Tag Archives: Summoner Wars 2

Hail to the King, Baby – Ret-Talus Preview Part 1

Last but certainly not least, our Summoner Wars 2.0 relaunch concludes with my estimated strongest faction from the box. It’s a classic tale of good versus evil here, with dusting off the old and making them shiny and new. Last time, we saw Sera Eldwyn return better than ever. Her time in the spotlight, however, is short lived. 

Because most improved has got to go to old Ret-Talus. 

Old Ret-Talus was a snotty little punk with far more bark than bite. As ruler of the undead, Ret-Talus liked to play in his graveyard. Naturally, as everything ends in the grave, to compensate for this strong ability, the old Fallen Kingdom units were very expensive for what they did. The design was meant to be the other side of the same coin with Sera: attrition based faction designed to wear down your opponent. But whereas Sera healed her units and kept them in fighting form, Ret just pulled his back again and again.

All images, rights and whatever belong to Plaid Hat Games.

Well, Sera does that now. So thematically and mechanically, the pair are tied even closer together. While Sera’s new Summoner Wars simply requires her to attack an enemy unit, Ret-Talus has been learning from his old pupil Mad Sirian. It’s Ret’s life that’s on the line now. Which is great, since giving life to power feeds into his “sacrifice” element. 

However, Ret’s dead raising has received a facelift. He can now raise during the summoning phase, which lets his fresh monsters their own turn to move. This will make positioning easier. Furthermore, Ret doesn’t have a small health pool like his old incarnation. Though his stats are painfully mediocre so don’t expect much on that front. Two strength range is weak so it’s a good thing that late game you’ll be relying on your dead than yourself to finish out the game. 

Of course, the old caveat (and the same as Sera’s) still applies here. Ret needs things in his discard in order to bring them back. Granted, with the new graveyard rules, you’re assured anything that’s destroy will be available so your opponent can’t lock important units in their magic piles. That’s a lovely quality of life improvement.

Granted, his ability is restricted to undead units, so there’s currently a hard limit on who benefits from his ability and no doubt this limitation will be utilized to keep Ret-Talus in check as much as possible for future releases. Much like with Sera, I don’t see a lot of Citadel or Undead being printed though, of the two, I expect to see more undead. 

Now, while I think Ret-Talus’ summoner ability is one of the strongest, it really only shines because of his epic event. 

Sacrificial power is a faction defining card and you will definitely be playing his matchups with this in mind. As Ret’s opponent, you need to be cognizant of his sacrificial potential. As Ret himself, the availability of the pyre will dictate the pace of your plays. 

But it’s certainly worth it. I mentioned before that Ice Repair was the strongest healing event in the game. Well… I lied. Sacrificial Pyre takes the smoke. An active event which accrues boosts for doing the thing needed to win the game: destroying units. Barring exceptional circumstances, this will generate 4-6 healing in one play as you should reasonably expect each player to destroy 2-3 cards on their turns. At least, that’s what they’ll be trying to do. Being able to dump that much healing right on Ret-Talus (which can then be turned around and recycled into more undead units) is simply fantastic. This healing can also be used to save a champion in a pinch – making a hard hitting lynchpin unit even that more difficult to remove from the battlefield. 

Furthermore, there’s not a whole lot of counterplay open to your opponent when the pyre gets lit.

Sure, they could just refrain from killing things. But if I had the option of taking an event that said “your units can’t be destroyed for one turn” that would probably get heads to turn. It’s ultimately hard to justify keeping dangerous units on the board and simply not conceding the healing to Ret.

However, Ret isn’t even at the mercy of his opponent’s whims. If he really wants to be accruing tokens for the pyre, he can drop a handy Purge. And if Sacrificial Pyre is good, Purge is phenomenal. 

On first blush, destroying a unit for 2 assured wounds may not seem great. But it’s the fact that Ret-Talus really combos off destruction that makes purge all the better. Triggering in the move phase means that you can hobble your wounded units into advantageous positions before making them pop. And the damage from purge will most definitely leave what remains softened up for the attack phase. Pairing purge and pyre, you can probably reliably generate 4 boost tokens on your own turn between blowing up your own units and killing theirs.

