attack strength.

And I can relate with this guy’s… uh… pink mood? I don’t know.

Finally, the humble rhino may not look like much compared to the rest of the herd. Two melee strength is rather disappointing when the rest of the cast hit like freight trains. However, the rhinoceros provides unprecedented levels of pressure. Commons, which are very common on the field now, cannot block as getting two or three boost tokens onto the rhinoceros is remarkably easy. And while its punch is lower, it’s still enough that charging a rhinoceros onto an enemy summoner demands attention. And there’s really no summoner that can reliably deal with the rhinoceros on their own. 

The trample damage is just a cherry on the cake, as they say. But a respectable one at that when they’re bulldozing over little Cave Goblin Slingers.

As for the champions, I think you can probably start predicting the issue here. 

That’s some thick trunk. I’m not entirely sure how those pectoral growths occurred. Maybe they’re tree fungus.

Let’s start with the big showstopper: Miti Mumway. There’s no way we can ignore that 8 magic cost. It’s steep, especially for a 1 strength attack. Yes, Miti can grow and the Savannah Elves specialize in growing quickly, but it’s hard to ignore the opportunity cost in putting big Mumway to the board. For the same price in magic, you could have your entire suite of archers or lionesses. Best case scenario, you get him in the late game when your opponent has few opportunities to surround Miti Mumway and chop him into mulch. 

On the opposite end of the spectrum, Miti Kyru is a far more affordable 5 magic. He’s largely a support, providing another source of boosts for your squad. Though his stats are respectable for his cost as well. Downside is that he’s… well… two and a half border archers to play. He’s nice to have but he doesn’t fill a niche uncovered by your strong commons. And for what he’s normally going to be doing, do you really want to spend five times the cost of a spirit mage? 

Poor kitty broke his legs.

I don’t. 

Not to mention, there’s no inherent addressing the problem of support commons in Summoner Wars. They’re very reliant on draw order and timing to work effectively. You want Miti Kyru to come up when you have several commons on the board already that need boosting. Early draws of Kyru and you can’t afford him or him and his commons. Late in the game, most of your commons might already be dead. And if you’re cycling through commons constantly, you’ll likely be pressed for magic anyway. 

That bird reminds me of Summoner Wars 1.0’s Hawk. I hope he makes a return.

At last we have Makeinda Ru.

And there’s not much to say about Makeinda Ru. She’s border archer #6. Coming in at Kyru’s cost, Makeinda brings two additional health at the sacrifice of accuracy compared to the king of cats. If I’m going to slap one of these pricey characters to the board, it’s probably going to be Makeinda. Not because she’s amazing but just because she’s essentially two border archers that only turn over half the magic to your opponent when killed. 

So there you have it. The Savannah Elves bring a terrifyingly powerful force to the battlefield. Their game plan is simple, smash your opponent’s face with your incredibly strong animals and archers. If they don’t die, they get stronger. If they do die, you replace them with more. Then, laugh all the way to victory over the summoning stone wars or whatever it is these kids fight over nowadays.

Summoner Wars 2.0 Summary

Well, this came out much faster than I expected.

So, I finished my NaNo! Woot! An entire novel done in a month and do I feel accomplished. Alas, it did take up a lot of my time and motivation, so I was not able to track progress in pretty much everything else in my life. So that’s unfortunate. But I’m in full celebratory mode for the moment so I can’t be bothered to be fussed about it!

I was doing a rather in depth look at the reboot of Summoner Wars. Except, as it turns out, my project came to a conclusion just as access to the beta came about! So there goes all my wild speculation! Now I can get some actual experience with the game which now makes it poorly based speculation!

For those who are only mildly interested, and to give myself a little more time to get familiar with the decks against things that aren’t boneheaded AI, I’m going to do a quick summary of my thoughts for each of the decks releasing in August. Don’t fear, I still plan on doing deep dives on the others. Largely because I don’t have much else to share on the blog currently.

So let’s get into the quick faction breakdowns!

We’ll begin with the factions already covered more in depth in my April reviews. First up are the Breakers. Who I will no doubt misname as the Benders. These mistakes happen with IP updates, I’m certain. Just bear with me. 

Tacullu

Tacullu got a face lift but that has not dampened her power. He was a terror in 1.0. And I think she’s a terror in 2.0 as well. She’s got a rather economic deck packed full of powerful ranged units. With the odds to hit change, however, her lack of melee options is now significant. To compensate, she simply has a large store of dice to throw. It doesn’t matter if you’ve got bad accuracy if you and your friends are all packing uzis. 

All rights and images reserved to Plaid Hat Games who make this lovely game that I lovingly love.

More important, however, is that Tacullu still retains her control over the battlefield. I was pretty cold on Mind Control when I first previewed it but now that I’ve seen the other factions, it’s a very good epic event. Its usefulness, however, is matchup dependent and I think this will add to making the Breakers a more difficult faction to master though they do allow a lot of mistakes as well. 

They’d be what you’d call a high floor and high ceiling faction, I suppose. However, their tricks have few counters from what I’ve seen. Positioning was always important in Summoner Wars and now with commons sticking around longer, it’s more important than ever. Tacullu has unfettered control over where units will go and how you can block out her attacks. With all her pushing of allies and enemies, expanded movement on her own soldiers and limited movement on her foes, it’s very hard to keep her out. She can assassinate, she can trade with her high base attack and she has several pressure release valves if the opponent gets on her too strong. 

And that’s not even getting into a discussion of the economic advantages you can squeeze out with Mind Capture. 

Overall, she’s probably one of my favourite factions so far and I think we’ll be seeing a lot of her in the future.

Sneeks

On the flip side, we have poor Sneeks. 

The Cave Goblins certainly capture the feeling of a descending horde of gnawing rats. Unfortunately, I don’t think they do well against a field littered with giant cats. 

Sneeks offers some fun tactical consideration and planning with Sly, however. And it’s great not having to be concerned about your economy since most of your units and champions are free. However, their low health and attack make them rather tricky to wield effectively. I think the key to success with the Cave Goblins will come down to effective use of their fairly respectable suite of events.

However, when one of your strongest units has a measly 1 health, things are a bit tricky to squeeze out a victory. 

I will say, however, that Sneeks has the best chance of benefiting from the expansion of the game. Almost all of combo synergies revolve around 0 cost units which are common enough across factions that I think he’ll have a rather expansive pool after all is said and done to make him a tricky deck to face. 

Does that compensate for his poorer base deck? Well, I’m not one to judge.

Abua Shi

Kait’s favourite faction has returned with a much more theme fitting name as the Savannah Elves.

They feel more like alliance faction between the shadow and jungle elves from Summoner Wars 1.0. Which is weird because mechanically they’re the most similar to the Deep Benders. 

Oh well!

A base mechanic in Summoner Wars 2.0 is the boosting mechanic and the Savannah Elves are here to showcase it on release. They are, however, still focussed on large wild animals but this time they need a little tender loving care to become the big scary beasts from before. All of their units interact with boosting in one way or another. Either they get stronger from boost tokens or they help give boost tokens to their friends. 

On the flip side, everything is expensive. Course, given enough time, the Savannah Elves can turn their regular commons into cheap champions in terms of strength and health so it feels warranted. However, they also feel rather slow. Losing their investments in time and events also feels rather poor, especially if you can’t get decent trades for them either.

I personally find them in this weird middle zone. They’re capable of rather surprisingly powerful turns off a summon or two combined with some token shifting and events. But in between these bursts of power, they struggle to keep up with their opponents. 

They’re a tricky lot to pin down but I’m not certain their tricks are as potent as the Breakers so familiarity will leash their effectiveness. 

Which, I guess, is accurate to their 1.0 incarnation. I feel they’re more effective than the Cave Goblins but have struggled to get them rolling compared to the others. 

