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.
Gwalark is best as a point of magic.