But purge is great because it doesn’t need to combo either for it to be value. Purging is like the old Summoner Wars old magic denial trick. Your sacrificed units give no magic to your enemy. Anything they leave behind turns into lost cash and can tip the economic balance in your favour. And it’s free to boot!

While these two events represent Ret-Talus’ best, his other two are no slouches either. 

Hellforged Blade is like a less reliable purge with a chance to give you continual value. I mean, it likely won’t. Either it’ll blow up its user (denying that unit’s magic in the process) or leave your enchanted common weakened to be killed by your opponent on their turn. As such, it’s less valuable but giving any melee unit an additional 2 more strength (which is essentially them dealing 2 more wounds) isn’t the worst play. If the unit somehow survives and you get another round to attack with it, then you’re just laughing. 

Oh, and it can also combo with pyre – either through ensuring your unit kills what it’s attacking or it blows itself up. Or even both at the same time!

Last, but certainly not least, is Blood Summons. This lets Ret-Talus keep up the pressure against his opponent. He’s an even more conservative summoner than Sera, preferring to keep well away from any attempted harm while he saps his own strength while waiting for the high of a strong pyre. 

Blood summon lets him turn any of his units into temporary gates. Even better, you get to summon for free! Well… sort of. The unit needs to give up two health. Which can destroy itself. Which can in turn give pyre an additional boost! Or you could blood summon off a bunch of units, move them forward then purge them for huge gain!

So, while on its own, blood summon may have marginal effect, it easily pairs well with the best of Ret-Talus’ events. 

And that’s what makes his suite so strong. Each event improves its others. And with so many triggers occurring on unit destruction, you can create a lovely cascade of power effects. His turns can get quite complicated, yet it’s a very good kind of complication. Comboing all these triggers makes them stronger, so learning the best order to blow up your units is both a fun process of discovery while also being very potent in advancing the game in your favour. 

However, to really shine a light on how good all these self-blowy-uppy powers are, we’ll have to take a look next week at Ret-Talus’ units.

Might Makes Right – Sera Preview Part 2

Last time, we saw how Sera Eldwyn of the new Vanguards in Summoner Wars relaunch had a slick coat of sparkling paint. With some very nice looking events and an ability that lets her command additional troops from her mighty Citadel, she’s become quite a terrific battlefield commander. 

Is this the best unit in the game? Survey says… possibly!

But returning lost Citadel units is only useful if those units themselves are good, right?

Well, why don’t we take a gander at them.

First up is the Citadel Knight. This guy has one of the greatest transformations in the jump from old to new Summoner Wars. I’m sure most people don’t even remember the old Guardian Knight. And I wouldn’t blame them. Here he’s a hefty 5 health and two strength. I mentioned before with Svara how this is a pretty threatening unit in its own right. Better yet, Sera’s knights have the engage ability which appears fairly common now on units meant to hold the front of a battleline. One damage for moving past the knight isn’t terrible if you need to wiggle through but it does nettle. Furthermore, their protect ability means that simple worming around isn’t good enough to strike Sera behind as they must be the target of any adjacent attack. 

Thus, these knights end up being supplementary health pools for Sera thereby trivializing the danger of her being at the forefront of the battle so long as she has access to her bodyguards. And since she can pull them from the graveyard anytime they’re sent packing dirt, you can pretty effectively make a rather large roadblock to trying an assassination attempt against Sera. And they’re absolute walls to break too, so it’s no easy feat to simply remove the knight and attack with ranged units.

The coveted 3 strength melee attack comes at a pittance here for only 2 magic! Get yours today! Or throw it out early and recycle because you’re Sera!

But though he sports great defence, if you’re wanting to lay on some hurt, you’ll turn to the Citadel Paladin. This guys… is mostly bought for his stats. He comes with a little less health for that seemingly coveted 3 strength attack. Drawing cards on a special results is nice and all, made more reliable with his high strength but it doesn’t really do much if you draw through your deck. He’s largely a beat stick and you’ll pull him back to simply apply the beating. Everything else is a cute bonus.