Svara

I’ve been taken aback by the Polar Dwarves. Yes, they’ve been touted as Summoner Wars 2.0’s first new faction. But let’s not kid ourselves. Beneath that sheet is Old Man Hogar and we don’t really need the Mystery Machine gang to figure this one out. 

I won’t ever hide my disappointment with the Tundra Guild from the alliances box. When Svara appeared, I was expecting… well… more disappointment.

Even my first impressions were pretty low. I’m coming around to the idea that this may have simply been biased.

I… kind of like Svara. I think she’s pretty strong. Her whole deck revolves around structures which have had a rather tumultuous history in Plaid Hat Games. And this might be the first time they’ve actually done them well.

She’s a defensive deck that sports a very powerful punch. I originally thought she’d be very combo event based but I think those are just some cute tricks she can do to catch her opponent off guard rather than relying on Glacial Shift and Ice Ram shenanigans. Ice Mages pack a huge and cheap punch. And the massive health pools are actually difficult for her enemies to take down. Ice Golems are terrifying with the sluggishness hardly a brake on their strength. Shifting structures is simple enough with Svara already but that they can be summoned like structures and serve as mini gates makes them hard to avoid.

And if you’re ever worried that their attack is too weak, just toss some Ice Smiths on them to make the problem go away. If that’s not enough, you’ve got some Bear Cavalry in the back pocket.

Svara’s biggest weakness is that she has possibly one of the worst champions in the game. But she also has some decent ones as well so it’s hard to be chuffed. This is a very strong deck that is slowly growing in my evaluations.

Sera Eldwyn

Sera is back with a vengeance baby! Tired of being considered one of the worst factions, the new and improved Summoner Wars 2.0 Vanguards are insane. 

Absolutely nuts. 

I will say, I like the mechanical similarities she shares with Ret-Talus. It really does feel like an opposite sides of the same coin sort of relationship. They both pull into their discard for units and such, but Sera’s has a rather impressive ceiling to it. It comes with a cost, however, which makes her deck exciting.

In order to recycle your units and have access to infinite magic, Sera Eldwyn must be on the frontlines attacking enemies. It puts her in a precarious position which is good because her deck has a phenomenal potential for crushing any game that gets into the late game. To get there, however, she has a very rocky early and mid game to contend with. Her units are expensive and, honestly, a little weak. Their cost is more of an investment, however, since you can play six, seven or more Citadel Knights in one game. 

Which does feel oppressive. Granted, you’ve got to keep something alive on the board so there is some counterplay. 

She’s a tricky one to navigate, I feel but has the punch to really be effective if done well.

Ret-Talus

Summoner Wars 2.0 is really a story about redemption. 

Barring the Breakers, all that was dusty and old is new and shiny. Ret-Talus had a rather poor reputation which was only ever polished up in the last days of Summoner Wars 1.0. 

This time, however, he’s coming out of the gate swinging. 

And what he’s swinging are noodles.

Sorry, I’m not going to make this about his art. Ret-Talus is a rather powerful, exciting, combo-oriented deck all about murder, death and unlimited power. Power.

Power.

Unlimited power.

Sorry, I’m still just blown away by how good this deck is. The basics are simple. Stuff dies, you get stronger. But it gets better. See, killing stuff is necessary to win the game, so your opponent rebuffing your assaults works in your favour. And to rebuff your assaults, it leaves units for you to kill to get stronger. And you really don’t care about your stuff dying because you  just bring it back for the low, low price of a little health. Oh, are you near death? Just heal up after a massive turn of delicious massacre and repeat the whole process again. 

That there’s a bunch of ways to force the sacrifice of your units, which then makes all your other units stronger, is simply gravy. You’ll have these board states where one unit dies and it causes a whole cascade of effects that ultimately result in your enemy dying. 

It’s fantastic and I’d say Ret-Talus is about on par with Tacullu as the deck to beat.

Now, I may think there’s a ranking of power between these decks, but I do want to emphasize that the balance of Summoner Wars 2.0 is a lot better. I think all the decks are much closer in effectiveness. You’ll probably notice the imbalances when you’re playing the extremes rather than anywhere else. And even then, the Breakers can lose to the Cave Goblins. Kait’s done it in the demo already. Which is great news if you’re a sucker for underdog factions. It’s also exciting since it makes predicting what’s good or how matchups will shake out rather murky. 

I’m excited to really crack this nut open and I’m so happy to see Summoner Wars returned to form having clearly learned all the lessons of the past and much improved because of it.

Breaking Wind – Tacullu Preview Part 3

Summoner Wars and all rights and images that pertain to it are a product of Plaid Hat Games.

Last but not least for our second Summoner Wars 2.0 faction preview is the head honcho of the Benders herself, Tacullu. And might I say, she’s never looked better. Because she’s a he now. And everyone loves a nice set of boobs, right?

I’m not certain it’s going to be possible to discuss this first set of factions without referencing the old Summoner Wars games. Partly, Plaid Hat brought this on themselves by filling the first release with a whole bunch of old factions. And since they all appear to be a refinement of their prior incarnations, a little context feels necessary.

I mentioned before how Tacullu in the original was incredibly oppressive to play against. I don’t think he was the best summoner in the game but he was certainly a strong one. However, he was pretty miserable to play against. This lay in a one-two combo of his summoner ability and his events (though his commons certainly weren’t helping much there either). He bore the dreaded Magic Drain event, which was a pretty hefty economic swing that also encouraged passive play and murdering your own units. He also had Mind Control, which let him steal commons that tread onto his side of the battlefield. Mimic let him snipe your events from your hand. 

And then there was Counter Summon as his summoner ability. 

Now, Mind Control and Counter Summon both required magic on their part. Which meant, once again, Tacullu was best served by burning all his resources so he could steal or dispel yours. Which meant that he wanted to sit back in a safe location to build up those resources while forcing your units to come in through precarious attack lanes that would allow him to steal or kill any force that came at him. Champions could easily be Counter Summoned if they were cheap or strong. And powerful commons gave him the double swing of you losing the unit and magic spent on it while he gained it. 

You would think the best tactic would then be to flood his board with cheap, weak units that weren’t ideal to steal. But then we get back to his commons which were, on average, slightly ahead of the curve for slightly less than standard price. So it wasn’t a great exchange either. 

It’s with these issues in mind that I think we need to examine Tacullu 2.

If you’re interested in Summoner Wars, you can always preorder the game from Plaid Hat Games website. If they receive enough preorders/subscriptions then we might get some free cards to go with it!

First thing’s first. Tacullu launches with arguably the best stat line of the first six summoners. This is a surprise, to be sure. It’s a bit of a dangerous line to walk, as well. I believe the reason she has 13 health and 3 range strength is because she’s stolen old Summoner Wars Gulldune’s Mind Capture ability. Frankly, this is a better way to deal with permanent mind control. I really didn’t like Gulldune and considered him one of the Bender’s worst champions. Ironically, his ability on Tacullu is way better.

First, you have access to Mind Capture from the first turn. Part of Gulldune’s issue was that you couldn’t rely on getting the champion out when you needed him. Either you could draw him in your opening hand when you had no magic, stuffing your draw if you really wanted to save. Or, worse, you never draw him because he’s in the bottom of your deck. Even with A Hero is Born in the deck, he was too unreliable to build your strategy around and too inconsistent to use opportunistically. His 2 range attack ran a decent risk of missing altogether. Furthermore, you could only really reliably capture units that had almost no health, basically feeding that magic back to your opponent when your turn ended. He was essentially best for getting those last few dice on a summoner hiding behind his own units which is a pretty niche role to fill.

Tacullu, however, always gets a benefit from Mind Capture.

Sure, you are still losing the magic from outright killing the unit so you don’t want to use it willy nilly. And yes, the units are less apt to immediately snag you the victory as you’re probably capturing those that are on your side of the board and threatening you. But that’s the beauty of having the ability on your summoner. It will always be there regardless of what best use of the ability arises. The only time you’ll miss great opportunities is if Tacullu is out of position or she misses. 

