Tag Archives: Summoner Wars

Moo, I say

Sometimes we like things that we shouldn’t. Children can’t get enough of ice cream. Americans can’t get enough Adam Sandler. My sister can’t play enough Mountain Vargath.

Continuing my review of some older Summoner Wars decks, I come to an important transition point. Last week, I covered the abysmally performing Cloaks and their feeble line of champions and commons. This week I’ll be looking at the mountain goats. Both of these factions are notable for two reasons. One, they have a consistent low performance across tournaments. Second, they’re both near and dear to our hearts.

evt-FallBackThe Mountain Vargath had an equally poor showing as the Cloaks. They claimed two victories in our Master Set tournament. They claimed nothing in the Kitchen Sink Combat. The only reason they edge out the Cloaks is because one of their two victories was against the hapless rebels. And… well… someone had to be on the bottom and frankly the Cloaks have an overall worse deck than the Vargath.

But after these two we actually start entering murky waters. The nice thing about the goats and rebels is that they are clearly, distinctly terrible. When calculating a rough ranking for these factions to decide how I’d post them, most of the factions were fairly close. But the Cloaks and Mountain Vargath were half the ranking of their peers. No matter who played them or how we approached the decks, these two factions kept falling on their faces. For the Cloaks, we could see that pretty much every option they had to field for battle was both brittle and underwhelming.

But the Mountain Vargath are oddly the opposite. There’s not a single 1 health unit in their ranks. They actually have access to two attack commons fairly effortlessly. And their champions aren’t quite as terrible as the Cloaks.

So what went wrong?

I’ve discussed before the difficulties of aggression in Summoner Wars. There’s inherent design that makes charging across the battlefield to combat your opponent a noticeably weaker strategy than sitting back and waiting for the enemy to come to you. Most of the factions that are effective at aggression have some advantage to match the ability to instantaneously reinforce and surround an attacking force.

I believe the Mountain Vargath were the first faction to try and address this. Looking at their numbers, they’re kind of insane. Unfortunately, in order to leverage their advantage, the Mountain Vargath kind of reveal new issues that being aggressive hadn’t revealed before. I think, in their attempt to fix one problem, the designers stumbled into other ones.

sum-Sunderved

Summoner Wars belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

Sunderved (3M-7W-Command)

Alright, I tried to ignore it but I can’t. I have to say it. I hate the Mountain Vargath art. It’s not just because of their dopey faces. I hate that they are just bland, brown smudges. From their commons to their summoners and across their champions, they’re all just brown, boring blobs. There’s no interest. There’s no inspiration. Even the colour palette is chosen to just get lost in the greater whole. And the poses are pretty lacklustre. The only way I can tell a champion from a summoner is to read the name.

Anyway, let’s put the bad art aside.

Sunderved is the standard for aggressive summoners. He’s melee so to cash in on his shorter range he gets an additional health and an additional attack. It’s a pretty good bruising stat line. Of course, if you’ve read my Alliance review, you know that it’s a bit misleading. You don’t lead the charge with these summoners. You still lose the game if they go down and while seven health is hearty, it isn’t insurmountable.

Course, this is where Sunderved’s ability comes in. And what an ability it is. Every Mountain Vargath common within 2 spaces of their commander gets an additional attack.

Let me repeat that. Every common in two spaces of Sunderved gets an additional dice in their attack.

Moyra only gives one common one additional dice. You can get a bonus three with this goat. Course, the catch is you have to use commons. And, unfortunately, Sunderved lives and breathes in the time of catch-up events and common hate. We just saw a summoner who had two powerful events that only trigger on having less commons than his opponent. And Assassinate only goes after commons. And Vlox isn’t even the meanest to commons. And his opponents are mostly going champions.

But that’s not to take away from the fact that Sunderved gives his a nice boost. And the boost is good against anything be it walls, conjurations, summoners or champions. He makes his commons quite the threat on his cheap little kids.

So, yeah. It’s good.

Unfortunately, not everything is as rosy. Sunderved’s events don’t measure quite as well as his ability. Let’s start with the lowest hanging fruit.

Torodin’s Advance is awful. It’s your one off event and isn’t even impressive for something you have to dig through over thirty cards to find. And it’s a combo card requiring you to have the matching champion Torodin on the field to have any effect. So surely it must do something spectacular right?

Wrong. You can move him two additional spaces.

Like, this is the definition of a bum card. It’s awkward to pull out. It’s not something you want to stuff your hand to play. It doesn’t even do anything good when you actually play it.

Sadly, things don’t improve much from here. Next up is Superior Planning which is an event tutor. Yet, you have two of these and the aforementioned Advance makes it so one third of your events to search for don’t do anything. They can pull from the discard, though, so they aren’t the worst tutors. And if you draw them before your other events you can at least thin your deck.

Next we have Muster which lets you pull two commons to your summoner. It should be good but it ends up not being that useful despite Sunderved wanting units around him. Partly because, once again, it’s a combo card. You either need commons really out of position or have them in your hand to summon when you get the card. Or you’re trucking it around and stuffing your hand slowing down your draw and magic generation.

evt-GreaterCommandGreater Command is probably the best and all it does is extend Sunderved’s command range to four spaces. Not bad but not something to call home about either.

Then you have Fall Back. It’s necessary to allow Sunderved to retreat from a failed advance. Unfortunately, retreating from your opponent ends up weakening your chances of victory.

You see, nothing adds to the survivability of Sunderved’s forces while he’s charging headlong at his enemy’s face. So while he’s trucking across the battlefield, his opponent is raising walls and surrounding his army. Two health, while better than one, is still quite easy to take down in a single turn as players are apt to prioritize their own cards with two or greater attack. And once those wounds start landing, Sunderved can do nothing about them.

In fact, the fastest way to stop Sunderved is to get four wounds on him. Not a herculean task especially since you’ll have two or more turns while the goat tries to angle a good position on your summoner to accomplish this. With only three health left, the goat has to bleat and retreat and once he’s cowering on his own side of the battlefield, he’s significantly less of a threat.

And that’s been the story of Sunderved in nearly all battles. Rush forward with glory and fame filling your eyes, get man handled for a turn or two and run crying back home. Sunderved is a bully in the classic sense of the word. He’s all bluster and pose without anything to back up his big words.

com-BruteBrute (1M-2W-2M-Knock Around)

My sister hates the brutes. I think they’re decent. You probably won’t pay for a lot of them, however, because that 2 magic could easily be 2 more warriors. However, they do give Sunderved a little bit of trickery. Opponents can sometimes forget that you can knock around your own units and you can fastball special Sunderved into the enemy’s face. Preferably with a Fall Back primed since for the manoeuvre to work you need to put 1-2 wounds on your summoner (a rare situation where the lack of a “may” in a seemingly positive ability turns out to be a negative). The 1 attack at 3 health isn’t a particularly popular statistical spread mostly because of how poor 1 attack is. However, keep them close to Sunderved and that’s easily a 2 attack at 3 health for 2 magic.

Unfortunately, their ability isn’t all that impactful. Positioning your brute to propel enemies in useful directions is far more clumsy than you’d imagine. They’re really good at punching enemies away but getting them to throw a helpless victim into the middle of your herd is far less likely. And if you’re just trying to keep an enemy away, the opponent can simply walk it back to place next turn especially since you have no other movement options to cover lanes.

They make good bodyguards for Sunderved. Alas, they are hard to get into position. This underscores the biggest issue facing a Sunderved assault. Moving all your pieces ends up being incredibly cumbersome and slow. You want to keep units around Sunderved to reduce the number of attacks that are directed his way. However, you also need to advance Sunderved to keep his warriors and rushers gaining his command boost. With only three movements per turn, you can’t move Sunderved and cover all his flanks. This is one of those primary issues facing aggressive factions that the Mountain Vargath revealed. It’s not just health that’s needed to keep a forward force to apply pressure against an enemy but mobility as well to get that force across the middle line.

And you aren’t going to use Brutes to overcome that issue. Their requirement to wound a unit to knock it around removes the natural health advantage of the Mountain Vargath commons. If they aren’t within range of Sunderved, their attack also has a non-insignificant 33% failure rate. And if you were relying on that knocked unit to cover Sunderved’s side then you’re in a massive heap of trouble.

So we’re looking at a rather unappealing stat line on an active ability that’s only relevant when the attack lands and doesn’t do a whole lot when it occurs in the first place. And it has limited utility outside of smacking enemies.

I don’t fault my sister for not being a fan.

com-Rusher

I’m really curious how these creatures managed to evolve that third opposable cloven keratin finger hoof. Unless… these aren’t goats! They’re tapirs!

Rusher (1M-2W-1M-Rush)

The rusher is as uninspiring as his name. He is, unfortunately, the only mobility option available to the Mountain Vargath. So, unless you’re relying on finding those Musters, these are the guys that can easily reinforce an active assault from your walls. Sadly, after their first turn, their ability essentially turns off. Kait loves nothing more than pitching these people across the field to perform hapless single dice attacks against her enemy. They’re great for being a diversion in that regard but unless she’s fighting one of the more fragile summoners like Endrich then these guys are rarely threatening.

They do benefit the most from Greater Command, however. That four space reach means that their constant forward charges can still pick up Sunderved’s bonus dice. However, their usefulness dramatically falls off as the enemy gets their walls raised and lanes blocked. Their mobility isn’t too difficult to work around and since you have such a limited window they never present an assassination threat.