Rounding out the last of Sera’s Citadel options is the humble archer. The best part of this guy is his large health pool equaling that of the knight. Unfortunately, that’s about it. His attack is too weak to effectively trade and using arrows of light to compensate can get pretty expensive. He’s more of an emergency play than anything else. This is a unit that can only work in new Summoner Wars, however, since you do get the magic for the archer’s discards and you can then use Sera’s Citadel Might to pull back a card to play later (or build for an additional magic).

Don’t underestimate the value of a massive 5 health pool. All factions will struggle to efficiently remove this from the board.

As I mentioned before, Sera’s ability only triggers if there is a Citadel unit on the board. And all three of these units are pretty healthy, making it a difficult feat to negate her power through common slaughter. As such, it’s always handy to keep at least one Citadel in hand to summon on your next turn should the tides turn unexpectedly against you. 

But to help keep these soldiers going is the humble Priest. I mentioned before that Sera has a healing option and these ladies are far better than the Mass Heal event. First, they’re a body so can, in a pinch, be two strength attack or a body to block. Their healing requires you to discard a card, which is a little worse than using a magic (ignoring that Sera recycles cards endlessly) and uses up an attack. However, you have the potential to heal upwards of 4 health in one swing if you get specials on both those rolls. Plus, Holy Judgement makes this heal even more. Not to mention you can be healing units away from Sera.

I’ll admit, I first thought these ladies sucked. Then I used them. How wrong I was.

Healing is fairly niche in the first place so I’d rather have a flexible card that can attack and block as well. The Priest is the only common that’s costless too which is appreciated compared to all those two cost Citadel units.

Sera’s champions, much like Abua’s, do end up leaving something to be desired. They’re not bad, per se, it’s just that they don’t compare to the commons anywhere near as well. With priest support, you can get some more mileage out of them rather than Abua’s, mind you. 

The worst, personally, has to be Coleen. Her greatest use is her attack but at three times the cost of a paladin, it’s hard to justify her use. I’ve notoriously bad luck and the few times I play her I can’t ever seem to get her to trigger her shield. She’s also a support champion who you really want on the field with a bunch of other Citadel commons to get the benefit from her. I just think it’s too much hoping for the stars to align. Late game, if I’m sitting on a pile of magic, I may consider it but generally I just pitch her for ease and convenience.

Expensive with a mediocre ability. Best against factions with low strength but even then, the ability is so inconsistent that you should never rely on it.

Brother Jacob Eldwyn at least brings something unique to the Vanguard roster. His two strength ranged attack can give you that desperately missing long range power. Even better, his strength grows with every two magic you accumulate in your pool. The obvious synergy is with the archers but then you’d need to play the archers. I find just timing him to attack third during your turn is generally enough to get a bonus strength or two. Six health on a champion isn’t a whole lot, mind you, so don’t expect him to make a huge impact. But he’s more affordable than your other options.

Citadel Archer #5! Except you don’t want five archers. At least’s he’s inexpensive I guess?

Last is Valna who slots in perfectly with Sera’s gameplan. Her nine health is good for leading a charge. That she gets stronger the more knights, paladins and archers are supporting her places your opponent in a tight bind. They can try to winnow your forces to reduce her attack, though you can always summon more and that leaves her on the field longer. Focussing her, however, and her large health pool lets your paladins and knights run free. She offers no good options. And, if you happen to get her early, the additional two card draw is nice to get more options and keep Citadel commons in your hand. If I had a choice between the three champions, I’d choose Valna each time. In fact, if I could, I’d just choose three Valna’s. 

Hohoho. Even if she didn’t improve her strength based on your endless units, she’d be worth it for that health pool alone. Enemies will hate her paired with priests. Or knights. Or paladins. Or archers…

As you can see, Sera sports a pretty strong collection of common units and events that synergize well with an incredibly powerful ability. It’s really no wonder that she’s so powerful. Your general game plan will be to bring the aggressive fast and hard. You’ll be burning through your deck, getting those delicious Citadel units into your discard to recycle them with Citadel’s Might. And the more pressure you apply to your opponent, the more resources they need to burn to deal with you. Sera’s end goal is to reach the late game where her endless magic generation and card recycling gives her a clear advantage.