And I think that’s where the higher strength and health comes in. I get the feeling Plaid Hat wants Tacullu to be a more aggressive summoner, pushing forth with her mind controlled units to overwhelm her opponent with the brainwashed masses. She has the strength to threaten most commons on her own and the health pool to afford a few reticent dice rolls. 

Will that be how Tacullu ends up being played?

Ehhh… I’m skeptical. I think she will still work best passive: let enemies trickle in, capture choice targets and methodically pull apart the enemy’s plans and economy. But the option for aggression is there, which is to her benefit. Especially since, once again, she doesn’t really come with anything that forces uncooperative enemies to her. 

This brings me to her epic event Mind Control. 

This event has been incredibly reworked. And, I think it works best as an offensive tool. Which, ironically, makes it arguably her weakest event in the deck. 

For 0 magic, you can take control of all champions and commons within 2 spaces of Tacullu. This is incredibly powerful. Except it’s subject to the regular rules of the game. Primarily, this means that you can only move and attack with three units. And since you’re apt to have your own out, getting a hold of a huge army for a single turn is a lot less useful. Furthermore, you don’t get magic for killing your own units. So while you’ll probably play this as a pressure valve to turn the enemy’s troops against each other, you won’t be getting anything for your trouble. Especially since it’s played during the Summon Phase so you’re at the mercy of your opponent’s movements for how effective it is.

And now Mind Control has to contend with Tacullu’s Mind Capture itself. Why take a common or champion for one round when you can have it permanently?

Ideally, you wouldn’t. Now, I can see this event getting higher priority if you need to push in against an entrenched foe. But between your Wind Mages and Archers, you’ll likely be applying enough ranged pressure that your enemy will want to come to you. 

Also complementing this awkward “best as an offensive event but you’ll likely not be playing like that” event is Blast. With a rather mundane name, this event is anything but mundane. It’s a surprisingly flexible tool which, much like Mind Control, will likely really benefit from the discard pile changing to hidden information. 

Blast can work defensively, unlike Mind Control, as you can use it to murder weak commons during the movement phase. And, unlike Mind Control, you can actually position to use it most effectively. This can allow one of your units to get through a blocking line to deliver some surprise damage upon your enemy. Or it can soften up a choice target for Mind Capture. Or it can just move a pesky unit out of the way so you can get in a Wind Archer strike. This flexibility certainly warrants its 1 magic cost. And yet, ironically this cost generally prohibits me from using it all that often. 

I find Wind Mages generally address my movement needs most of the time while also adding another body to the board and 2 strength range to boot. So, it’s not bad, I just find it’s redundant most of the time. Certainly not something I’d be keeping in my hand.

I think there’s a missed opportunity for the insides of Tacullu’s sleeves here. Some sort of juxtaposition from the otherwise cheery expression and unassuming pose.

Tacullu’s third event is the peculiar Hypnotic Call. This card is both powerful and limited. Being able to target commons and champions anywhere on the board is fantastic. Being limited in where you can move them is less ideal. It’s a good balance but moves Call into a more niche roll. Perhaps its most consistent use is providing Tacullu that extra strength on attacking that unit, helping to secure a Mind Capture on a valuable enemy with a bit more health. More rarely, you can move a blocker out of the way for a Wind Archer. You can even use it on your own units, though the movement restriction makes it a bit unwieldy to use it in that context.

Finally, we come to what I consider Tacullu’s best event. Perplexing Tempest is fantastic because it actually really helps Tacullu’s defensive game. Possibly more than her offensive though it would certainly be of benefit there too. Reducing the enemy’s movement by 1 can halt an advance or guard against a fresh defence. And getting both two turns in a row can really swing a game as it lets you just eviscerate your opponent with multiple Mind Captures and powerful ranged barrages. And the best part, there’s really no point in the game when it won’t be good. So you can play it immediately upon drawing and almost always benefit. 

So it’s not that Tacullu’s events aren’t bad. It’s just that her units are better and the events don’t compliment them as well. I mentioned that Sneeks is an event driven summoner who really revolves his strategies around their timely play. With Tacullu, however, I think you’re more apt to be building them for magic. They’re just a little too restricted. They’re a little too narrow in focus. And their payout simply doesn’t justify holding them when you could be drawing and paying for your champions. 

Now, certainly as the end game begins to crystalize, you might be able to see where some might be determining factors. A timely Blast in the last few rounds can be vital. But Tacullu largely wants to play reserved. Perhaps, if a Deep Dwarf faction releases or something else in the big box shows some surprises, these will become much stronger. But for now, they’ll mostly be filling up my magic bar.

Regardless, I’m going to make a bold prediction and say that Tacullu will be one of the strongest summoners out of the box. Perhaps one of the strongest in the game for a long time to come.

Breaking Wind – Tacullu Preview Part 2

Summoner Wars and all rights and images that pertain to it are a product of Plaid Hat Games.

The new Summoner Wars Benders remind me very much of the old standard for a faction. They have several strong commons which they’ll play while playing defensive on the board while they build up a large pile of magic to summon powerful champions to seal out the game. I’m not sure if this tactic will shake out to be the best, but it appears that it’s Tacullu’s initial gameplan. 

Thus, her suite of champions should really encapsulate that strategy with some really powerful cards. And… it’s not too far off the mark. Certainly, they’re more intimidating than Sneeks but Sneeks also will likely have some of the thinnest champions in the game.

But first, let’s address the elephant in the room. 

If we were to judge cards based on the beard metric, Gwalark would certainly be ranked #1.

Gwalark returns to Summoner Wars as a core champion this time. However, much like his prior version, there’s a lot left to be desired with him. Certainly his improved strength is a boon and 3 more health helps to make him a bit tankier. But, and it’s a big but, he still leaves me wanting for something that costs 6 magic. I can grab three Wind Archers for his price and they have a greater strength and longer range than Gwalark. Mind Witches have equal strength for a sixth of the cost. Is 8 health enough to justify that large investment?

I’m not so certain. I think it’s got a decent chance of sticking around for a turn but for his cost, Gwalark better have a banger ability to make me want to really consider him.

And Levitation isn’t that ability.

It’s not bad, per se. It’s merely niche. Gwalark can bypass an opponent’s defences, passing over structures and units alike, to bring his 3 strength where needed. He can even grant this ability to nearby commons. And that’s pretty much the best case scenario for him. Soaring over your enemy’s blockers with an archer or two to try and deliver the finishing blow. However, he’s not packing the biggest punch to do it himself. And he’s in a deck that already has such great movement control that comes for a cheaper cost. Between events and Wind Mages, you can probably already disrupt their formation and sneak through for a fraction of the cost. 

So Gwalark really shines if your opponent is fortified two units deep but still in range of a fly-by attack?

I’m just not feeling it. 

In contrast to Gwalark, we have the return of Kalal. Originally, Kalal was… meh. Incredibly expensive, for the first Summoner Wars, she came a little hardier and much stronger than her peers. And, frankly, she’s at it again. Yes, she clocks in at a staggering 7 magic. But you’re getting a lot for that magic. Granted, over Gwalark, you have only an additional strength. But strength is good. Plus, you get her greater push. Wind Mages are fantastic for clearing blockers or pushing enemies into archer firing lanes and Kalal can do this at a greater range giving you even more power in pushing your opponent around. 

I still find it weird to have Bender units with a decent chunk of health to them.

And she’s immovable herself. So she’s a reliable blocker. At least for the moment. We’ll have to see how many force effects get printed. But thankfully Steadfast is more of a perk than an important component of her toolkit. Do I think she’s worth the cost? Yes, and largely because she’ll outlast Gwalark. Gwalark’s issue is to play him effectively, you’ll be throwing him into the lion’s den. Kalal, however, can be put to the board and protected, extending the presence of her 4 strength while enabling the rest of your forces. It’s a slower, grinding style of play but seeing that the defensive advantage hasn’t been eliminated from the game, I think Kalal fits far easier into the Bender strategy.

