Category Archives: Criticism

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!

Dota 2: Dragon’s Blood Review

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. 

Mirana and Davion sitting in the forest; Dota 2: Dragon’s Blood – image from the internet

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. 

Davion, Dragon Knight and squire. Based on the characters in Dota 2; from the animated series: Dragon’s Blood by Studio Mir, Netflix Animation & Valve

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. 

Mirana in a fight scene! Based on the characters in Dota 2; from the animated series: Dragon’s Blood by Studio Mir, Netflix Animation & Valve

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. 

One Crazy Summer – Book Review

As part of our book club, I got to read One Crazy Summer by Rita Williams-Garcia. It is a children’s book deserving of its many awards. 

Set in 1968, Delphine and her sisters travel across the United States to Oakland, California to spend a summer with the mother who abandoned them 7 years earlier. Amid all the family drama, Delphine and her sisters also face a time of racial upheaval in the States.

Book cover for One Crazy Summer by Rita Williams-Garcia; image from the internet.

With well described, believable characters and a clear writing style for a younger audience there is a lot happening in this story. It is emotional and very relevant for today’s audience. The book is solidly written. It moves forward at a good pace, while dealing with a number of personal and societal issues. 

While I didn’t love it, I would recommend the story to really everyone. Racism is an issue. It is forefront in the news. And this book deals with how that looks for those living through it. With an eleven year old protagonist, the author doesn’t preach the problems of racism. But she shows it in the way the characters interact with the people around them. The discussion is thoughtful and sensitively done. 

As for why I didn’t love the book – there was a lack of dragons, magic and space elves. In short, it is just not a style of story I really enjoy. But I do appreciate the strength of the writing and the message the story brings forward. I also struggled with the mother abandoning her kids – which was more emotional than I need in my life at present (I am working on my stress levels). The young audience is still not my favourite at present. But this is entirely just where I am at in my life and not a reflection on the quality of the book – which was a quick read. 

Another book cover for One Crazy Summer; image from the internet.

Overall, well written with a poignant plot 5 out 5 stars.

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.

Magiford Supernatural City – Series Review

Between pandemic and work, life has been a bit stressful of late. Then Artifact was cancelled by valve, which was very sad. So, when I went looking for something to read, I knew that I was not feeling adventuresome. I wanted something light, positive and … safe. I am not in a position where emotionally draining is what I am looking for. I have had enough of that in life recently. 

Hazel’s story – book 1. Image from the internet. Don’t let the cover art be a turn off, they are good books.

So I turned to an author I am familiar with, K.M. Shea. I have read a number of her books, including various fairy tales and urban fantasy. Her new series are set in the Magiford Supernatural City setting and are urban fantasy. They have all the key supernaturals, wizards, vampires, werewolves and fae. Not necessarily my favourite mix, but the characters are compelling. The stories were fun. And everything was cohesive. While you might describe the books as being young adult, I am so grateful the characters are in their early 20’s – post-college age. They are young enough to be optimistic and occasionally make brash decisions. Old enough I am not dealing with teen-aged angst.

Hazel’s story, book 2. Image from the internet.

Currently there are two series the first follows the wizard Hazel as she strives to regain her magic house and family (think coven). Driven by the betrayal of her cousin, Hazel falls in with the powerful vampire, Killian Drake. I liked the series. I loved the secondary characters, which really help to create a rich, believable world – and ground all the fantasy in the real world. 

Hazel’s story, book 3. Image from the internet.

While Hazel is an orphan (and that is sad), she has family in the form of distant relations and friends. I like that family is a driving force within this book and especially in the next series. The magic is a mix bag – with so many supernaturals present, it would hard to be anything else. However, for all their powers, they can be killed easily with modern weapons. This helps to ground everything and help to explain why supernaturals are not ruling the world. 

My biggest complaint was that reading the preview for the second series set in the same world, kind of spoiled some of the big reveals in Hazel’s trilogy. 

Leila’s story, book 1. Image from the internet. Don’t let the cover art be a turn off, they are good books.

The second trilogy stars Leila. Leila was a super minor and unassuming character in the stories about Hazel. However, her adventure in the same city starts directly after the events in which Hazel fights to reclaim her birthright. Leila is not an orphan, and in fact her family is more modern with a biological father that left when Leila was a toddler and was replaced by a step father later on. Family again, plays a huge part in the motivations and design of the characters, which is so true to life. We love and hate our families. We struggle to understand the actions of our parents and to develop different relationships as we, ourselves, become adults. Because I had fewer indications of how the story would turn out, I would say that Leila’s trilogy was my favourite. But then I really liked Hazel and her friends, so…

Leila’s story, book 2. Image from the internet.

The best part of the books was the message of hope. The idea that by working together, by everyone working together and finding common ground, we can all move forward into a brighter future. That our strengths lay more in the relationships we can build than in the personal power and prestige we can achieve as individuals. (I am trying really hard not to spoil the plot lines – hence the vague wording). 

Leila’s story, book 3. Image from the internet.

The short version is that I liked these books, all six of them. I liked the world, which surprised me a little. I loved the small, practical details, like Leila having to deal with the debt of her predecessor and so is very budget focused. Most importantly I liked the characters. Yes, this is a series I would recommended, even though I am going to be stingy and only give it 4.5 stars out of 5 – mostly because I am sad I don’t have any more books to read. 

Hazel’s story (Hall of Blood and Mercy): Magic Forged (Book 1), Magic Redeemed (Book 2), and Magic Unleashed (Book 3)

Leila’s story (Court of Midnight and Deception): Crown of Shadows (Book 1), Crown of Moonlight (Book 2), and The Queen’s Crown (Book 3).

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.