However, you don’t need to recklessly use Citadel’s Might either. Even two or three uses can give you the edge needed to claim victory. And you benefit from a methodical approach. Much like Abua Shi, Sera’s life points are a resource too. You can afford to take quite a few hits to win the economy war. The plan is to end with neither you nor your opponent with any draw pile and for you to outnumber your enemy’s forces decisively. The more your opponent summons units to take stray shots at you, only to die to your force’s retaliation, the sooner you reach those overwhelming numbers.

That you’ve got units and events to make the exchanges even less efficient for your enemy between blocking and healing damage is merely a handful of additional nails in their coffin. 

Certainly, the Citadel’s strength knows no bounds.

Might Makes Right – Sera Preview Part 1

Only two more factions to go before we have covered the entirety of the Summoner Wars relaunch! And these next two factions are quite the dozies! 

First up, and by my estimation the second most powerful summoner, is Sera Eldwyn. She’s returned with her feisty Vanguard but this time she’s got a lot more heft in her hammers. This isn’t your old peace loving girl. This one is prepared to punch in your face. 

The face of a killer.

The concept behind the Vanguard faction is simple enough: win through attrition. In Summoner Wars 1.0 this meant you had high (relative) health units, low attack and a boatload of healing capabilities. The Vanguard were meant to really drag their opponents into the mud, slowly whittling down their health and resolve while keeping the fighting spirit in tip-top shape.

In practice, this manifested as the Vanguards hitting like wet noodles, being completely run over by the rampant high attack factions and champions and overspending on mediocre healing effects and units that could hardly defend themselves. 

Sera was bad. And Sera was sad.

However, it seems that in the intervening years she’s really been hitting the gym. She threw aside her triage skills, instead learning that people really only respect one thing: power. And boy howdy, is Sera’s new ability power. Now, whenever she shoots feebly at one of her enemy’s units (alright, maybe she wasn’t hitting the gym that hard), she is able to pull a Citadel unit from her discard into her hand. 

If anyone recalls The Demagogue from Summoner Wars’ old Filth faction, they’ll understand how strong this ability is. It allows, in theory, an infinite amount of economy with the only limit being how many things Sera can shoot and what you have in your graveyard. There’s also small print on her ability – she needs to have a Citadel unit on the field. So keep in mind there’s (a little) counterplay to this. 

But there’s additional perks in being able to draw from your discard: you can be assured having a common you need on the next turn, you can build the card you’d play for magic prior to give yourself a discount on its summoning and you need to worry about stuffing your hand with important units. You can also endlessly recycle your best common. Imagine if Abua Shi could have infinite border archers. Crazy bolts!

For being the healing faction, Sera certainly is bad at it.

There’s a caveat here, outside of just killing all of Sera’s Citadel commons. She needs to be flicking pebbles at something to do this, so she does need to position herself a little aggressively to get this benefit. It certainly reduces the amount of economy she’ll generate compared to old Demagogue but with greater health pools in the new Summoner wars, this is less a concern than you may think. 

As for Sera’s events, let’s start by looking at her worst.

I mentioned how Svara’s Ice Repair was fantastic and frustrating. Well, Sera’s unit version, Mass Heal, is… something I almost never play. First, it costs a magic. And when we see Sera’s roster, we’ll understand there’s not a lot of magic to go around. 

Because her stuff’s expensive.

Second, she can only heal units within two spaces of her. And yes, the Vanguard play tight but even so this is a bit too tight to get a whole lot of benefit from. If you’re really pressed about healing in this game, Sera has a much better option for one magic and we’ll be discussing that later. Basically, you want to get at least two units with this to be effective. But, honestly, letting Sera’s units die is actually beneficial if it opens up firing lanes for her to drag them back from the discard. 

What’s better than healing? Not getting hurt.