Lastly, we have Gulldune. And boy is he different.

I mean, he had to be considering that Tacullu stole his identity. 

New Gulldune is a bit of an oddity in the Bender lineup since he’s their only melee option. This means that the Benders are a little less accurate than average. It also means that strength stats are even more valuable for him since each die is more likely to hit. Furthermore, Gulldune stole the best champion’s ability from old Summoner Wars!

I’ll close out yet another preview post on praising the improvement in the art direction. Praise is just as crucial feedback as criticism.

So yes, 4 melee is great. And sure, 6 health is a little unimpressive for a melee champion. But when you’re getting Telepathic Command and the ability to give your high strength commons an additional attack each turn, you’ll be glad you made the investment. In comparison to the old version, tying Telepathic Command to 3 spaces from a melee attack against an enemy does neuter some of its power. Gulldune is going to be putting himself in danger. Your opponent will prioritize him when he drops to the field. But on the other hand, he’ll probably assist in blowing up anything that was on the board when he drops. So he’ll ruin pressuring champions, forward gates or wiping out a massive weenie rush. He’ll likely give you plenty of opportunities to reverse the momentum of a game in your favour. 

And goodness, does he look good.

So, as a Bender, I’ll be holding onto a champion. Maybe two. And I’ll wait to get that magic pile built up to throw them down. Kalal is great for bolstering your board state with a powerful artillery piece or building pressure against a defensive opponent. Gulldune is fantastic for power plays, either sealing a victory or eliminating your opponent’s present threats. 

Gwalark is best as a point of magic.

Breaking Wind – Tacullu Preview Part 1

Well here we are with more Summoner Wars previews. Gosh, how I’d missed this game giving me easy blogging content. We’ll be looking at the new, improved, remodeled and ready for action Breakers 2.0. Tacullu is back and has never looked better. Because she’s a girl now. And has boobs. Everyone loves boobs. 

But seriously, I couldn’t be happier with the visual redesign of the breakers. I didn’t hate the original Summoner Wars envisioning of this weird, catsuit clad psychic lady faction but it was disappointing that these people were, ostensibly, the representation for an Eastern civilization and they had none of the flair. I wouldn’t mind seeing some recycling of that old design (updated of course) and, you know, we have Cloaks sitting there on the horizon. Considering the Cloaks originally were just dirty Benders, here’s a great opportunity to just shift those visual directions a little.

Summoner Wars and all rights and images that pertain to it are a product of Plaid Hat Games.

Anyway, I still don’t like the style even if I’m over the moon with the direction. I’ll take my wins where I can get them. But we’ll save art comments for the units themselves. Let’s take a look at what we’re getting. We’ll try things a little differently and begin with the factions commons this time. 

New Benders look like they pull a lot of inspiration from the Benders second summoner Shiva. And that couldn’t make me any more happier. First original Tacullu was a nightmare. Sure, he was a top deck but his gameplay was so awful. I’m usually one for “control” style decks in card games. But Tacullu epitomized the stalemate strategies that bogged old Summoner Wars down. He punished opponents for crossing into his side of the board and, thus, opponents were better of sitting and waiting for him to come to them. Except, there was no reason for him to go to them (in most cases) so you just had two players staring at each other and playing chicken.

It was awful. 

I’m sure there’s lots of wind jokes I could make. I went with none of them.

Original Tacullu was somewhat fixed with the Owl Gryphon even if, to this day, I think the champion is hot garbage. Shiva, however, took the idea of control and made it less oppressive on the enemy. Instead of outright stealing units, Shiva pushed and pulled them, making it hard for the enemy to get where they needed to be. 

And for our first new Summoner Wars Bender unit we have the Wind Mage. The Wind Mage will bring back memories of the Controller. And, it some ways, it’s not as good. Telekinetic Blast obviously has greater application, triggering move abilities and targeting summoners alike, but Push has an advantage over it. You can Push without requiring an attack, so no more weird hitting your own gates or units to get that one card you really need it to be. 

But there’s more to the Wind Mage that makes it stand out. I mean, first it has 3 health which makes it infinitely more survivable than the Controller. And with an equal strength to the old attack value too. All at the cost of 1 magic. That’s insane for stats but we’ll have to see other faction reveals before we can determine just how favourable this shakes out for the Wind Mage in the end. 

Now, it could just be the limited matchup in the demo, but I find while the Wind Mage is good, I generally don’t rely on them too much. I want to keep one or two around or in reserve for getting some tricky pushes so my other units can get into position but overall they aren’t a priority summon for me. 

That said, they partner extraordinarily well with the Deceiver.

Don’t be deceived by these ladies’ low attack value… that’s about all I can try to justify their unit name.

I cannot say how complete a re-imagining this unit is from original Summoner Wars. So I won’t bother. The new Deceiver was so successful at deception that we had no idea it was really a Guild Dwarf Defender in disguise. 

Original Summoner Wars Benders were a faction known for being paper thin but hitting hard from a range. With a 4 health common at 1 magic, I don’t think this categorization is true anymore. Between that and Stupefy, Deceivers are very, very hardy. Turning special results into lower damage while the attacker is beside a Deceiver is an interesting way of pumping a unit’s defence. It gives any ranged attacker’s target the equivalent of the old Toughness ability. It also brings melee attacks down to a 4/6 probability of hitting. And the Engage ability means that their 1 strength attack is negligible. 

You’re not really throwing dice with this unit. You’re putting Deceivers out as walls and forcing your enemy to smash their faces against them. They’ll want to throw their high strength units on the Deceiver as they’ll be more effective in bringing them down quickly. Thus, those precious attacks are directed away from your more fragile core pieces. And they can’t simply walk around because they take a damage each time they move past a Deceiver. And then you’ve got the Wind Mages that can force a unit away from the Deceiver for some automatic damage too. I think they’re fantastic but I’m not sure if that conclusion is biased from just how effective they are against the Cave Goblins in particular. 

I feel like this was a weird matchup for the demo as I feel like the Benders have an advantage over Sneeks almost solely due to the Deceivers. 

I love all these little visual flairs that bring the faction to life. You get a great visual sense of identity which is important to spruce up otherwise straightforward game mechanics.

Course, as I think about them some more, I’m not certain the probabilities of Stupefy are accurate. Whatever, this is a quick look, I’m not going to sit and do math for it. I suspect it might be even better than my initial impression though. 

Next up is the Mind Witch and wow has she gotten better. A boost to strength from the original version seems to be uncommon. Plus, she got a magic discount! And her ability got even better! 

Ok, the Mind Witch has lost the ability to mimic enemy champions and summoners. However, being able to target your own commons makes her far more reliable. Old witch was really matchup dependent but now you can ensure there are plenty of good targets for her to copy through your common choices. She can be an additional Deceiver, giving you four more (albeit much weaker versions) of those lovely tanks. She can be a surprise Wind Mage, getting your units that extra space you need to close out a game. And she can take anything good your opponent has kicking around the table. That she mimics after the summon phase really means there’s not a lot of options your opponent has to stop you. 

Her inverted stats compared to the Wind Mage comes out more favourably too. There’s no getting around strength is better than health and I’m not sure what the breakpoint in health values are in this game yet to know if 3 health is on the line of usefulness or not. 

And so far, the Benders are incredibly affordable on their common list. 

Their last unit is their one expensive unit. Coming in at 2 magic is the Wind Archer. Two health is pretty fragile in this game but 4 strength is fantastic. That all of the Bender’s commons are ranged makes them a little less reliable in their attacks but this woman is almost like an improved Cloak Sniper from original Summoner Wars. Swift is great, making it hard to hide from her. And Far Shot, an ability I’ve long considered terrible, works much better in part thanks to Swift. Your opponent is going to really struggle to keep away from that 4 strength and, if they’re melee, it might be hard to punish the Archer thanks to her range. 