They’re cheap, however, and can easily keep within Sunderved’s sphere of influence so maintaining them as 2 melee 2 health isn’t that rare.  They won’t be winning awards but they aren’t Vlox’s scrappers either.

com-WarriorWarrior (1M-2W-1M-Battle Frenzy)

Warriors are the most over powered common that no one talks about.

It’s funny. The Mountain Vargath warrior, on paper, is a beast. One magic for a unit that can, pretty easily, be a 2 melee or 3 if near Sunderved. With 2 health. By the numbers, this card should be absolutely broken. And yet, somehow, they seem unable to pull Sunderved from the bottom tier.

So what went so wrong?

For one, their bonus die is reserved for commons only. Yeah, champions are all the rage, but surely these guys can apply pressure before champions start dominating the field. Except, that bonus die isn’t applied to the enemy summoner either. So you need Sunderved right behind them if you want that scary 2 melee for 1 magic baseline. But if Sunderved is behind them then either he’s exposed or you’re already late into the game that champions are appearing. And late drawn warriors have a lengthy march to catch up to their fearless leader where they can be peppered by slings and arrows before they ever get to a face to smash.

Furthermore, these guys are pretty helpless against walls. Two attack isn’t fantastic against the nine health obstructions which your opponent is immediately going to crawl behind when they see the goats take the field. Your opponent knows that these guys are basically blank when on their own side and, because they are such a good unit if aggressive, your hand is basically forced by their presence. Woe to the Mountain Vargath that has to struggle through any early wall cards their enemy might throw down.

It’s almost a catch-22. Warriors are great so you want to use them and shape your strategy around maximizing their effectiveness. But because they are so good your opponent is going to avoid them and prioritize them. Unfortunately, there’s nothing to alleviate that pressure and Sunderved, as mentioned, has no preservation skills. They don’t have any tricks to get out a burst of crippling damage and they don’t have any sustain to survive a war of attrition. Worse still, they aren’t great on defence. You’re better off with rushers as at least they maintain their mobility.

I feel it’s necessary to point out they aren’t ranged here.

It was definitely a balancing decision to keep the Mountain Vargath from having really any range option. Sadly, they weren’t compensated with anything to make up this short coming. I think the designers erroneously felt that the extra bit of health would let them weather the first volley that a range attack grants. However, defensive archery units are quite capable at limiting retaliation angles so the lack of mobility hinders the Mountain Vargath yet again. They really needed more durability to survive the enemy’s defensive fire. While the designers gave them quite an astonishing amount of attack dice, they ended up being far too frail to leverage those attacks.

chm-GrowdenGrowden (3M-6W-6M-Sunder Hammer)

Growden is the champion that you don’t want to play but you’re likely to keep in your hand just in case you need him. Nothing brings an assault to a screeching halt that one or two wall cards hedging a timid summoner in. Those nine health speed bumps are more then enough to stall a game for a proper defence to be summoned and for Sunderved to be surrounded. And it’s trivially easy to attack the Mountain Vargath if they attempt to siege a walled position given their lack of ranged pressure.

Growden can break that line. Two auto wounds is a sufficient barrage to rip down a wall in about three turns. His base three attack is also threatening enough that once those pesky walls are down he’s still a problem. He can even keep breaking down those obstructions while murdering the defenders. So why not summon him all the time?

Well, as mentioned, Sunderved is a common focused leader. He gains little to nothing from Sunderved and you want to be using his hefty six cost to play more rushers and warriors. He’s also not the best against other champions. The best of the elites have powerful abilities that make them even more threatening in a fight. Growden’s hammer won’t ever give him the edge in a head-to-head conflict with another champion especially if they can be reinforced through a summoner’s abilities or events.

He does address a problematic tactic, so in that case he’s useful. It just always hurts whenever I have to put him on the table.

chm-Quen

The one thing I like about the art design of the Vargath is their sexual dimorphism. It’s a neat visual distinction for an anthropomorphic critter.

Quen (2R-4W-5M-Chain Lightning)

Phew, Quen. You are the sole ranged option available in Sunderved’s base deck. And, consequently, you’re far more costly than other equivalent ranged champions in other decks. But since you’ve got a monopoly on bows, you’re begrudgingly worth the price.

It further hurts that the old girl demands more magic for her ability. But then she does have 4 dice at range which is enough to be a sizeable killing threat if she can have a safe corridor to advance on the enemy summoner. But that four health. Phew. So much for the goats being hardy. She needs almost as much protection as Sunderved.

But she can be quite the surprise if the enemy forgets that the goats can sling shots. She’s the champion I try to field the most and it is often to your benefit to chain lightning against two different targets if you can clear the board of the threats. Otherwise, she’s your best answer to other champions so you want to hold on to her until the first of the enemy’s chosen falls so you can retaliate with her electricity.

Unfortunately, your hand can get pretty clogged if you’re waiting with Growden, Quen and some events in your hand.

chm-TorodinTorodin (2M-7W-6M-Trample)

You’d think that, given he’s the only champion with his own event, that Torodin would be some kind of monster. And yet, he’s easily the worst champion in Sunderved’s arsenal. He has the lowest attack of the group (if you take in the fact Quen can pay to double hers). Two attack on a champion is grossly lacklustre when you remember that the mighty warrior can have 2-3 depending on circumstances. To make up for it, Torodin has the mighty trample ability. He can pass through common units to inflict an automatic wound against them. Sadly, he has no improved movement capabilities so we’re looking at a single auto wound. On a common. You know, those units that your warriors are trained to murder wholesale.

And since he can’t trample champions, he’s straight up inferior to most in a head-to-head fight. He’s designed to combat the thing that the rest of Sunderved’s deck is design to combat but yet he ends up being worse at it. Use his 6 magic to get six warriors. They are better in nearly every way.

Build him and his awful event for magic.

I can’t help but find the Mountain Vargath interesting. Though their design ended up missing the mark, I feel they were on the right track. There’s a number of good ideas for making a hyper aggressive faction here. But to understand the difficulties facing aggression requires an intimate understanding of Summoner Wars more wonky attributes.

We all know the adage, “A good defence is a strong offence.” Sadly, this isn’t true (yet) in Summoner Wars. The nature of the game’s mechanics put a significant benefit on being defensive. It’s a combination of summoning off walls helps defenders more than attackers and the limitation of 3 moves and attacks a turn put a greater benefit to ranged units than melee. Wall summoning ensures that defenders can get their melee units into range on the turn they summon them – an advantage attackers sorely lack. Having to fight around their walls typically lets the defender determine attack avenues and limit options for their stronger units to get surrounded. And stopping to attack walls means that defenders get first strike when they summon defends to protect them.

And when assaulting units fall, it’s really hard to reinforce them. Unlike defenders, who can spawn infinitely from their walls (which can appear instantaneously away from crowding forces), attackers must march their units after their forward advance, often giving a free turn or two to finish off the first wave of weaken and destroy the reinforcements. This is even more dangerous for Sunderved who needs to be amongst his units to boost them to effective levels. Whenever a common falls, it opens up Sunderved’s flanks.

So what are hallmarks of a successful attacking force?

The nice thing about Alliances is that it’s a refinement of prior ideas and attempts. Moyra is essentially Sunderved 2.0. While Moyra’s presence only boosts one common, it also gives them a bit more movement to catch up with the rest of the force. She also has cherubim as her primary attacker, a unit with swiftness and slipperiness so that the little angels can catch up easily or wiggle through defenders to get into good positions. They’re ranged, so without Moyra’s influence, they have a threat zone of six spaces. That’s one more than the rusher and doesn’t put the cherubim out of position as it does the melee Mountain Vargath.

But having a stronger core unit isn’t the only advantage Moyra offers. Her defenders and blinding light toughens up the entire force, increasing survivability of the primary force and increasing the odds they can survive the inevitable counter attack. Moyra also intervenes on key units, taking the hits for them. She also has Father Benjamin to ease the pressure of the inevitable wounds that come her way to keep her presence on the front lines.

The other methods for more successful assaults are to overwhelm defenders with bonus movement and attacks like the Cave Goblins or to get forward summoning points that matches the defender’s wall advantage. Rallul can summon off his stone golems. Swamp Orcs are built entirely around overwhelming the enemy with vine walls to block summoning points and give them forward spawns.

So the Mountain Vargath serve an important point in design history for demonstrating that the bar for assaulting needs to be just a little higher. They were a valiant attempt, however. I can respect the design philosophy even if it came up short. I have more forgiveness for these earlier summoners as they tread new waters. It remains to be seen if their second summoners address these issues, however.

Decloaking the Last

Well April is nearly upon us which means I’m going to be neck deep in work and wholly disinterested in emerging to post to this illustrious site. So, I have two options. Either I follow my co-contributors and politely ignore the Internet’s existence for four weeks or I prepare some entries ahead of time. Course, I normally don’t know what I’m going to write until the day that it’s due so I need some topic I can cover for four weeks that can be of some interest to someone out there.

As it so happens, Plaid Hat Games has started to preview eight new summoners for their card meets board game Summoner Wars. Hey, I remember doing this last year so let’s try this again!

We’re going to do something slightly different this time. Or, really, it’s something familiar. I’m going to be reviewing stuff that came out aeons ago and everyone has seen, experienced and forgotten. But I’m incessantly behind, like a cultural anthropologist dusting off ancient relics from a forgotten dig site. As I have mentioned, whenever I get some new Summoner Wars goodies, my sister and I immediately sit down for a tournament to gauge its usefulness. Well, this series is going to take a peek at some of the results of these tournaments.