Thankfully, the rest of her options are much better.

Guarding Spirits is wonderful. Kait might not be sold on them but I think this is a fantastic common event that I’d probably throw into as many decks as I can. All units within 3 spaces of your summoner suffer only 1 damage from the first attack against them? Yes please. Sure, striking that unit with a weak attacker first eats this protection. But then that means the enemy a) needs to have weak attackers out and b) needs to position at least two attacks on their target thereby assuring that none of your other units will die in their remaining attack phase. 

Unless you’re the Cave Goblins, I suppose. Rejoice, Cave Goblins, you’re good in one specific instance!

Sera’s epic event is suitably impressive. Holy Judgement gives all your common units, regardless of position, an increase of 1 strength. In theory, she can have this event last for three turns which is a potential for 9 damage from one event! Granted, you’re unlikely to have this event last that long. Your enemy would be focussed on killing our units regardless of it ending your event sooner or not. But getting even 3 bonus damage from one event without paying a dime is wonderful. You’re laughing if you can get it to last two rounds. 

Last, certainly not least, and arguably her best event, is Renewed Hope. This event has so many benefits for Sera. First, you can summon multiple units from the same spot which has marginal usefulness. More importantly, is being able to use Sera as a mobile gate for a turn, allowing summoning from her during the movement phase, attack phase and even the draw phase! This allows Sera to immediately capitalize on, say, magic from killing units, clearing blockers, fresh defenders drawn after she triggers Citadel’s Might or even anything tantalizing that she gets in her new draw. And these units are guaranteed to come down defending Sera?!

Brilliant. Absolutely brilliant.

Bonkers. Is it possible to give a summoner two epic events? This makes a compelling argument for it.

I will note here, however, one hesitation I have for Sera. With so many of her abilities triggering off the Citadel keyword, it means she has a very limited potential for deck building. Unless we get word of deck building, I’m not certain there’s going to be a lot of decks that carry such a faction specific keyword. Whereas say, Sneeks, is merely limited by summoning cost and so is more likely to see a wider variety of options as the game goes on.

On the one hand, this means that the balance on Sera can be controlled a lot easier. Any future release that will synergize with her will be done very deliberately. No needing to worry about crippling a hypothetical Alliance box set with weak decks to keep her in line. Ultimately, however, it probably means that she’ll really only have what we see to play with. So either her decks are all going to be the same or she’s going to have to lean into some other synergies and combos that reduce the power of her Citadel’s Might ability.

The good news is her events are faction agnostic so it might not be that dire in the end.

This Ice is Nice – Svara Preview Part 2

Alright, are you ready for another full day of me gushing over how great the Polar Dwarves are?

I know I am. 

This is the day we talk about Ice Golems.

I do like how Summoner Wars reboot has made common units an integral part of faction identity and tactics. Commons are a far better unit to focus your deck around, largely because there’s far more of them in your deck. This gives you better consistency in your draw, which is an aspect of Summoner Wars that doesn’t get enough attention. It is a card game, after all is said and done, and no matter the dice results or your clever maneuvering, you can still be undone by a lousy new hand of cards.

The original Tundra Guild tried to manipulate your deck and draw for advantages. It failed. Thankfully, Svara ejects this principle. 

Instead, let’s talk more about structures with her standout common: the Ice Golem. 

Can you believe that Summoner Wars 1.0 analogue of the Ice Golem was 1 attack and 3 health for the same cost? Crazy eh? To make matters worse, you needed one of five other cards in Hogar’s old deck to turn it into a moving summoning post. Which only did so after the summoning phase so your opponent had a very good chance of just blowing your ice golem off the board before you could even use it as such.

Ice Mages may not be as sexy as ice golems (weird to say) but I think they are the best unit in Svara’s deck – if only because of their massive synergies and cheap cost.

But not Svara’s golems. These brutes swing for a respectable 2 strength. It’s not incredible but it’s enough to demand attention from your opponent. That five health pool is hard to chip down with the added bonus of failing to finish them off leaves them open for a lovely repairing on Svara’s turn. 