Also, the artist for the game has done a fantastic job of making units easily distinguishable from each other – addressing a big complaint of mine from the original Summoner Wars game. Kudos!

She’s wonderful for trading enormously well with champions and commons alike. With that said, I’m less inclined to summon her if I draw her in the early game. Generally, I want to be building up my magic pile and the cheaper Bender commons are serviceable at the start. However by mid-game, she’s hard to pass on and in the late game she shines when your opponent is left with very few options to deal with her. 

And has anyone else noticed how odd she holds her bow? No? Just me?

Overall, I’m blown away by how good the new Benders are. We’ve broken the Plaid Hat curse (where every faction released with at least one bad unit) as each of these units, at the very least, play different roles in improving the effectiveness of each other. My standouts are the Deceiver and Wind Archer for their plain effectiveness but I’m not disappointed to draw either Mind Witches or Wind Mages. 

And looking at their symbols I’m starting to get a better grasp of these subfaction categories. Clearly wind is a faction, so any unit that will bear wind in its name will have that symbol. The eye is likely to be representative of Benders or perhaps Tacullu in particular as it looks suspiciously like the third eye on her mask and deals with more psychic-like capabilities. It’s interesting but we’ll have to wait for more releases to get confirmation on these suspicions.

Sneaking Sneaks – Sneeks Preview Part 3

We’re on the home stretch for the new, polished and shiny Cave Goblins for Summoner Wars 2.0. It appears that standard decks will be coming with a wider variety of commons. We’re up to four (from three). I assume this means we won’t be getting reinforcement decks. Course, if you’re playing this physically, it means that you’re limited to only four copies of your favourite common. Wait, let me double check that there’s a limit on deck building. 

Ah, yes. Hard limit of four commons. Well, that’s something to keep in mind. There’s a forced variety. I think it won’t mean much if the game lives long enough to get a wide set of releases. And considering summoners have 3 pools to draw cards from, it should hopefully open up some variety in deck building. 

Anyway, we’re here for gristle so let’s dive right in. 

I must say, I’m not a huge fan of the card layout. I like that it’s easier to read but why does the unit strength value need to block so much of the art?

First up is the Horde Slinger. I’m assuming, from its name and perusing the rules, the designers are keeping their options open for making events that can boost Horde units and Slinger units separately. This is good as we saw later in Summoner Wars’ development cycle a need to offer some wider but focused buffs to certain units. The downside is, of course, naming is going to be woefully generic. Also, I probably won’t be able to get away with referring to cards by a shorter version of their name for very long either. 

Let’s enjoy it while it lasts then!

Slingers are an opera helmet unit. Not sure what to read from this when looking at other examples of the same type of card. The Eater and Blarf share the same symbol. Maybe a focus on attack?

That said, this Slinger is a demonstration of how different Summoner Wars 2.0 is from 1.0. This little guy would have absolutely broken the original game. A strength 2 attack, 1 health for 0 magic? Absurd. Except now, health values have gone up so the 2 strength is probably more on par for what we’ll expect for little units. And that one health is as brittle as ever. In a game where units are designed to hopefully stick around for more than one turn, the Slinger stands out for not being “that guy.”

They will die and they will die by the droves. 

Relentless, however, means you can throw these guys down as often as they come, however, as they will allow you to get more dice to the table without detracting from your 3 attackers a turn limit. And needless to say, they combo so well with Sneeks’ events. Obviously Sneak lets them reinforce better. Even having one unit beside their victim with Pile On will make their attack hit even harder. And, of course, Enrage the Horde is wonderful for them. 

They’re decent but so flimsy. I’d love more than four in the deck. But, alas, we can’t always get what we want apparently.

That’s a really tiny axe he’s got there. I’m surprised a group that can have metal and leather saddles are still using bone and flint weapons.

Now for the Beast Rider.

This is quite a reimagining of the old card. The only costed common in Sneeks’ deck, the Beast Rider certainly makes a compelling reason for you to build magic. Units with charge are always a threat that you need to consider when positioning your summoner. Now, the charge distance has been reduced to 4 spaces but on the flip side, the Beast Rider gains a point of strength if it goes 3 or more spaces. A 4 strength attack may end up being pretty decent for 2 magic, especially if you consider that its melee and more accurate. At three life, they’re not the hardiest unit but as hardy as any Cave Goblin currently gets.

The biggest downside of Beast Riders is their non-synergy with all of Sneeks’ schemes. They seem decent and a fairly reliable source of at least 3 damage so are definitely not meant to be underestimated. But I’d say they are middling in their usefulness. How much you’ll want to summon them really comes down to how much you’ll want to play The Eater. And I think the Eater will eat into Beast Rider’s usefulness.

I loved Clingers in the original game. Even if Kait kept beating me with them.

Next we have the Horde Clinger. This is pretty close to a reprint of the wonderful Clinger from the original game. And I wouldn’t want it any other way. These Clingers are a touch easier to use since they work well with Sneak and have an additional strength and health. They’re a decent pairing for Sly as Sneeks can get them to position easy enough and their 0 cost allows them to offer Sneeks a fast exit if you summon one behind your starting gate and leave him there. They’re decent, they help you to get more units to the frontline by doubling up movement actions and an all around decent Cave Goblin unit. Just don’t expect 2 health to do much for them.

I stand corrected. We’ve got female goblins.

The final common in Sneeks deck is… well… there, I suppose. The Horde Climber’s best feature is her free cost. However, swift on a unit isn’t too shabby. It’s a shame that 1 strength really does not get you far in new Summoner Wars. I think that’s going to hurt the Climber more than anything. Sure, you can use her to ferry around Clingers but you can just Sly them across the board much easier with Sneeks. Passing through structures seems pretty niche as an ability. It does allow decent surround for a Pile On attack from a forward gate but that requires so many pieces to fall into place that it’s not worth worrying about. Her 3 health means she may stick around for more than one turn for some Sly maneuvers but she’s overall below the curve for the Cave Goblins. And Enraging Climbers is certainly a “feels bad” moment.

So there you have it. Sneeks commons are… meh overall. Slingers give you some range pressure. Beast Riders hit the hardest but are expensive. Clingers are your best bet for follow up damage to Sneeks’ attacks. And Climbers are just… sort of there. And I wouldn’t weep if something came out so I could replace them.

Sneaking Sneaks – Sneeks Preview Part 2

So last week, we checked out Summoner Wars’ new and improved Sneeks. We took a brief preview of his summoner card and events. Today, we’ll be examining his champions. There’s only three cards here, so this should go a lot faster. Well, it should go a little faster. 

Well, we don’t come here for brevity.

Honestly, I think if this guy just started at 1 strength, he’d be a lot more playable. Maybe lower him to 5 health.

First up is the rather disgusting looking Blarf. As I’ve mentioned before, I’m not a fan of this art direction but I can at least appreciate that the guy looks delightfully horrible. I always appreciate a little filth in my fantasy. 

I’m intrigued by Blarf if only because he comes with two deck building symbols. I wonder what the motivation to make him available to a wider pool is. Is it because his abilities somehow perfectly represent the opera helmet and Venetian mask symbol factions? Or maybe he’s so bad that it doesn’t matter if he gets spread around a little more?

Because let’s be clear, Blarf is bad.

Alright, it’s premature to make categorical claims like that. However, he comes peculiarly weakened from his Summoner Wars original incarnation. His best feature is his cost. At zero, not only is he always affordable but, more importantly, he interacts with Sneeks Sly and events. Which is probably what doomed the poor troll… orc… ugly boy. A pool of six health is an improvement over old Blarf. He can serve as a good one turn distraction for your wee goblins. However, his strength gain is decidedly worse. First, you need to trigger Blarf’s Blood Runes at the start of your attack phase. This means you can’t fuel it with fresh kills this round but must keep some magic from the summoning phase so he doesn’t hurt himself. Granted, missing a Blood Rune trigger is only one damage. Which means Blarf can deny himself without costing you an attack but I’m not certain how often those situations will arise. 