Much like my review of the Alliances set, I’m going to be looking at eight factions and how they stacked against each other over two tournaments. First was the Master Set Throw-down wherein the six factions from the first big box of Summoner Wars battled against each other and two independent summoners for top billing. As with the Alliance Tournament, my sister and I rotated playing each faction against the other until a winner emerged.

Supplementing this result is the Mucho Grando Tournament where we had everything and the kitchen sink thrown into brackets to compete. Unlike the other tournaments, factions were seeded into rankings and a regular competitive format was followed, obeying double elimination rules. This tournament is notable in that factions didn’t fight everyone. Decks that hard counter others had the potential to entirely miss their strongest match-ups and created a very fortune driven competition.

Summoner Wars Alliances belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

Summoner Wars belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

Thus, it should come as no surprise that some factions did wildly different across the two matches. However, I’m glad to start off my review with one that was not. This faction was inspiringly consistent: they always came last.

Ladies and gentlemen, I introduce you to the worst faction (across these two tournaments) in Summoner Wars: the Cloaks!

Having won a total of two matches across both tournaments, this placement is free of any controversy. The Cloaks have earned their dead last spot and participation award through blood, sweat and many, many tears.

But who are these noble losers? Why do they struggle so much? What is up with their summoner’s gagging collar? Let us dive into these pressing questions and get to the root of what makes a summoner bad in the unending war for Itharia.

The Cloaks come from the old guard – that first wave of releases which everyone likes to criticise. They have the hallmarks of the first forays into the game’s design. Is there catch-up events that trigger when you have fewer units that your opponent? You betcha. Is there built in common hate cards? Why, of course. Are there cards which no sane person would ever play and exist solely to be tossed into the magic pile? Well, the Pope poops in the woods, does he not.

I think the Cloaks were an attempt at a combo faction that was meant to rely on esoteric set-ups and trickery to snatch victory. In fact, they were probably meant to encapsulate the “assassination” style of play – wherein the opponent uses superior movement and abilities in order to isolate and deal a game winning number of wounds to his enemy before she is able to utilize a more traditional and board domineering strategy to regain control and strangle out a win. I mean, with events called Assassinate, Cloak of Shadows, Raid and Spy, how is the faction not suppose to represent this underhanded and roguish style? And is there truly any style more frightening than the omnipresent threat of losing the game from a single turn chicanery?

Well, yes. Turtling is more frightful and more successful. Assassination focused decks encourage turtling and generally lack any means to defeat it. A defensive player can generally keep themselves locked away behind impenetrable corridors stuffed with tough defenders or unshakeable walls. Perhaps more egregious, so worried were the designers of the effectiveness of assassination (since, you know, victory is actually only determined by the summoner’s death and no other metric) that Plaid Hat took every opportunity to make the Cloak’s natural playstyle as much an uphill battle as possible. And if there’s one problem that persists across the faction is a surprising dearth of high attack options in a faction that’s meant to strike hard, fast and fleeting.

And for the Cloaks, there isn’t any other avenue left to them. If they can’t get a shocking win in a one turn pile-up on the enemy’s summoner then they’re not ever going to win. Their results demonstrate this problem. They only ever managed a single win in either tournament, the sort of results you’d expect through sheer dice hate alone. The path to victory for the erstwhile rebels is mostly through devote prayer to a higher power and hoping your enemy is cursed with many 1s while you get nothing but 6s.

Vlox (2R-6W-Master of the Art)

Vlox is remarkable in almost how unremarkable he is. He sports the generic six health and two attack at range of the summoner line-up. Oddly enough, however, he’s rather expected to shoulder a lot of the assault despite lacking the additional health or attack that aggressive summoners generally sport. His strength lies directly in his ability. Master of the Art allows him to copy the ability of any Cloak unit on the board. This can create really strong combos. It can also mean that some turns he may be stuck with a Greater Sneak or Raid that can’t trigger because you were just curb stomped by a more effective opponent. At the very least, you choose during the event phase so you can summon whatever ability you want so long as you’re holding it in your hand or manage a lucky draw. It’s the sort of ability that has infinite scaling and is only limited by the releases Vlox can access.

It’s a good and necessary ability that would have been faction defining if it were in a deck that was more effective. Unfortunately, because there are so few decent tactics for the Cloaks, it makes their strategy a bit one note. Your enemy knows that you’re going to try and abuse the potential for Master of the Art and will do what they can to limit the effectiveness of Vlox while pinning him in and trying to force subpar mimicry. They don’t have all the information, however, so you can still pull some surprises against even the most attentive opponent. But the more wise your enemy is to your ways, the harder it gets to slip a scrapper by unnoticed.

evt-SpyHis events aren’t awful, however. Though anyone sporting Magic Drain can hardly be considered to have terrible events. Yes, even in the Cloaks, Magic Drain is silly. There’s a bit of anti-synergy with the Cloaks as Vlox would like to have more units on the board in order to leave him as many options for Master of the Arts as possible but he also needs to have the threat of a double Magic Drain ruining an enemy’s planned counter attack. That said, Assassinate is great for taking out hardy commons – the biggest weakness that Vlox can face as he has little response for those. Assassinate is fantastic against the Filth since it not only eliminates a dangerous mutation but refunds the cost as well.

Just to give a comparison for Assassinate, however. Plaid Hat have just revealed a 2 magic cost event in the new Shadow Elf summoner repertoire. Not only does the Shadow Elf get to draw two cards when they play their paid for Event but they are also able to give every one of their units the ability to summon – for free – a unit from your hand if they manage to kill something that turn. Vlox, in comparison, can remove a single common. To make it even worthwhile, you’ll want to target a 2 magic or more card. Otherwise, you’re paying through the nose in order to open a firing lane.

Cloak of Shadows also costs 2 magic (essentially because why are you wasting this event on a common). It’s good since it means you can only be hit by dice rolls of 6 for a whole turn. And you’ll need to save it almost universally for Vlox after he’s managed to sneak his way into trouble.

Spy is fantastic if inconsistent. Being able to mess with the opponent’s draw is something we haven’t really seen at all in Summoner Wars which is unfortunate since it’s a powerful and interesting mechanic. But if you can’t get a pivotal champion in those five cards to pitch immediately into the discard, then there’s not a lot of advantage to be gained. Most events either have multiples in a deck or aren’t super important if one is discarded. Throwing walls to the bottom of the enemy’s draw is great but throwing garbage commons is rather disheartening.

Raid is fine and only held back by the criminally low number of thieves in Vlox’s deck. It can be used as a Greater Sneak substitute to get Vlox on a summoner or to get him to the back line in order to teleport out of the enemy’s territory if you’ve overextended, however.

com-GunnerGunner (1R-1W-1M-Greater Sneak)

Gunners are pretty lame, I won’t lie. Rarely do you want to spend what precious magic you have on them. One attack is lackluster. One attack on a one health is pitiful. Greater Sneak can be great for assassinating but you’re not assassinating anything with a single dice. You’re pinging and praying. I generally try and keep one of my starting alive to give Vlox the option of a solo three extra spaces move. These gals just fold under pressure, however. And, sadly, there’s not a whole lot of anything in the deck to alleviate pressure on them. They’re your go to magic fodder.

com-Scrapper

To this day I can’t figure out what this guy is wearing. Are those boots with toes? Does he just have a horrible case of jaundice and square knees?

Scrapper (1M-2W-1M-Blindside)

Scrappers are your surprise factor. They can help teleport a Cloak of Shadows Vlox right on to the enemy if you’re able to get one to the enemy’s back row. That is, of course, assuming you hit. With only one die (yet again), you have only a 66% chance of getting that wound that will let Vlox jump. If you whiff, then you have a weak, low health twit standing in the middle of enemy forces looking stupid. Sadly, this is your only option for a survivable Cloak common without dipping into second summoners and that extra health is sometimes worth praying on to get a little more utility in a second round. They aren’t particularly threatening, however. And don’t think that having other scrappers capitalize on Blindside is a threat. Three gentle one dice love slaps isn’t going to give anyone nightmares. Course, this threat would also require each successive scrapper to hit too. So, yet again, slap those hands together in prayer and hope you got a good 6 streak in you.

com-ThiefThief (1M-1W-0M-Steal)

Thieves are probably the best common in Vlox’s deck. That’s kind of worrying when a zero coster is your only hope. Unfortunately, the base deck doesn’t have lots of thieves. Their lack of a cost is great for taking off pressure on your economy game. And if you’re able to get them to the back of the opponent’s board, they can do some damage to your opponent’s plans. Seriously, though, the Cloak player should choose what’s stolen at random instead of giving the opponent the option to just toss whatever useless common they have in their hand. At least then you could pray to pluck a key champion your enemy is saving for. Unfortunately, don’t expect to get many steals off. One health is easy to pick off and you don’t have much of anything to distract from raid runs. Your best bet is to summon off a forward wall, Raid down an empty corridor and then destroy your thief for a 2 magic swing.

It won’t win you a game, like ever, but you’ll feel better about yourself. That’s really the best victory you can hope for. These small victories. You are playing the Cloaks, after all. Oh, you can also copy a thief, move Vlox to the enemy’s back row and destroy yourself to spare the pain of actually drawing out games. That’s cool too, I suppose.