Moving only one tile a turn is not to be dismissed, however. You’ll be using a lot of Svara wiggles to get them into position. But these guys are really good at holding their position once you get them there. However, those first few rounds are brutal while you try to get them setup.

And that’s what I like about Svara. She really takes advantage of the board in this boardgame. Your golems are less mindless chaff pitched mercilessly against your opponent’s defences. They’re pillars supporting your massive battleline. And Frost Mages are the unsung heroes of your battles. Don’t let their meagre strength stat fool you, the real steal here is their 4 health for 1 magic. They’ll almost never be attacking at 1 strength with your plethora of structural support to boost their strength. And against most ranged options, they’ll be winning their exchanges. 

Only Abua’s Border Archers really offer a one turn threat to your mages and they’ll need to roll above odds to win. Plus, border archers are twice the price so even if it takes two mages to kill one, you do economically come out equal. And much like Abua, golems and mages are rather your main battleline. 

Our friendly reminder that all this stuff belongs to Plaid Hat Games. Though I’d be flattered if anyone actually thought I created this product.

However, Svara’s other options are interesting in their own right. 

Bear Cavalry are, thematically, awesome. I’m less sold on them as a unit in general. They’re a specialist, needed for very specific moments but otherwise best sent off to the magic pile. Svara has no economic strength so a 3 magic unit is a tough sell. Their trample and 3 melee strength provide some reasonable damage against commons, however. But they’re no more durable than your golems – less so if you take repairing into account.

On one hand, they’re not Rune Smiths from 1.0. On the other hand, they’re no Marauders either.

But the one niche where the cavalry shine is in conjunction with Ice Smiths. These little guys are mercifully free. They’re pretty flexible too. Two melee strength is pretty handy to have on call at any mana level especially since they can usually reach whatever target you need once your gate and golem line is established. Their special ability is interesting if a little slow to roll out. You basically have to decide upon summoning whether you want to sacrifice them to improve your golems and bears or if you’re going to attack with them since no enemy will let them live a full turn. Their ability – making any special symbol count as two wounds, is very nice. Obviously they’re best on the bears who have a higher attack. In the worst case, they will make sure all your attacks hit. But they can also make golems and bears effective champion slayers with a potential 6 or 9 wounds on a best roll!

It’s a pretty decent collection of units, after all is said and done.

Svara’s champions are no slouches either. 

Oh look it’s ice mage #6!

Nadiana is the expected “a common but better” unit. She eases off the pressure for exacting structure placement with counting two spaces for her strength bonus. Her 7 health is on the low end but never forget that she’s even more effective behind a parapet than Svara is. 

Jarmund is a far more reasonable 5 magic. He really neuters melee focused decks, applying auto wounds to any enemies that end up adjacent to your walls. Like everything else with the Polar Dwarves, he needs a turn to start building his boost charges and wrecking havoc so your opponent can respond. Which is nice but ultimately doesn’t help them all that much. 

Slow value.

Last, and certainly least, is hands down the worst champion in the game. 

I’m glad Svara at least delivered something for me to hate. I cannot tell you how bad Ollag is. 

But I will certainly try.

Oh look, it’s the worst champion in the game.

Ollag has an incredibly awful ability. Sure, having no range limit on his health boost to all your structures is nice. And it’s probably the only thing I can compliment him on. Unfortunately, a boost of one health is pretty minor when all your structures already have such large pools to start. He’s also timing dependent – you get no benefit from this ability if you don’t have structures on the board that your opponent is going to attack. Which is to say, you need a bunch of golems out. 

And a minor ability would be fine if it came on someone who compensated with good stats. Yet, Ollag’s 5 magic, while low for a champion, is still too high for the magic pressed Polar Dwarves. Even worse, he has only 7 health so he’s not going to survive very long out in the wild (unless you hide him but then why did you waste 5 magic on a guy squatting in a corner when you could be killing with golems and bears?). Even worse, he doesn’t even have a good strength like Miti Kyru. And your smiths are unable to improve this at all so he’s left standing out there with subpar health, sub par strength providing very little durability to your forces who, albeit, lean heavily on their durability to win the game. 