Furthermore, you want to be paying Blarf’s toll so that he can start hitting. Otherwise you’ve a mobile wall. A mobile wall that will slowly turn into a threat that your opponent will always see coming three turns away. But when you consider old Blarf could gain +4 attack at any point, it’s a bit disappointing.

So he’s largely a Sly platform and not much else.

We’ve never had a female goblin before and I don’t want to be challenged for misgendering in the year 2021. Maybe if Smeg wasn’t literally a walking corpse I could identify it better.

Next up, we have Smeg. 

I’m guessing this is Smeege’s younger cousin. 

I’m not sure what to make of Smeg. He/She/It is obviously a little anemic. Losing health from the transition over to Summoner Wars 2.0 is not a great sign. Sure, they gained a strength but Smeege essentially had 2 attack with Frick’s ability. I think, once again, comboing with Sly has seen Smeg’s effectiveness get downgraded. That said, a healthier Slinger complete with it’s free attack, is still good. And Smeg is still like Smeege where Smeg’s negative can be an upside. Your opponent doesn’t really want to attack Smeg, hoping that Magic Junkie will make their cost exorbitant. But not attacking Smeg means Smeg can lay on the damage. And failing to kill Smeg means Smeg can reliably deny themself at the end of your turn. Plus, Smeg’s upkeep cost comes after you discard for magic so you can be reasonably assured that you can afford the Magic Junkie tax. Positioning from Sneak, Sly and buffing with Enrage the Horde are all added perks. Smeg’s good and I don’t see any reason why Smeg wouldn’t show up in every battle with the sole exception of the game ending before Smeg’s drawn.

Of note, Smeg is one of a very limited sources of ranged attacks in Sneeks’ army too. 

And now, for the main course. 

My highlight of the demo was when Tacullu Hypnotized my Eater adjacent to herself, Mind Captured it, then sacrificed Tacullu to keep it on the board at the end of the phase to deliver me the win. Keep on keeping on D.O.U.G.

The Eater was one of the best original Cave Goblin champions. The new Eater still claims that title. He’s received a (probably justifiable) price increase. He comes out heftier (9 health) and stronger (5 strength) but his ability is not as good. He only auto kills your units now at the end of the attack phase so the Eater is more vulnerable to any possible future shenanigans that can change dice rolls. At five strength, he’s likely to be killing most things he’s on, however, unless he’s going after champions. And at five melee strength, he’s apt to be exchanging well with them. The six magic cost is noteworthy if only because Sneeks doesn’t make a lot of magic and Sneeks’ other champions kind of want to skim off your low magic pool each turn. 

It might be a little obvious that you’re saving for him, is all I’m trying to say.

So there you have it. The Eater is great! Smeg is good! Blarf is barf!

See you next week!

Sneaking Sneaks – Sneeks Preview 1

Well, the great thing about a new Summoner Wars release is I have easy go-to content for blogging! See, Kait! At least I’m being somewhat consistent in my posting!

I want to stress the speculative nature of previews. They are clearly not based on the most rigorous data or testing and, consequently, are mostly first impressions than anything else. However, Summoner Wars 2.0 reviews are a special note. Whereas my reviews of the original Summoner Wars releases was at least founded on experience with the game, it’s really hard to judge the value of the cards when I’m not even certain of the normal momentum and average strength of units in this new version.

Which is to say, the old game had a standard evaluation equation for judging the relative worth of cards. While flawed, this system was based on observed averages of what had come before. We’re in uncharted territory here so saying what is good or bad is going to be a crap shoot at best.

But don’t worry, if you wanted baseless judgements then you’ve come to the right place.

Summoner Wars is a product of Plaid Hat Games. All rights, images and intellectual properties belong to them. Check them out!

We’ll break this down into three posts as Kait keeps telling me I jabber on too long anyway. Our starting point will be the summoner and events. I’ll save a second post for the champions. And the last for his commons. At least this is faster than Plaid Hat’s reveal schedule.

Now, I didn’t have original Sneeks so it’s kind of exciting to see his new version in a product that I have a high chance of actually getting. It’s a little hard to parse some of his card since I’m not entirely certain what everything means. I did, embarrassingly, find the online rules after I did that digital disgorging of my initial thoughts last week. So I’ve given it a thorough read even if I haven’t fully internalized everything yet. Hopefully that arms me enough to not come across as completely moronic here.

Pity comment goes here.

The first thing I want to comment on is Sneeks health. Eleven is crazy high, for the original Summoner Wars. Summoner health essentially sets the “difficulty” of your opponent since the only win condition is getting that value to zero. Only one summoner got to nine health in the first game and it just happened to fall on one of the best decks. But now, I kind of feel it’s ironically on the low end. 

It’s clear that higher health is meant to turn summoners into more active participants in the game. Which is a good change. Sneeks wants to get into the thick of the action as well. His three melee strength is of note. First, it’s one of the highest strength attacks in his deck. Second, melee is more accurate than range in this new version. Course, it still comes with its inherent vulnerability.

While I don’t think strength values have risen at the same rate as health, it feels like eleven health really only gives you one turn of vulnerability. In original Summoner Wars, you could argue that ignoring the summoner to clear the board was more advantageous. I didn’t. I thought putting pressure on the summoner would force them to position less optimally but I also concede that this prioritization of attacks was very faction dependent. With Sneeks, it feels like you definitely want to hit him whenever you can. Most of his commons are rather weak and the more damage you put on Sneeks the less aggressive Sly maneuvers he can do without risking a loss. 

Course, let’s examine Sly a little closer. This ability isn’t just a port from his first edition. It’s an upgrade. Being able to Sly step Sneeks in during your attack phase essentially ensures that any 0 cost unit which gets beside the enemy summoner is bringing an additional three melee strength attack with them. Sadly, Sneeks can’t Sly his beast riders but pretty much every other option in his deck works. Plus, he’s got other mobility options rather than charge.

Another perk of Sly is that Sneeks can get some very quick, aggressive gates down. Since the first couple of turns your opponent is unlikely to mount a terminal defence, if you happen into your gates early, you can get some very strong early board control. It’s luck dependent as gates have a tendency to be drawn when you least want them. However, since Sneeks has so many zero cost units, having more summon points is very important for him.

I’m curious to see what those deck building options will open up for him. It looks like he’s geared towards trickery and brute force. But without seeing these symbols show up later, trying to judge those options would be the equivalent of reading tea leaves. 

Now we have Sneeks’ events. Starting with his personal Epic options.

I won’t be surprised if Enrage the Horde is the gold standard for epic events.

First, I’m not sure who this person is in the art but I wonder if he’s a preview of a Cave Goblin second summoner? He appears on two events with pretty consistent design. Could just be an unreleased unit, however. Possibly a champion. Certainly would be a peculiar reinterpretation of Frick and, seeing as Frick is one of my sister’s favourite summoners, I’m kind of rooting for his return. At any rate, Enrage the Horde gets into the Cave Goblin identity of swarming with a lot of cheap units. Frick let any single zero cost unit to attack twice a turn. Enrage, however, gives you a power turn where all of your free units essentially double their attack for the low cost of one magic. 

Granted, this cost isn’t insignificant. Sneeks would rather slam his commons down than build them for magic, so you’re probably running an economy that’s a little light. That’s where Enrage the Horde’s timing comes in. As a Magic Phase event, you can fuel this with any kills during your normal attack phase. The trick, however, will be positioning. Until the release of a Runt like unit that allows your slingers to attack through them, your Slingers are the easiest to assist with Enrage so their firing angles will have to be chosen carefully. 

I feel it’s worth holding until the right time. You only have two of them, so you want to keep them as a threat for the enemy summoner. Especially since they know you’ll be running these two.

The rest of these events, however, are less impressive. I’m uncertain which are worth holding in your hand, slowing down your draw speed. They can combo well but the last thing you want is to be holding two or three events each turn and giving your enemy some breathing room from your rush of commons. 