Accessed from www.plaidhatgames.com/games/summoner-wars/Dagger (2M-6W-6M-Backstab)

Alright, so the commons are duds. Maybe the champions make up for it. I mean, this wouldn’t be the only faction with awful commons that are made good by their champion line up. There are the Deep Dwarves who… no wait. Well how about the Benders… hm, nope. Or maybe the Guild Dwarves… no they have defenders. Hm, all the good decks have at least one good common. Weird.

But there’s Dagger! He continues the theme of hitting like wet ramen. He has an ability that gives him a bit more bite but is incredibly tricky if not impossible to pull off save for the most fringe cases. At least he has 6 health. Yeah, that’s a positive! Dagger has six health! And unlike the scrappers, his boots cover his toes! That’s two positives. He has average health and proper footwear! And have you checked out that codpiece? Man’s practically on the cutting edge of fashion.

chm-ScamScam (2R-5W-5M-Escape)

Ah, Scam. You’re really the only other option for a Cloak victory. If your scrapper gambit is going to fail, Scam represents your alternative. Save as much magic as humanly possible, drop this guy to the board and run around being annoying with both Vlox and Scam fretting away your magic pile. Is it effective? Of course not! If it was, the Cloaks would win more than the rare game on a blue moon. But at least you can nettle your opponent. Nettle! That’s worth the price of admission.

Scam’s on the lower end for champions which is the best I can say about him.

chm-VioletViolet (2R-4W-4M-Whirling Blades)

Violet is literally the only good unit in Vlox’s forces. Two range for four magic is a pretty good deal. Sure, she’s paper, but that’s hardly something new for the Cloaks. She’s a decent candidate for Cloak of Shadows and a fantastic target for Vlox to copy. She’s not Satara levels of good but if I made a list of top champions, she could certainly squeeze in there on the bottom. That she can hit multiple units means she’s really going to do more damage than a two attack would normally. Course, her status as the only threatening thing to hit the board means she’s going to attract aggression way more than a three legged cat limping past a pack of starving wolves.

Don’t stare at her legs, though. She hates when people do that.

So, yeah. The Cloaks weaknesses are apparent and their strengths are obtuse. I’m not entirely certain what went wrong with them but their weaknesses are so ubiquitous that they have to be intentional. For whatever reason, Plaid Hat wanted a deck full of low attack, low health units with expensive events and situational powers. It’s the poster child of a drawback melting pot. Its designed path to victory is not only difficult in its own right but made even more difficult by the pieces that are suppose to accomplish it. The Cloaks don’t even struggle against specialized enemies. A simple 1 attack 2 health common will give the cloaks problems since they can’t kill it in one attack but their own units can die immediately to the counter attack. And this doesn’t even address the fact they have no answers to a strong champion focused game.

They don’t really have an answer for anything. An aggressive faction like the Cave Goblins will overwhelm the Cloaks with their additional attacks, movement and cheap bodies. The Cloaks will break against a defensive faction’s protections. And they have no way to protect themselves from other assassination attempts. Even the Alliances assassin wasn’t the greatest but Marek certainly has a lot more tricks than Vlox does for getting wounds on the enemy. Not to mention it isn’t too difficult to get three ranged attacks on Marek’s hunters against an enemy summoner.

So they don’t do anything well. They can’t respond to anything well. And… well… they just lose.

Gonna Have Your Mana

So let’s continue where I left off last week regarding Summoner Wars and it’s design… decisions.

To summarize, the game does not seem to meet its assumed design goals with numerous detractors complaining about how the game promotes and encourages stalemates, passive play and general undesirable attitudes. Last time, I pointed out a few of the game rules that I feel contribute to these issues. Today, I want to discuss my way of overcoming them.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/aelst/stilliff.html

Fruit Still-Life by Willem Van Aelst (1677).

Way back in the summer, I shared my lovely discovery of house rules and homebrews–how a personal touch can take a game and make it all the more tailored to my tastes and preferences. I got to thinking to myself, since I won’t be playing this game with anyone but my sister, it doesn’t matter if I explore a few tweaks and changes to the game that would improve the style of play that my sister enjoys. Namely, she wants to rush across the board and smash face. Coincidentally, this style also appears to be the same that beginners and the Android app utilize so I figured if I could get the system to work as such it would be closer to the design goal that Plaid Hat Games set out to achieve.

So, to accomplish this, I took a moment to stop viewing Summoner Wars as a player and started looking at it as a designer. I thought to myself, “What would I do if I were approached to design Summoner Wars 2.0?” I let the sky be the limit with the tweaks and changes I could accomplish. I looked at the system and pondered what were the key elements to its identity and what parts of it drew me to it. What sets this boardgame out from the rest that should be highlighted?

Really, it’s the blend of board and card that I found the most intriguing. Without the strategic movement and zone control, Summoner Wars is just an incredibly watered down and less dynamic game of Magic: the Gathering. It struck me as such a missed opportunity that the game didn’t have a greater interaction with the board itself. Sure, placement of walls could help funnel or block off avenues from an opponent but the size of the board, the numerous movement options available and the forward summoning off walls mechanic helped to really reduce what strategic value there was in controlling the spaces on the board itself. There is little gain moving your forces and fighting for those spaces between your side and the enemy’s when he can instantly summon reinforcements on his turn and undo all the work you’ve done on your turn.

And the more I thought about it, the more I really didn’t like the summoning mechanic. Ostensibly, it’s made to advantage the aggressor as a forward wall should allow better reinforcement of an assault into enemy territory. The unfortunate reality is that wall summoning wholly benefits the defender. So something there had to change.

I remember a number of suggestions from people in the community was to remove the benefit of gaining magic from killing your own troops. And while I could understand the reasoning behind that, I didn’t like it for several reasons. One, I didn’t think it would encourage more common troop usage since you wouldn’t be able to reclaim some of that investment when you played the card. And two, it didn’t address the fact that building commons for magic was near universally the better move.

And that’s when I started to think about the resource management of Summoner Wars. In my review of the Alliance set, one of the things I harped on repeatedly was that cars with abilities which cost magic were, invariably, worse than ones that didn’t. The biggest reason was that their abilities were never really worth the additional payment. As I pointed out in the last article, if you wanted to play all three of a standard set of six costed champions, you’d have to build every single common in your deck (and thus have to self kill the ones starting on the board) to afford them. Having commons with abilities that cost magic was even worse. On the one hand, you can generally view it as a one time payment since commons only last a turn, but if chance goes your way and that card doesn’t die then you’re now invested way more into that card that is ever worth the price of its ability. Or you don’t use it on the second turn in which case it’s a blank card ability wise.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/aelst/deadbird.html

Still-Life with Hunting Equipment and Dead Birds by Willem van Aelst (1668).

This turned out to be the biggest problem. The hard limit on the amount of magic in the game wasn’t actually an interesting strategic element. It was a restrictive one that strangled gameplay into one of two styles: either you commit to the subpar common spam and hope that lucky dice will see you through an assault that will otherwise flood your opponent with far more magic than she’d normally expect to have, or you save all your cards to fuel your three big hitters. And the great irony, once again, is that going champion focus is more advantageous because if you’re building all your commons for magic then you’re going to be drawing lots of cards at the start of your turn. You get enough economy in two turns of building in order to play those champions as well as get the draw you need in order to find them in your deck.

And this was the crux of the issue. Magic generation was too good. It is my opinion that if you want to play a champion then it should come at some sort of equitable cost. Say, if there was a way to restrict the amount of magic earned per turn, then you couldn’t be assured you’d have the resources to pull out that champion on your next turn if your opponent realized your plan and tried to counter your passive play with an aggressive attack. Furthermore, if we divorced magic generation from being restricted solely to your deck then it would diminish the influence of paid abilities on your economy management. It wouldn’t, however, diminish the strategic weight of using abilities.

So, after making a rather lengthy design document of changes and ideas, I sat down to start testing them. What I discovered was actually surprising. Very few changes needed to be made to completely flip Summoner Wars on its head. While I would still explore a different direction if heading Summoner Wars 2.0, I didn’t actually have to create an entirely new game to save the original.

Here are the Major Changes (TM):

  1. Magic Drain: There’s simply no way to address the game without touching on this event. Everyone recognizes it’s a problem. I wanted to weaken it but not make it useless. Thus, Magic Drain was turned into, “Choose an opponent. Remove up to three cards from the top of that opponent’s Discard Pile and place them on top of your Discard Pile.” (As a side note, I personally removed all “fewer Unit” restrictions on every Event card since this was an unnecessary element that encouraged people to not play commons.)
  2. Summoners: All summoners have a generic ability inherent to being a summoner. It reads, “Instead of attacking with this Summoner, you may move the top card of your Discard Pile to the top of your Magic Pile.”
  3. Summoning: The summon phase was revamped. Instead of summoning beside a wall, all players summon units into a Reserve Pile. While in this pile, a unit is not considered “in play” in regards to being targets for events and abilities. During the Movement Phase, however, they may enter the battlefield from the back row of the player’s board. During the summoning phase, however, a player may spend 1 Magic to place one Unit from their Reserve Pile adjacent to a Wall they control. To be clear, this ability is limited to once a turn. You can reinforce an attack but it is slow and costly. Likewise, you can try and dislodge attackers from your walls but it will cost you magic and unless you have board control, it will be without reinforcements.
  4. Building Magic: The Build Magic phase is split from the Discard Phase and occurs first. All Units, when killed, do not go to a player’s Magic Pile but to the killing player’s Discard Pile. During the Build Magic Phase, the player rolls a die. On a result of 1-3, the player may add one card from the top of their Discard Pile to their Magic Pile. On a result of 4-6, the player may add two cards from the top of their Discard Pile to the Magic Pile. During the Discard Phase, players place any number of cards from their hand into their Discard Pile.