There’s simply no good moment where you would want to summon Ollag.

But thankfully, he’s pretty much the only blemish on an otherwise well designed faction. I like that the Polar Dwarves are focused on being a mid game powerhouse, creating a formidable line of structures that are hard for your opponent to move around and surrounding them in crushing ice. It’s a defensive style that works aggressively while Svara slowly chokes all options out from her opponent until claiming victory over their suffocated corpse.

I really like this ice.

This Ice is Nice – Svara Preview Part 1

And so it comes.

So, there was this little release back in Summoner Wars original run called Alliances. It was an interesting big box packed full of goodies and surprises. The concept behind it was the various game’s factions paired up like an elementary school’s Valentine’s Day social and then awkwardly stepped on each other’s toes at the evening dance while realizing with sinking despair they had nothing in common. 

No doubt they hung out with each other afterwards regardless of this fact. 

It was a fascinating little project, however, as it created interesting thematic and mechanical mashups. The decks featured some of the most complicated rules and some of the most creative ideas. But were they good?

Well, that’s a different story. 

Alliances came out near the end of Summoner Wars life cycle and so the designers had a better eye for what was strong and what was not. Alliances thus… struggled with trying to present interesting, innovative and compelling decks that did not tip the balance for those that had come before and were still dominating the discussion amongst the enthusiast community. Which is to say the decks were hobbled in their design to make sure that their parent factions wouldn’t be grossly unbalanced from their release.

As such, the mashups of the generally considered weaker factions were better than those that were formed from the originals considered powerful.

Which led us to the Tundra Guild.

I hate the Tundra Guild. Frothingly so. 

And here we have the Tundra Guild returned. 

Don’t be fooled by Plaid Hat’s marketing speak. The Polar Dwarves are not the first new faction. They’re those disgraced little snow midgets trying to sneak into the club with some fresh fake IDs. You thought no one would notice? Ha! We notice. And we’re keeping a close eye on you. 

What an absolute unit. She looks standard enough but boy is her power so well constructed around her deck.

I’ve been skeptical of Svara and her little frostbitten fleas since they first previewed. And now, getting my grubby little hands on them I am proud to proclaim…

… well, I must admit that they aren’t half-bad. I so desperately wanted to hate them. But, dare I say, they’re actually quite good. And the more I play them the more I like them. Are they strong? I actually think they are. There’s a fair bit of layers beneath this ice. They’ve also got their own unique tempo compared to the other factions. 

Furthermore, they absolutely abuse the new Build Phase and I love them for it. 

My initial impression of the faction was in the gutter due to my preconceived bias. But I think they’re the third strongest in the box. Perhaps, with some time, I may even consider them the second? And hey, at this rate, they could be the best deck by the end of the year!

So what makes Svara stand tall amongst giants?

It’s certainly not her stock standard stats. Her ability is further unremarkable on first blush. Pushing around gates like some frigid, battlefield Sisyphos. 

Granted, this is some mild spoilers, but her ability is meant to address the weakness of her slow cursed common yet to be previewed. However, shuffling around gates isn’t necessarily a terrible idea. You can’t really talk about Svara without getting a little into the weeds about the new Build Phase so, I suppose, let’s get into it. 

Knee-high walls in gaming are getting out of control

The original Summoner Wars had the infamous walls that rather dominated the discussion and tactics of its release. These 10 health absolute units could only be placed on your side of the board and, for the most part, once down they never moved. You only had three of them, giving the tantalizing prospect of smashing all your enemy’s walls and leaving them unable to summon anything for the rest of the game.

Course, you didn’t, because 30 health worth of attacks in the last game where health pools were tiny and attacks were off the chart meant that you never really had a chance to swing for the fences when it was always better to be eating our opponent’s forces for lunch and preparing to have your champions duke it out in the mid or late game. 