Sneak is a pretty easy event to slot in whatever decks have access to the Venetian Mask symbol. Assuming, of course, those decks have 0 cost units.

Sneak, however, is fantastic. It helps you get your army into position either for a powerful Enrage the Horde play or for sliding Sneeks in for some sneaks attacks. Of particular note is that Sneak lets your Clingers move since it’s a force effect! This can help you rescue any that have been abandoned in the boonies by forcing them to an adjacent unit then moving that unit after the event resolves. It’s free too! I don’t like to hold on to this event for more than a round, however. If it lines up for a power combo, great! If not, it can be good to get helpful positioning now.

More dice is rarely a bad thing.

Pile On is decent. Makes things hit harder if you’ve surrounded them. While the dream is to play this with Enrage the Horde for double the value, it can create a trap of making your hand stuck with a bunch of non-unit cards. Given that your units are generally on the weaker side, however, you want this event to take down scary champions your opponent might be holding. Given the extra attacks from Slingers and your overall low damage output from your weaker champions and commons, I find Pile On is a necessary event to hold for either risky all-in attacks on the summoner or to get favourable economic exchanges against enemy champions.

Unrelenting? More like Unwieldy, am I right?

Finally, we’ve Unrelenting. It’s odd to see an economy card in Cave Goblins. Granted, this is a weird economy card as it’s more on the denial end rather than generation. It costs one magic to make the opponent’s target prioritization weird for one turn. If you have Sneeks or a champion pressuring their face, this card could have them turn all their attention to those big threats and ignore your little runts as they rush in for combat. Alternatively, you can use it after a rush to recuperate your losses. It’s strong, I’m just not certain it’s strong enough to hold. If I don’t have a lot of slingers on the board, it might just be worth letting go. 

So, for me, Sneeks is an aggressive summoner who relies heavily on his Sly ability to get in extra attacks on priority targets or place aggressive gates. He seems rather reliant on his events to compensate for his otherwise lacklustre champions and commons. So he is largely a question of whether those events are strong enough to keep him competitive with other summoners.

Dawn of a New War

It’s here!

How apropos that I only recently did a rant about Summoner Wars 2.0 and its art. Because Plaid Hat Games has now announced the forth coming release of the game’s reboot. I’m pumped. Possibly more pumped than I should be. However, it’s been a rainy few days here and my head’s been sore. So really, I’ll latch on to whatever ray of sunshine I can grab. Thank you very much.

Art clumsily obtained from Plaid Hat Games. Obviously it all belongs to them.

There’s not a whole lot to discuss from the announcement. They’ve posted some pricing tiers which don’t make a lot of sense. However, it’s early morning for me as of this writing so maybe once I’ve shuffled off the fog of drowsiness, I’ll be able to parse it better. However, along with the announcement they have given some sneak previews of a faction launching with the master set. It appears there will be six different groups in the main big box which makes me even more stoked! This was exactly what I wished for the original Summoner Wars. That was apparently released twelve years ago. Can you imagine? Time flies.

So with Summoner Wars 1.0, the game first launched with two duo faction boxes. You could choose to have the goblins versus the dwarves or the orcs versus the elves. I actually came to the game late, after it’s first “master box” set was released with six factions and I’m glad I did. First, six gives a good variety of gameplay that the single box can deliver it’s value of fun immediately. Second, each of these boxes comes with a board, set of dice, wound markers and the like which gets way too redundant if you want to purchase everything. I kept to the two large boxes and army expansion packs. So I never got to play those first four starting armies.

Anyway, I’ll spare my keen eye observations for this first round of news for later as there are a bunch of cards for me to clumsily review as well as speculation over what some of the new iconography means.

More important, however, there is a demo for their digital release and I’ve played a quick few rounds of it to get a sense of the core gameplay changes.

I must say, I’m liking what I see.

The demo is a curious conflict of Cave Goblins versus Benders and right of the bat, I really like the art direction for the new Benders. I personally lamented the lack of more Asian inspired flair on the original release despite the heavy insinuation in the game’s sparse lore that they were meant to be Asian inspired. So this new art is giving some much needed variation in its design. Anyway, art critiques later.

Let’s discuss gameplay!

First thing I noticed: Summoner health values are off the charts. 11 and 13 are crazy and I’m going to assume these are on the low end of the scale. Second thing I noticed, walls have been renamed gates. No! We’re not discussing fluff changes. Hm, your starting gate is 10 health but your “event” gates are only 5. Interesting. Wait, and there’s no more event phase. But, it looks like events are locked to different phases now. That’ll probably help with balance and hopefully open up some new design. It’s still the standard move three and attack with three units a turn. That’s fine.

Abilities are a little clunky in their wording but I’m going to assume that’s due to a standardization of game text. For example, Relentless on the Slingers could definitely be worded more efficiently but we’re working around game terms of “may” “extra attacking unit” and whatnot. Hm, those Slingers have insanely good cost value. A two ranged attack, one health for zero mana? Oh woof, Blarg’s text. I suppose we have generic tokens now to represent game effects? That’ll be cleaner too.

Ohhhh! Players start with magic now. I think this means that there’s a separate magic token counter divorced from the cards. It was cute and efficient to use cards as your magic “pool” in the base game but certainly led to peculiarities in game design. I like this change, especially giving a starting pool to the players means the first turn isn’t so hobbled. This will make starting setups more important, however, as your initial draw can suddenly have a far greater impact if you are able to reliably summon and attack with units.

Deck size is 25. That’s… curious. Smaller than it used to be. I’m assuming its still 3 champions per deck. Oh, and there’s four commons instead of three standard too. The summoning cost on these first two decks is much lower for commons. Champions are, on average, a little higher. Perhaps this will emphasize common play more. There appears to be inevitability. Not attacking during the Attack Phase causes your summoner one damage. That’s… less than ideal. Some mechanic is required to prevent players from stalemating themselves. This is the easiest implementation but I would have liked to see something more elegant with a core game mechanic change.

Oh well, at least something is there.

Oh my the dice are different. That’s… interesting. I’m not certain what to make of these symbols. But it appears that melee attacks have a higher chance of hitting than ranged. That’s a curious method of balancing the two. I kind of like it. I’m not sure what to make of this squiggle symbol. Does it represent like a power trigger? Hard to read into it with these two base decks, considering only the Benders interact with it in a tangential way that’ll I’ll cover in the Bender review.

Wow, gates can be built adjacent to your summoner! That’s an interesting way to pump aggressive play. It seems you can’t build a gate on the center lines without a summoner nearby either? I like that.

This is certainly an interesting tease for the game. Without the rulebook, this is a fair bit of guesswork for how the rules have changed, which is why you’re getting this stream of consciousness review. However, it looks more intuitive than the first game. And if you’ve played Summoner Wars 1.0 then this definitely feels very familiar. It looks like it’ll play how the original Summoner Wars was envisioned from my first examination. Wait, let me try killing my own units. Hm, it appears that the option to attack your own units at all has been removed. Bummer.

Also, this AI is pretty dumb. I’ll probably win even with all this testing. And there he goes suiciding into my forces.

Well, I can’t complain about the goblins, elves and dwarves being hyper generic now.