So what does this confusing mess mean?

Every player has a passive 1-2 Magic generation during their turn assuming they have cards in their discard. That said, generate magic is very difficult on your first turn unless you either play an event (I’m currently testing both players draw a full hand at the start of the game instead of only the second player) or you make a kill. This makes the first turns very interesting. Obviously, killing your own units is easiest since you’ll have more cards in position to attack your units. On the other hand, having less units means that you have fewer answers if your opponent rushes across the board. With so little magic, your second turn you’re very unlikely to put more than one unit on the board and chances are it’s coming in from reserves instead of being summoned off the wall.

Suddenly, the early game has become incredibly important. Starting with five units on the board is now a boon instead of hindrance. And playing defensively got so much harder. The game really changes when, at best, you can generate 3 Magic a turn. That means if you want an average costed champion, you have to save up two turns worth of magic. Possibly three if your dice are poor. Which brings me to an interesting point: Why make magic generation random?

Accessed from http://www.wga.hu/framex-e.html?file=html/a/aelst/stilmous.html

Still-Life with Mouse and Candle by Willem van Aelst (1647).

Summoner Wars is a game that relies inherently on chance. Even with the best planning, everything can turn on a dime if you roll all misses and your opponent rolls all hits. I feel part of the skill of Summoner Wars is understanding the odds and adapting to misfortune. I wanted specifically to make economy generation an uncertain action. If I’m sitting with Silts in my hand, I want the player to have to make a decision informed by the fact that they don’t know with 100% certainty whether they can have Silts out next turn or the turn after. It, once again, encourages common play since their low cost is now an advantage. You probably have one or two magic floating around in your pool since you automatically generate that at the end of your prior turn. Is it more important to get out a defender now to protect Krusk? Or can you afford to wait one or even two more turns to get the powerful Silts to the board?

And with the slower arrival of champions, it gives a greater window for a common focused strategy to gain board advantage and momentum. Before, an aggressive player basically had one turn to try and win on an assault unless they had secured a large economic advantage earlier in the game. Now, an aggressive player can have up to three turns of an advantage against a defensive player.

So, the good news. These changes made the game very exciting and very different. Not only is aggressive common play viable but it’s practically the default. In my testing, I’ve noticed a huge inversion in the decks that are really powerful. Suddenly, the Mountain Vargath have become a powerhouse which, when looking strictly at their numbers, they should have been from the start.

There is bad news, however. This doesn’t balance the game by any means. This just makes a new power balance. Sadly, the difficulties of the game have made it such that my goal of not needing to rebalance specific factions or cards (outside of Magic Drain) a near impossibility. Oddly enough, the Filth seem to come out even better with the new changes and I’m toying with a specific change to their faction to bring them more in line with everyone else. And the biggest losers? Turtlers. The Deep Dwarves and Tundle in particular have really taken a hit. Turtling and defensive play right off the bat is a much harder strategy to adopt. I don’t have a problem with this, however. While Tundle is a lot worse beneath these rules (I changed his ability so that he can Meditate for 2 Magic instead of 1, by the way), if he does manage to sit back and make a massive stack of magic, he is really powerful. Getting to that late game, however, is a slog.

Overall, I’m really happy with these changes. Granted, there’s a lot of finicky situations that arise and I often have to errata some interactions or powers on the fly to adapt to the new system. For example, I move the choice of boosting units to when they enter the battlefield and not when they are summoned into the Reserve Pile. Partly, this keeps from having to balance tokens on a stack of cards. Mostly, this makes it so they aren’t completely awful to use.

But I’m really happy with the outcome of these tweaks so far. While not perfect, it’s surprising how big and how positive an impact they’ve had on the game so far. I’d recommend people to try it out if they are looking for a big change up to how Summoner Wars can play. At the very least it casts old mechanics into a new light that’ll make you look at the game in a way you hadn’t before.

Too Common for Me

One thing not mentioned about my sojourn to Japan was the long hours reserved for myself away from friends and creature comforts of home. One of the defining element of our lives which we hardly pay much attention to (or too much depending on who you ask) is the importance of entertainment. Part of the whole idea behind the Industrial Revolution was to develop more leisure time for the average individual that they could enjoy personal pursuits and self-improvement without being enslaved to the daily toil of the farming life.

Which, given Victorian sensibilities, I can only assume is code for them trying to get people to stop drinking so damn much.

Well, unfortunately, I’m already on that Victorian bandwagon and am hardly going to fret away what few pounds sterling I have on something so ephemeral as alcohol. And in this glorious age of technology, we’ve done a pretty thorough job of expanding the options for amusement. Games, movies, television, songs and art are all available for a pittance with the connectivity of global telecommunications.

But despite the global reach, there’s still a strong regional influence. All of this is to say that there’s not a hell of a lot to do in Japan if you don’t like watching Japanese variety shows, observing Japanese baseball games or drinking in Japanese pubs. I didn’t have my precious computer either so most online options were restricted especially given Kait’s rather spotty Internet provider.

Thankfully, some of the local ALTs thought to band together and hold a boardgame night. Unfortunately, they did it once while I was there. However, it did remind me of the digital program for running the games I owned at home. Course, then I remembered that Kait hates the digital interface and won’t play with me on it.

So, the long and the short of it is I ended up spending a fair bit of time playing Summoner Wars by myself. How’s that for a rambling lead-in?

Yes, this is going to be another damn Summoner Wars post. Yes, this is mostly because I’m busy with other work and haven’t done much that’s exciting since coming home other than lie in bed and try to recover from this flu. Such is life.

Actually, if I’m being honest, my discourse today didn’t come quite as organically as I pretend. What truly got me thinking and poking around with the game systems of the heavily flawed game was the four hour bus ride to Hirosaki. I tried to download some Android app games to amuse us on the road only to find that most mobile games are utter trash. Sorry, that’s elitist. Most mobile games do not meet the stringent requirements of my refined tastes.

That’s better.

However, while we spent most of our time lobbing digital artillery in a free version of battleship, I remembered that one of the things I found fascinating with Derek’s smartphone (back in the day) was how he was able to play the boardgames we usually pulled out when I visited on his bus rides to and from work. I poked around what was available (read: free because I’m not convinced I’m going to use any app enough to warrant a purchase) and lo and behold Plaid Hat Games had a version of the game online. I gleefully downloaded it, then had the damn thing crash on my four or five times while I refused to register my Google account with its psychographic services.

I did manage to get it working… somewhat. I’d be more annoyed if I properly signed up for it and it was still this unstable. But I’m not here to review the software. Instead, playing the game repeatedly with only the Phoenix Elf summoner Prince Elien made me realize something important about Summoner Wars:

It’s a bad game.

http://www.plaidhatgames.com/fulfillment/sites/default/files/3d-box-right-sw-peto.png

Summoner Wars and its art belongs to Plaid Hat Games and Cupidsart. Find Alliances at their website http://www.plaidhatgames.com

I know, I’ve complained about its design before and at this point I’m unlikely to be selling anyone on it anyway. My continued discourse around it, once again, lies in my sister’s interest and the fact that it is so simple that analyzing it is much easier. It’s like learning to dissect a fetal pig before plunging wholesale into a dead body trying to figure out what killed it. I’ve listed the numerous issues that Summoner Wars has faced before. But it wasn’t until I was playing match after match against the AI and soundly trouncing it in games against decks and cards I’d never even seen before that I realized just how poorly the game is made. And we can argue subjectivity and whatnot until we are blue in the face but I can categorically state the game is bad on one objective criteria:

Summon Wars is highly unintuitive.

This is to say, the way to win at Summoner Wars is not the way you’d expect to play when you first look at the rules. Course, pick up any game and you’re not going to understand its intricacies or nuances, however the design of the game itself seems to underline the intent of its design. Perhaps I’m putting too much credit in the programmers hands, but when the official mobile app isn’t even programmed to play in a manner that would lead to victory it makes me think that the design itself is doomed to failure.

So what am I getting at? Simply put, Summoner Wars hates commons. It’s a game that, thematically, is meant to simulate a combat between opposing armies. But all of its gameplay elements discourage or outright punish you for fielding an army. Common units are the most prominent piece of a player’s deck and are easily the least valuable. Worse than that, they’re negative value.

It was rather remarkable, actually, watching the AI lob legion after legion of its own forces against my side churning into an unending meat grinder of points that skyrocketed me to victory no matter which opponent I set myself against. It didn’t even matter if I tried playing with my faction’s worst cards as the matches continued to be lopsided so long as I didn’t mimic the suicidal tactic of wasting all my resources on buying the rank and file soldiers of my deck. I couldn’t help but think how discouraging this must be for newer players to be presented a system, given a baffling rundown of how it works and then intuitively play over and over again in a manner that only assured defeat.

Seriously. Can you imagine what chess would be like if the very act of moving your piece towards your enemy was categorically losing option? If you, as an uninformed player, are told the rules of a game, the mechanics shouldn’t work against the general idea of how you expect to play.

So why do commons suck so much in Summoner Wars? A shorter question to answer would be “when do commons not suck?”