But here, in new Summoner Wars, things are different. For one, your bonus gates are half the health now. But you have an extra one to compensate. Furthermore, gates can be placed anywhere so long as they’re adjacent to your summoner (as well as the back three rows of your board). This means you can get aggressive summoning points rather handily on your enemy’s side which is a terrific source of pressure. 

Svara, naturally, has these same capabilities. But even more than that, she can drag her gates with her. So any gate dropped early for funnelling or to clear your hand can eventually migrate like the ancient glaciers to your opponent’s side. And there’s really no better way to block an enemy’s summoning point than parking your own gate right in front of it. 

Svara draws this weird ice curtain with her cold war, shrinking your opponent’s movement options as the game drags on. Naturally, “just shoot the gates” is a reasonable suggestion. Except it’s hard to do when feral bears are ripping your face off at the same time. 

Look, it’s our old friend from the Tundra Orcs. Only it’s leashed to being close to your summoner but can now be your regular gates as well as Svara’s other toys!

Not to mention Svara has the amazing Parapet. This is a stupid waist high wall of the shooting genre fame. It won’t let you summon from it but you can fire over it while your opponent is absolutely baffled that you disappear from sight mere moments after lobbing some snowballs in their face. It doesn’t just provide your units a shifting shield of five health – it actually shuts down lanes as no one wants to leave their units vulnerable to the parapets’ defenders while they try to blow up the stupid thing. 

Then, to lend Svara a hand with her gate rolling, she has Glacial Shift. Once again, we’ll get into how this event helps your little construct common later but even having it for repositioning all your gates and parapets is pretty damn helpful. And while I’m starting to find myself burning gates in other decks for the magic, you can be assured Svara is going to play all three of hers. 

Ice Ram is fun. Vital? No. Overwhelming? Not really. You can win handily without ever using it. But is that really a victory?

And with all these structures littering the field, Ice Ram becomes such a lovely little tool. 

This is worthy of Svara’s epic slot. The dream, of course, is to pair Ice Ram with Glacial Shift to just come crashing into your enemy’s face with all your buildings. However, I find even getting 1 or 2 assured damage and some reshuffling of enemy units to be worth it. Svara has some decent tricks in her event suite that she isn’t reliant on to secure an advantage. They’re merely additional threats that may, or may not, come out and this keeps your opponent on their toes.

Finally, if those poor fools do think “Man, these ice gates and walls really are ruining my day, why don’t I just kill them?” Svara has Ice Repair to make them regret having this entirely justified and rational thought. This is, perhaps, the best healing card we’ll see. Costless, two health across the entire battlefield is probably not going to be replicated for anyone else. And I’m not mad about it either. 

Perhaps the best healing card in the game. Which is funny, because there’s actually a healing faction and Svara ain’t it.

And this is what I find beautiful about Svara. She’s got an excellent suite of event cards that you don’t need to hold for the best moment. On the other hand, you can carry one or two for an opportune moment and still get a good payoff for it. I never really find myself saving a card for “just the right moment.” I can squeeze some value from her events at any point. 

Thanks Svara for making me eat my words.

Walk on the Wild Side – Abua Shi Preview Part 1

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

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

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

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

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

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

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

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

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

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

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

Which is great. 

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

That distinction goes to the Border Archer. 

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

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

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

I can relate with this guy’s receded hairline.

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

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

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

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

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

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

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

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

Poor kitty broke his legs.

I don’t. 

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

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

At last we have Makeinda Ru.

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

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

Summoner Wars 2.0 Summary

Well, this came out much faster than I expected.

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

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

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

So let’s get into the quick faction breakdowns!

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

Tacullu

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

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

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

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

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

Sneeks

On the flip side, we have poor Sneeks. 

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

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

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

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

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

Abua Shi

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

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

Oh well!

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

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

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

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

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

Svara

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

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

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

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

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

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

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

Sera Eldwyn

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

Absolutely nuts. 

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

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

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

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

Ret-Talus

Summoner Wars 2.0 is really a story about redemption. 

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

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

And what he’s swinging are noodles.

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

Power.

Unlimited power.

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

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

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

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

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

Breaking Wind – Tacullu Preview Part 3

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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.