The House of Earth and Blood is the first book in the new Crescent City series by Sarah J Maas. Bryce Quinlan is a half-human and half-fae living a life of work and partying in Crescent City. Her world crashes when her best friend is murdered by a demon. But as hard as that was, things become more difficult when the demon behind the murder re-emerges two years later. Now Bryce is being roped into the investigation and she is seeking revenge.
Hunt Athalar is an angel of death. A slave and assassin to the Archangels, Hunt has been recruited to track down the murderer stalking the streets of Crescent City. He doesn’t want to work with Bryce, but if they find who is responsible, Hunt can win his freedom. Together, Bryce and Hunt will face a formidable enemy and risk their hearts along the way.
So, that is the jacket-cover overview of the book. Now for my thoughts.
It was good. And it was long.
Let’s start with the things I liked about the story. I loved the world setting. It was a fun mix of technology and magic. The world was flavoured with ancient Roman/Greek vibes mingling with the modern urban fantasy trend of multiple supernatural races. There were angels and demons, vampires and werewolves. There were temples housing oracles and a goddess called Luna! The environment felt Mediterranean in climate. The city was a mix of ancient stone buildings and modern glass skyscrapers. And it worked. The old-new city was vibrant, the mix of different races was seamless. I loved that Bryce worked for an antiques dealer. The magic played well with the modern technology. It was all integrated and fun.
The story itself was compelling. There was lots of emotion to be had. Life for Bryce really collapsed when Danika was murdered. The struggles she faced felt believable and tragic. Certainly the twists and turns were gut-wrenching as the story progressed.
Hunt’s story paralleled Bryce’s, though older and blunted by time. His decisions and their consequences again seemed realistic. His slow change in attitude and the budding hope made for a power shift in the book.
It was good, but there were things that I didn’t love. I read a lot of Sarah J Maas’s Throne of Glass series, which was young adult. I was expecting something similar in tone and language. House of Earth and Blood was far more adult. There was a great deal of swearing, drugs, alcohol and sex in the book. Between the tone, language and themes, it was a mature story with an adult (over 18 years old) focus. Which was reflected, I suppose, by the age of Bryce also in her early twenties.
I also found the pacing of the book a challenge. Every time I thought we had reached an endpoint there would be a new twist. The betrayals that happened along the way were epic. My first thought was I didn’t like them, but reflecting later I was impressed with how the actions of a person can seem both good and bad when viewed through different lenses. I think each shocking twist worked, but it did make the progression to the conclusion feel like a string of mini-peaks – more awkward than anything.
Finally, this is book one in the Crescent City series. I don’t know how many books are going to be in this series, which I assume will focus on the evil Empire. The Empire is evil and change is never easy. But while I liked this book, I worry that this series will become bloated and melodramatic. Is there really more to be done with Bryce and Hunt? Or will Maas take a different approach and follow other related characters. I think the latter holds more hope for a good sequel, but the last teasing scene in the book left me hesitant about the future of Crescent City.
So, in summary. I loved the world being developed. The story was interesting with strong characters and high emotional impact. This is an adult book that is long. Worth reading. 4.5/5 stars.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
Dota 2: Dragon’s Blood is an animated TV series on Netflix. This review does not spoil the specifics of the plot.
The Netflix series was clearly not done by Valve. Valve makes video games. And they are good at it. One of the things I really enjoy about their video games, at least the ones that I play, is how they can work in story elements into games that are not driven by a plot.
Team Fortress 2, TF2, was one of the first games that I really played. It is a team based shooter. You and your team attack the enemy to gain the bases or check point or briefcase. The game play was fun, not too impossible for me to pick up, but with enough of a ceiling that my brother sank tons of hours into the game. There is no plot to the game. Yet, Valve was able to include clever dialogue lines, small hints to a greater story in the small background elements of the levels and later with their comics. Sure the stories from the comics were not deep, but they were well done – fun, amusing and competently written.
This attention to detail was carried into Dota 2. This multiplayer fighting game – MOBA (multiplayer online battle arena) is not plot driven. There is no story that you learn by playing through the game. Yet, there are little clues to the world’s lore scattered through the short background notes for each of the heroes, the heroes voice lines and the fluff tags attached to items. From these cleverly written short bits, you get a feel for the world and the heroes you play. There are comics that I haven’t read, which delve deeper into the world. And they were even going to explain some of the world with their (now dead) digital card game, Artifact. So, while story and plot are not driving forces, the artists at Valve have been able to create a cohesive world filled with multiple races, beings and conflicts.
There is a lot of potential for a story scattered throughout this game. So, I was excited to learn about the animated netflix series – Dota 2: Dragon’s Blood. This TV series was going to set a story in the Dota universe. I watched the sanctioned hype videos, which helped to create some interest. That said, on a scale of 1 – 10 (one being no interest and 10 being super excited), I was sitting at about 7 when I sat down on the couch to watch some TV. The intro raised my excitement to a 9, which then plummeted to a 5 by the end of the first episode.
Dragon’s Blood may be set in Valve’s world. But this outsourced production lacked the Valve touch. The best I can say is the 8 episode season was generic. The dialogue was bland and the animation was washed out. It was very surprising how many shots were still images, no movement. There were crowds cheering in the background while the audience stared at a stationary image. Everything about the series was flat. The key plot points were either entirely too predictable or so obtuse I couldn’t follow the show’s explanations. Honestly, I don’t get the ending. It doesn’t make sense, which must be off putting to those not familiar with the Dota 2 universe.
The video game is full of movement. One of the things I struggle with as a player is how many things are happening at once. Battle scenes are a swirl of chaotic movement and particle effects. It is very action focused, even during the ‘quiet’ moments of the game. So, an animated series that spent one third of the time used stationary images didn’t ring true. The animation was a bit better during fight scenes – during these moments they pulled more directly from the video game animating the skills of the heroes.
The character lines in the video game are fun, witty and convey a surprising amount of information considering they have nothing to do with a plot. The dialogue in the animated series used cussing to seem edgy. Something Valve doesn’t need to resort to because they are better writers. As it was a Netflix series it also felt the need to incorporate orgies into some of the visuals, presumably to compensate for the lack of well developed characters and plot. Finally, the visuals were very white-washed. While this may be a common feature of anime, I feel like it is counter to the Dota vision that was trying to be more diverse with its character design.
While I feel like there is potential to pull stories out of the Dota 2 world, I found this first attempt underwhelming. As I am not an expert in the lore of the Dota 2 world, I cannot speak to the accuracy of the story. However, with generic dialogue and bland animation I cannot say I was impressed with this attempt to expand the franchise.