Let’s look at a basic component of the game to highlight the issue. The two primary combat phases–movement and attack–are both regulated by the same restriction: a player–unless a card specified otherwise–can move with and attack with a maximum of three cards per turn. Ok, seems harmless enough. Except, the goal of the game is to kill the enemy’s summoner, a card which is permanently on the board and in play. Given the short length of the board, the high value of the summoner and the importance of keeping her alive, you’re most likely going to be using one of your three precious movement/attack options on your summoner. There is no benefit to putting a unit on the board which you aren’t planning on moving or using for an attack since there are almost no passive abilities that give you a general benefit. Playing your summoner defensively is far easier than offensively since the situations that allow instantaneous reinforcement don’t usually happen on the enemy’s side. Thus, you’re able to use your summoner with far less risk than someone attacking. Thus you’re incentivized to play defensively…

Another issue with common units is that they’re just so fragile. The vast majority are one or two health and getting two or more dice on an attack is pretty easy. This is to say that your poor common is, on average, going to live one round. If you can’t hit with it that round then you’ve just wasted your magic summoning it. Ambushing units on your side makes it more likely that you can get into position than marching them across the enemy’s empty spaces. Thus, defensively you’re at an advantage and…

It just keeps piling up. The real nail, however, is in the game’s fundamental economy. The resource you have for using many of your events and summoning your units is magic. Magic is composed of the units killed by the forces you control or the cards dropped from your hand. Since you always draw up to five at the start of your turn, there’s really no reason for you to hold onto the numerous commons that make up your deck. Furthermore, putting them on the table costs magic and if they just turn around and die to your opponent then you’ve given them magic. Most commons cost one or two magic. Champions, on the other hand, cost around six. So they’re about a turn of discarding your hand, have double or even triple the attack and health of a common and usually have unique or stronger abilities in comparison too. Champions, with their larger life, are more likely to last more than one round so can make the treacherous crossing into the opponent’s territory. They have the attack value to actually do damage while alive too. They’re so expensive you’re not likely to have many out at the same time and since there’s a limit on unit movement and attack, it’s hard to deal with them strictly through commons on the enemy’s side. Especially without using more magic to do so.

http://www.plaidhatgames.com/images/games/summoner-wars/factions/filth/chm-TheAbomination.jpgChampions are better in every way. They have a downside, of course, and that’s their cost. All decks in Summoner Wars have 32 cards (2 walls, 9 events, 3 champions, 18 commons) in them so that puts a hard limit on the amount of magic a player can generate in an entire game. If you only want to summon champions and let’s say you want to summon all three, you have to devote 18 magic to them. Using your own cards to build magic is the most assured way to get your magic so you’re devoting over half your deck to summoning those champions. And that’s not even taking into account any of the 9 events you may want to play or your 2 walls buried in there as well.

Let’s do some math!

3 Champions at 6 Magic = 18 Magic

32 Deck – 18 Magic = 14 Cards

14 Cards – 2 Walls – 3 Champions – 9 Events = well I’ll be damned.

So, in conclusion, Summoner Wars restricts the number of commons you can use per turn and makes them compete with higher valued champions and summoners. It designs them to be fragile and unable to compete with champions and summoners in a one-on-one engagement or even with each other. It then forces you to decide whether you want those commons in the first place or would you rather have the economy to afford those game winning champions. Because every common you put on the field is a common you have to kill of your opponent’s if you want a champion.

And if he’s saving up for his own champions then… well…

But this isn’t all doom and gloom. I’ve been working on an idea.

I Made A Thing Part 2

So last week I showed off the second summoner for my custom Summoner Wars faction: the Sylvan Vargath. There were several design goals I hoped to achieve with this deck. I wanted to make a melee focused force that were hyper aggressive but did not rely on free units to score an economy advantage over their opponents. Instead, I wanted to try and create a more expensive troupe that was too tough to kill before they got across the board. Furthermore, I wanted them to balance on a very thin edge by getting a number of bonuses for being wounded even though that brought them closer to death. My final challenge was to wrap all these mechanics in a flavour that gave a wild and dark impression as though the force were fashioned from the rejects and outcasts of a fantasy society.

Andrasteia and her events represented the hard to arrange but powerful if you did concept. A number of her events require very specific triggers before they can occur with, perhaps, the Child of Nyx stealing the show as a powerful one attack, four wound conjuration that has the potential to do up to three wounds every Sylvan Vargath round.

Now we’ll cover the forces that work beneath Andrasteia. Here, the concept of fringe society is really pushed to its limits. And we’ll see the question brought up again and again: what is the price one is willing to pay for power?

Accessed from http://www.wga.hu/framex-e.html?file=html/h/haen/satyr.html

Satyr Drinking from Grapes by David de Haen (1597-1622).

Barbaros (1M-2W-2M-Untamed Heart) – 6

Untamed Hearth – When moving this Barbaros, you may move up to 1 additional space. If this Barbaros moved through 3 different spaces this turn, increase its Attack Value by 1.

Ah, the Barbaros. I thought this guy was going to be super underwhelming. It almost falls into the Plaid Hat “one card must be trash in every deck” design. However, the first game my sister played with the Sylvan Vargath abused the hell out of these guys. They are designed to be a 2 melee, 2 wound common for 2 magic. At six in a deck, you’ll be able to reliably find them in any decent amount of draws. But in order for them to be worth their price, these guys have to run otherwise you’re overspending two magic for some rather lackluster stats. In comparison, the Shadow Elf Swordsman is a 2 melee, 1 wound for one magic that can move an additional space. So how are these guys suppose to be any good?

Well, for one you will make them run and having multiple three space moving units hitting for two melee can get bewildering. They can block lanes or threaten summoners are just a slightly larger range. Most importantly, they’re fantastic targets for Andrasteia’s Shroud of the Mother since this can increase their movement by a really impossible to predict amount. Best case scenario is you summon a fresh Barbaros, play Shroud to hop that Barbaros to a unit two spaces in front of a mid-board Andrasteia then run him three more spaces to strike some backliner–preferably the opponent’s summoner. That’s five plus squares that can be achieved by as many Barbaros which qualify for the maneuver.

While I was rather unimpressed with them when creating them, I don’t think I would buff the Barbaros either. Sure, you have to work in order to make him not be an overpriced Guardian Knight but his unassuming stats make him easy for the enemy to ignore. He also needs, on average, three dice to statistically bring down and if you leave him wounded he can threaten a Retribution on his turn before running off and punching some sucker or a wall in the face. Or blocking for Andrasteia and turning into a Child.

Vates (1M-3W-2M-Blasphemous Rites) – 7

Blasphemous Rites – This Vates may move through other Units but must end its turn on an unoccupied space. If wounded, move 1 extra space and roll a die every time this Vates moves through a unit. On a result of 3 or higher, place 1 wound on the passed unit. Otherwise, place 1 wound on this Vates.

Yerp, that’s movement. Here’s two commons at two magic for one attack. But both focus on turning out extra dice through other means. I like the Vates myself, though they have a tendency for blowing themselves up on me than actually throwing out three wounds. Truthfully, it took a long time to create this common and it wasn’t until I decided that I wanted a deck that turned on abilities as its units drew closer to death that I settled on this design. The moving through units was important so a defensive player couldn’t easily block off their summoner from the Sylvan Vargath charge. At three movement, you have to stack your defenders quite deep to keep them out.

It wasn’t until I settled on the design I realized I’d just created a common Satara. And I love Satara and think she’s bonkers. So I added the self wounding for the failed attacks they get when they pass through units. It’s a gamble but one that can be quite painful if you’re lucky. Since the majority of units in Andrasteia’s army are melee, it means that the opponent generally gets to focus their attention at killing each unit one by one and the Vates being incredibly unthreatening without wounds makes them perfect targets for a Child’s range attack. Their three health makes them far harder to focus down in one turn if they’re fresh too. With seven in the deck, they’re kind of the bread and butter of Andrasteia’s forces though, despite my love for them, I find I don’t summon that many in a game.

Accessed from http://www.wga.hu/framex-e.html?file=html/l/lotto/1/03rossi3.html

Allegory of Virtue and Vice by Lorenzo Lotto (1505).

Hamadryas (3M-3W-4M-Deep Roots) – 5

Deep Roots – Abilities and Events may not exchange or place this Hamadryas or enemy Units adjacent to this Hamadryas. When moving adjacent enemy units, they must move at least 2 clear straight line spaces away from this Hamadryas or they may not move.

This is the reason you don’t see many Vates. There is but one other common with the same stat and that’s the Swamp Orc Savager. Which is a pity because I really like the three attack, three wound line. It makes them hit hard but fall fast. Hamadryas having a confusing ability (sorry about that) which is designed specifically to feed of Andrasteia’s Inescapable Night. So what does it mean? Any enemy beside a Hamadryas gets caught in the tree spirit’s entangling clutches and must spend all of their movement escaping them or face that terrible three melee attack. These are the bodyguards for Andrasteia. Enemy forces trying to skirt around your army to strike your summoner get stuck against these tree spirits and in order to break free have to move out of position from hitting Andrasteia. Even worse, if they’re on the wrong side of the Hamadryas and within Andrasteia’s Night they can’t move at all because they lack the number of movement points to run away.

And this triggers on enemy units. That includes conjurations and summoners! Yes, Andrasteia can lock down an enemy summoner with a Hamadryas and Night. This doesn’t happen that frequently, that 3 wound stat coming in strong here. But given that these spirits are almost always beside Andrasteia, they’re the motivation the Sylvan Vargath outcast needs in order to have souls to entice those Children onto the field. A Hamadryas at one health is still a terrible foe and obstacle and your opponent will rather have the Child flinging wounds on the board than deal with this very effective blocker.