Alright, well I think a summary of my initial observations might be good:

  • Core game mechanics remain. You build gates. You summon units and move across the board. Attacks are dice based and your goal is to reduce your opponent’s Summoner to 0 health.
  • Gates are both more constrained in their placement and more strategic. Can’t place in the centre of the board but you can place adjacent to your Summoner. Forward control of the board allows aggressive factions to push their momentum by giving forward summoning locations. However, non-starting gates are much easier to destroy.
  • Events are no longer their separate phase. Instead, specific events are played during specific phases. They appear to be weaker than the original game but it’s hard to judge off two decks. Also, they can have a mana cost. So there are numerous levers for controlling an event’s power. They also do not have the Summoner’s portrait on them. Are they no longer tied to their faction’s summoner? Possible to deck build with different events? Could explain their weakening.
  • Movement and Attack Phase are largely unchanged. However, units have undergone a complete rebalancing. Almost better statistics across the board. Commons are cheaper with greater health and attack. Health values are much improved while attack values have seen less increase. This will possibly make matches last longer though investment in commons will probably be better as there is a greater chance they survive more than one turn. Champions, conversely, appear to have their abilities drastically reduced while their stats have remained very similar. This is a huge push for common gameplay to be the core gameplay.
  • You can still discard your cards for magic after combat. No apparent change here.
  • Thank god the Draw Phase is at the end of your round! This was a houserule I’d implemented and it does wonders for speeding up the damn game. Perhaps the best change overall! And that’s not entirely a joke.

While this isn’t as large an overhaul as I was expecting, this is certainly good changes that should help revitalize this wonderful game that I love. And the fact that it’s going to have a digital release that will *fingers crossed* be much better supported can maybe mean I’ll be able to play it more often than around the Christmas holidays!

I’m not saying I’m preordering the game this very second. But I will say that I’m very tempted. Congrats, Plaid Hat, you’ve exceeded my expectations.

Only the Good Die Young

Well, it’s official. Artifact is dead.

Again.

I suppose the issue with revivals is that you have to go through the grieving process a second time.

But let’s give some context. Artifact was the best little card game that no one played. It was loathed from the day it was announced. It was decried as it built up towards its release. It was vilified once it finally arrived in our hands. Then people spent its last throes celebrating and reveling over its prepared grave. It seems people got more satisfaction desecrating its corpse than they did playing it.

Oh Vanessa. I hope you make it into Dota 2 because you’re too cool to not see the light of day.

Which, I mean, I guess we like what we like.

But it was nowhere near as bad as anyone says it was. And it’s a shame for those few of us that actually liked to play it.

And can we just take a moment to appreciate its art. It’s got such pretty art.

However, it was clearly always a niche product.

I guess I’m drawn to niche card games. Perhaps its my stubborn refusal to play Magic: the Gathering. Or perhaps because the only mainstream card game is literally Magic: the Gathering. Perhaps the card game market is simply too niche on the whole to support a breath and depth of experiences and formats. Or perhaps this is further condemnation of the state of art in a late developed capitalist economy. I can only assume there are a bunch of movie fans who are, at this very moment, penning a near identical blog bemoaning the death of their favourite film to the likes of yet another superhero movie.

I don’t know, because I don’t watch movies.

Because they’re just all stupid superhero movies.

However, I can’t help but draw comparisons to Netrunner when reminiscing over what could have been with Artifact. Which, I suppose, isn’t a fair example. The death of Netrunner wasn’t hinged on its market viability. It was successful… enough. It simply wasn’t successful enough for its publisher to fight for its IP rights to continue it. And I’m not the dollars and cents person for either Fantasy Flight or Valve, so I can’t speak to the financial viability of either of these games in this day and age.

And I get that commissioning all that fancy art is cheap. Let alone all the programming and animations that went into bringing this game to life. Artifact is the sort of game that, in the past, would have quietly died behind the scenes at old Valve, never to be mentioned except in passing by former workers disgruntled that their years of hard work amounted to nothing than a few posters to hang on the walls. This time, however, we got to see the sausage being made.

It’s not pretty.

It’s heartbreaking.

I’m also saddened that the legacy Artifact will leave behind is one of smug triumph by the worst aspects of the Internet. Look, I get the disappointment. I was there for the reveal of the game at the International. I wanted to see new heroes and updates for Dota 2 just as much as everyone else. Sure, the last thing I cared about was “yet another card game” at a time when everyone and their grandmother hadn’t released all their own card games. Sure, the game started off on the wrong foot. However, the vitriol that rolled from that first moment was not reflective of the game at all.

It was motivated primarily by a bunch of people online demanding to be right over an argument that no one was having.

People were determined to hate the game on release. I can remember all the hate messages people posted about community members that got early access to the game and were sharing their enthusiasm for it. Then there was all the hate for the people that got early keys from attending promotional events before it launched. It was a cavalcade of hate directed at anyone and everyone who even brushed past the project.

It exceeded far beyond rationality. It heightened and perpetuated the worst toxicity of online culture that festers and breeds in online games. It was on the level of Diretide stupidity and kind of drives home the Hobbesian ideal that man is solitary, poor, nasty, brutish and short.

A large portion of the online community had determined, before they even played the game, that it was the worst thing ever. It seems they were determined to make it their life goal to see it fail.

And this was a story of their success, in the end.

But it’s a weird, bitter victory. Since this was a game that was ostensibly cannibalized by the very people who want it. Or would want it. It’s not like a rival fan base infiltrated the community and redirected all these irate fans to their favourite game. This was an example of a fan base determined to send a message to their preferred developer. I’m not sure what their message was. I don’t think they had any idea what it was either. It was merely a sustained display of anger to simply communicate that they were… angry, I suppose.

Now, I’ve gone over the shortcomings of the game. I don’t think it’s perfect. Far from it, I think it had some very serious flaws on release. I thought there were some fundamental design issues that would hamper it’s continued development and success if Valve decided to stick by them. So when word of the revival came out, I was curious to see what they learned.

And… I can’t say I agreed with everything they did. What was clear, however, was that Valve was determined to listen to their fans. They seemed to think that the biggest issue they had with the first release was not paying attention to every single scrap of feedback that they got.

That, however, was a mistake.

When discussing the creative process, I often quote a Valve developer. I recall reading an interview where an employee (could very well be an ex-employee at this time so I apologize for not naming them) said that your audience is very good at identifying things that don’t work. They are, however, terrible at knowing what does. You’ll see it all the time. Perhaps you’ve done it yourself. You’ve read, watched or played something and said, “This is awful! Man, if only they did X it would be perfect.”

Except, for most of us, we’re really not qualified to make that second assertion. The first is sound feedback. We are, after all, the best judges of our own feelings and motivations. We spend the most time with ourselves so we should be best at noticing when we like something or don’t. However, people are not trained in every aspect of art. I may not like a pop song but I am the last person you should ask for suggestions on how to improve a beat or melody.

All rights are reserved to Valve Corporation and the respective artists and whatnot. I can’t imagine what they’re going to do with this trove of excellent art, though. Those unfortunate artists.

And I found that with my writing. When I gave my earlier drafts to readers for feedback… I can’t deny that the suggestions for improvement weren’t the most helpful. The greatest value I got from readers was finding areas of common ground where they didn’t like something. But their suggestions on how to improve them were not going to work. I can say this with some certainty because I’d tried a few of the suggestions before and they weren’t successful. Other suggestions were simply not going to work on their own.

Now, I can’t say that Valve’s issue with its revival was that they listened too much to bad suggestions. I have no idea what went on behind closed developers doors. Following its development, I noticed them tweaking things to align with the most common complaints. However, in doing so, they ended up gaining complaints for other people who actually liked how it was originally. Plus, those changes just made more problems. The development situation spiraled into a situation where, no matter what was done, no one seemed happy.

And I was a little disappointed because I liked Artifact’s original release. Its revised version was… basically a totally new game. I was on board because it was interesting in its own right and I still believe Valve to be very skilled developers. Furthermore, at the end of the day, the idea of having a card game that could distill a game of Dota 2 into a two player, shorter experience was exactly what Kait and I were looking for.

I guess, in the end, they finally went with my suggestion of making everything free. So, in these last listless moments, Kait and I will still load it up and play with what we’ve got. They polished the revival into a state that looks nice. Certainly nice enough for us to mourn yet another “imagine what this could have been” situation.

At the very least, we’ll have an animated Netflix show by the end of this month to enjoy.

But to all those haters who loathed this game from the very beginning… well, I hope you’re satisfied with this.

Because someone should be.