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.