So what’s the downside? Hamadryas can not move with Shroud. Which is for the best as they could have had some crazy combo turns if I had not put this restriction in. However, it’s also a boon as it prevents tricky plays through Silts Cunning, Woeful Brother’s Swift Maneuver or anything else that shifts opponents. However, not all is lost as Hamadryas can be moved by Controllers, Brutes and the like. So Andrasteia has to be mindful that her defence isn’t impenetrable. It’s just very tough. And kind of scary.

Accessed from http://www.wga.hu/framex-e.html?file=html/l/langetti/marsyas.html

Apollo and Marsyas by Giovanni Batista Langetti (1660).

Lycaon (3M-6W-8M-Cursed Blood) – 1

Cursed Blood – Once per turn, after attacking with Lycaon you may place 2 wounds on an adjacent Sylvan Vargath Unit you control and immediately attack with Lycaon one additional time.

So… yeah. This is a thing.

One of the original weaknesses of the Sylvan Vargath was I intentionally designed them to be poor against enemy champions. The first summoner produced so many wounds against commons that they could cleave through other common focused forces with great ease but a strong, tanky champion like Gror or Krung could really do some damage. I didn’t want to create a silver bullet with the second summoner but since Andrasteia doesn’t create nearly the same attack bonuses as the original summoner, I felt like there should be an option to deal with a single, massive target.

Lycaon is that answer. Six attack is pretty unprecedented. Lycaon can, with some luck, one shot the majority of the game’s summoners. But to do this, you have to maim a unit. Also, eight magic is a massive sink on par with the aforementioned Krung. Only Hellfire Drake is more expensive but there’s no way to reduce the cost of champions in the Sylvan Vargath like there are in the Fallen Kingdom. And you’re only getting six health for that investment as well. He’s probably the most fragile of the highest priced champions. I feel like he’d be rarely played and often for Hail Mary situations.

The other thing to keep in mind is that nothing in this deck is cheap. All the commons cost two or more magic and now they have one of the most expensive champions? There’s some tough magic management built into the Sylvan Vargath which adds an extra layer of complexity to an already complex faction. This is not a beginner deck and Lycaon is perhaps the most straightforward of the three champions.

Still… you can one shot summoners…

Diactoros (1M-6W-6M-Tranquil Envoy) – 1

Tranquil Envoy – When Diactoros is not adjacent to any Unit you control, reduce the Attack Value of all enemy Commons and Champions within 2 spaces of Diactoros by 1. A Unit’s Attack Value may not go below 0 from this ability. 

Alright, I really struggled with pricing this champion. His wording is designed specifically so he doesn’t make the first Sylvan Vargath summoner stupid broken. But since Andrasteia has a bunch of single units running all across the board on their own, keeping them away from the Envoy is pretty easy. So what does Diactoros do? He adds toughness to your army without actually adding health to your units. He shuts down sections of the board, stripping units of their ability to wound your forces.

I won’t lie, I have no idea of this guy is incredibly broken or not. He has a big question mark over him in terms of balance. He almost all but shuts down common play where I feel the majority only have one attack value. At six health, he’s incredibly difficult to bring down as well. The only saving grace is that he has but one attack value so if he does get into a fight with a tough opponent, he’ll probably fold… eventually. The range on his ability is also very strict because, once again, I’m unsure if it is even suitable for Summoner Wars or not. I think he hit the table once during our few playtests which is why I’m so unsure of him.

I do like the theme I built around him, however. He’s like the Sylvan Vargath peace ambassador that just happens to be bombing around the area when Andrasteia attacks. He’s not really part of her forces (he loses his ability if beside an ally) but all he wants to do is spread peace and tranquility so he doesn’t really interfere either. Just another outcast of society trying to change the world the best he can.

Accessed from http://www.wga.hu/framex-e.html?file=html/g/gervex/satyr.html

Satyr and Bacchant by Henri Gervex (1852-1929).

The Horned Priest (2M-4W-4M-Presence of Cernunnos) – 1

Presence of Cernunnos – Instead of attacking with The Horned Priest you may target an adjacent wounded Common Sylvan Vargath Unit you control. The target Unit may move up to 2 spaces and attack with an additional 1 Attack Value. If it fails to kill an enemy unit, place 1 wound on it.

So we’ve gone from one of the most expensive champions to one of the cheapest. This is my idea of a hard “support” champion. Despite being a champion, The Horned Priest has statistics akin to a common unit. So what does he offer?

Well quite a bit, actually. And that’s partly because I discovered he was super over-priced the first iteration I did. Originally, he just let another common attack a second time with a free move but to give up his attack to do this proved to be incredibly useless. But with the additional 1 to the attack value, things get more interesting. First, he can push those Barbaros into their Untamed Heart territory through that extra movement. They can then be three attacks at over five spaces! He can make those Hamadryas suddenly hit for four dice. Wounded Vates can pass through even more enemies. He does something for every single common that he shouldn’t ever be a bad choice no matter what your board state is. Furthermore, he can hang in the back, constantly propelling units forward with two additional movement, encouraging them again and again to draw more and more blood for his mysterious unspoken deity.

Oh, and did I mention that he turns Vates Rites on if they fail to get kills so even if your target whiffs you’re still getting a bonus? And he opens up that boosted Barbaros or Hamadryas for a Retribution if they’re not killed on the opponent’s turn?

Suddenly, spending the four magic on him doesn’t seem so bad.

The one downside is that he only triggers adjacent enemies so placement does get tricky. But you aren’t forced to move his target so Vates and Barbaros can still hit for a decent two attack and protect the priest at the same time. And he turns Hamadryas bodyguards into little murder machines. He’s not really a game changer like most champions are, however, but I feel that plays better into a common focused deck. Your commons are suppose to steal the show and the Horned Priest gives them all the spotlight to shine.

And this is why I’m reluctant to improve the Barbaros even further. The deck really needs to take together all its pieces and, while on a card-to-card basis it may be weaker to similar offerings in other factions, as a whole it brings a whole lot more to the table. I think this is the direction to design a faction. Fill it with pieces that all work together so that a player is reluctant to deck build them out. While I have a reinforcement pack designed, I don’t know what I would replace. I would certainly experiment with some of the new pieces but it does leave a difficult question of what I remove for the new toys. This is in stark contrast to other factions like the Sand Goblins where you’re more than happy to drop all those useless Scavengers from your list as soon as possible.

So how does this deck fare? Honestly, it has lost more games in testing than it’s won. Granted, it has a small sample size and, more importantly, its facing decks that we’re far more familiar playing. It has a rather high skill ceiling for the game, however. More importantly, it’s fun and I can’t help but grin every time I pull off a new trick even if it doesn’t win me the match.

I Made A Thing Part 1

Late post because Rogers Internet is awful and was down all weekend. What can you do?

I was cleaning up some things and stumbled across my old Summoner Wars Alliances box. Yes, this is a Summoner Wars post but the rest of my work is rather disinteresting so deal with it.

I’ve been pretty quiet on this little board game despite spending quite a number of posts covering my thoughts and feelings on it. As it turns out, I was gifted a whole bunch of Netrunner for my birthday and, as such, I’ve been transitioning to picking up that little hobby. I suppose you can expect more discussions on that game design in the future… once I start wrapping my head around it. Alas, Netrunner is a lot more complicated than Summoner Wars so it might take some time before I feel I have any input to make on that game. But between Netrunner and the day-to-day business of life, I haven’t had a whole lot of time to focus on the Summoner Wars. As such, it has started to gather dust quite a bit sooner than I would have anticipated. Thus, imagine my surprise when I opened it up and recalled that I had been busy tinkering away on the little thing.

Thus to the title of this article–I’ve made a thing. Specifically, I’ve created a custom faction for the game.

This started with my misguided attempts to tweak some of the shipped products I wasn’t particularly happy with. Primarily, I was trying to adjust the Tundra Guild so they weren’t quite so disappointing out of the box nor as reliant on cards that I didn’t own in order to stand a chance. As I’ve mentioned before, Summoner Wars is a rather simple game with straight forward systems which makes comparisons between factions and mechanics a lot easier to analyse than in something like Dota 2. Speaking of which, that’s coming up…

Anyway, after coming up with my own variant of the Tundra Guild, my sister was quite eager for me to take a stab at one of her favourite factions–the Mountain Vargath. I don’t know why she likes the little blighters but their performance in our games had always been underwhelming. I wasn’t originally going to tackle the challenge but once I started tweaking the Tundra Guild I struck a wellspring of ideas and couldn’t resist toying with her request.

I’m not going to post the products of either of those, however. They ended up being sufficiently different that I felt it was more appropriate to simply go ahead and treat them like unique factions all on their own. So, I created a “reinforcement pack” for my newly christened Sylvan Vargath and even went so far as to make a second summoner. It is this deck that I wish to post because I feel that it has the freshest ideas as I was unshackled from trying to tweak existing mechanics and concepts. I was free to explore any design space I cared for and after playing with them a little, I think there’s something valuable in what I produced.

Do note, I have not sufficiently tested these cards to say they’re balanced. As mentioned, our interest in Summoner Wars has waned to the point that we don’t really play it anymore. Which is a pity because I think there’s quite a lot of opportunity available now that we’ve broken the gate on personal modifications and house rules that could take the game into really fascinating areas. Anyway, this is my disclaimer that I wouldn’t try and sell this deck in the state it’s in. There’s probably a bit more number tweaking left to truly align it with the rest of the game. But here’s what I made and my thoughts behind it.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/altdorfe/1/1satyr.html

Landscape with Satyr Family by Albrecht Altdorfer (1507).
Obviously, as a custom creation, I don’t have any art to go along with these cards so you’ll have to use your imagination. I did find art for the cards but that’s obviously under copyright so here’s more classic paintings!

Andrasteia (2R-6W-Inescapable Night)

Inescapable Night – Enemy Units that start their turn within 2 spaces of Andrasteia can only move up to 1 space on their turn.

Well, no better place to start the preview than the summoner herself. I designed Andrasteia with all the tweaks that I made to the original Mountain Vargath in mind. She was, from inception, a second summoner so a number of her design elements take into account the abilities and play style of that first faction. It may make explanations a little more difficult but I’ll try to be as clear as possible when explaining my thought process.

First thing to notice is that Andrasteia has the standard summoner statistics. If I had taken a census, I don’t remember it now but I wouldn’t be surprised to find the majority of the summoners in the game to have six health and two ranged attack. Normally, this wouldn’t be noteworthy except I want to draw specific attention to Andrasteia’s ranged attack. Since I was trying to create a faction that my sister would like, I was restricted into trying to create a deck whose primary strategy would align with her preferred play style. Which is to say, the Sylvan Vargath have to be a rush down deck. My sister likes moving pieces across the board and pummeling her enemy’s face. Unfortunately, this strategy is one of the weakest in the game. One of the more successful implementations of it is the Cave Goblin Frick. But he relies on zero cost commons and extra attacks to overcome the inherent advantage a defensive player gets with instantaneous reinforcement and superior positioning. I couldn’t just copy the same formula but I also had to make sure that I didn’t inadvertently make something that would be better at defence than offence.

Thus, I focused on the Vargath design of goats and came up with the idea of ‘The Herd.’ The way the original summoner works is by making a very tight, compact phalanx of troops that are so robust they can weather a passive enemy’s defence but were near entirely melee focused so had to rush towards them if they stood any chance of winning. In the original deck, there is but a single card with the bow symbol and it’s an overpriced champion. In this deck, I decided I’d give the sole ranged option to the summoner herself. Part of this bled from a thematic perspective. The original Sylvan Vargath are all about camaraderie and cooperation. Andrasteia, I knew, was going to be the faction’s dark half. She was the outcast and, as such, she would eschew all the noble ideals of her society. Whereas the first summoner wants honourable man-to-man combat, Andrasteia was all about pitiless results and brutal efficiency. Thus, she didn’t want to be in the thick of the battle like her predecessor but nor did I want her hiding in a corner either. I wanted her to be in the middle of the board, a design space wholly neglected at that point.

So how do I balance that? Well, giving her a ranged attack will keep her from the very front lines. But I needed something that would encourage her to creep out of the furthest row. Enter the Inescapable Night.

Phew, what an ability. To be honest, I’m not one hundred percent satisfied with it. The purpose behind it is to lend some sort of superiority when the Sylvan Vargath get into their desired board state. Specifically, once they’ve locked their opponents down in melee combat, they need some sort of bonus that puts things more in their favour. Typically, melee units have far greater attack power and health, so they’re more likely to win one-on-one engagements. Unfortunately, it’s rare that combat is ever one card against one. Part of the difficulty of a rush down faction is that ranged units will add extra dice against melee targets. Especially when you’re taking the fight on their side of the board and giving them more territory to maneuver in. This is compounded further by events and card abilities.

Inescapable Night toys with that. Units caught within that short bubble around Andrasteia aren’t going anywhere.  With properly positioned bodyguards, it makes it really difficult for opponents to flank or surround Andrasteia. It also–as the name implies–makes fleeing from her very difficult. In some instances, it becomes impossible. This is to play up the design idea of Andrasteia’s cruelty. So it’s trying to hit both flavour and design goals. Only issue is, I’m not certain it really makes it. The problem is, extend the radius on the ability and it will be too powerful. Make it too short and it’s nigh useless. I’m not certain there are enough spaces in Summoner Wars for Inescapable Night to hit that sweet spot. I erred on the side of making it too short otherwise the ability could win games all on its own.

This is certainly one aspect I’d like to re-examine and tinker with before I declared it final. But as a design concept–hindering the opponent’s movement in order to grant yourself an advantage–I kind of like. It also means that in certain late game match-ups, Andrasteia can be a titan on her own as weakened summoners will be unable to run away or attack from a distance in order to achieve victory.

But what good is a summoner without some events?

Pitiless Retribution (3) – Add 1 wound to every enemy Unit adjacent to a wounded Sylvan Vargath Unit that you control.

I feel that the most successful melee factions are ones that out wound their opponents. I suppose that could be said about every faction since wounds are the only way to win a game of Summoner Wars. More specifically, to overcome the positional advantage of ranged units, melee units should be able to wound on average more often than their ranged counterparts. The power of ranged units is that they get to–essentially–make a free attack against their enemy. If both cards are throwing equal number of dice, the ranged unit will win through greater successes because they’ll get more attacks to make. This arises because there’s no penalty to a ranged unit engaging a card in melee distance. Typically, ranged units have lower attack than their melee counterparts but with the numerous different cards released, there’s a number of factions that shore this weakness up rather handedly. Fallen Kingdom Warlocks, Sand Goblin Shamans and Javelineers are examples where this “balance” doesn’t hold. This wouldn’t be an issue if melee units had more tools and that’s where Pitiless Retribution comes in.

The Sylvan Vargath hold to the Vargath design of having hardier commons than normal. There’s not a single one health unit amongst the lot of them. This means they’re more apt to get into melee range (especially if you start to consider the reinforcement cards I created). Pitiless Retribution punishes every failed wound from the enemy. With three in the deck, you’re apt to draw one and, depending on timing and positioning, it can be quite a lot of free wounds. In practice, it’s closer to Greater Burn. You’re most likely to play it when you can achieve two wounds. Unlike Greater Burn, however, you can’t place them on the same target. Alas but another design goal was to push more towards common focus gameplay.

There’s a second element I want to draw attention to and that’s the wounded Sylvan Vargath trigger. Keep an eye on this as it’s a central theme to the Andrasteia deck.

Shroud of the Mother (2) – Any Common Sylvan Vargath Unit you control which is not adjacent to an enemy Unit may be placed adjacent to a Unit within 2 spaces of Andrasteia. 

Positioning, positioning, positioning. The first Sylvan Vargath summoner looked at being a good rush down faction by granting units extra movements over their opponents. I think every melee faction is going to need extra help in getting their forces into the enemy’s faces if they want to succeed. Shroud I wanted to tie into Andrasteia’s darkness and give some thematic idea that she’s pulling her forces through this malevolent night and attacking from all angles to confuse and disorient her prey. I also wanted to grant this ability as much flexibility as possible. It can be great for reinforcing a forward push with freshly summoned units (assuming Andrasteia is in that sweet middle board spot) or it can save stranded members of The Herd that may have been isolated–assuming they aren’t already engaging their opponent in mortal combat. Finally, it needed the added flexibility of transporting units right beside Andrasteia in case she does get surrounded by being in that dangerous territory close to her enemy’s walls.

With only two in the deck, however, it’s not really a card you can rely on. It’s tempting to carrying it in your hand but it can also doom you to stuffing your draw while you wait for the most opportune moment to play. I think this finicky aspect of it keeps it balanced despite it being a super charged Fall Back.

Outcast’s Mercy (1) – Do not play this Event during your Event Phase. Instead, when Andrasteia wounds an enemy Unit, you may play this event to remove up to 2 wounds from Andrasteia and place them on her target.

Yikes!

What I always wanted from Summoner Wars was for one off events to feel really “ultimate.” I wanted these cards which you can only ever have one of to really impact the game like your opponent just lay down his trump card. That’s not what we have, though. Instead, things like A Hero is Born are the sort of standard for single events. They’re basically auto builds since they’re so niche in their application that the one magic far outweighs whatever ability is lost from not playing.

Thus, Mercy is meant to bring that wow factor. This card is an auto two wounds (so a Greater Burn) plus a heal wrapped in one. I knew I needed some sort of healing, otherwise frontline summoners simply don’t stand a chance without a huge health pool. I do like that Summoner Wars is very strict about its healing options for summoners, though. Essentially, this is a game whose economy is in wounds. You have to have hard restrictions on who can abuse that. Most discourse circles around the game’s costs in magic but really, all magic is funneled towards creating wounds. Mercy gives you a four wound swing on the most valuable unit. It also, once again, strengthens Andrasteia’s late game potential. If the match comes down to a slug fest as Mercy hasn’t come out, you’ll probably lose the showdown.

It’s also an ability that does nothing if Andrasteia isn’t wounded. You need to be hurt in order to give hurt, reinforcing that theme again and again. This is a card that will stuff your hand because its potential only increases as the game goes on. Statistically speaking, you need nine dice in order to drop Andrasteia in one turn and those scenarios are very hard to create. But leaving a wounded Andrasteia is asking yourself to get a large blow back on the following round. I love when things can create hard decisions for players.

Accessed from http://www.wga.hu/art/r/rubens/32mythol/32mythol.jpg

Two Satyrs but Peter Paul Rubens (1618-1619).
I don’t like anthropomorphic creatures but I didn’t want to completely remove the connection to the Mountain Vargath either. I settled for a middle ground, creating my Sylvan Vargath as satyrs. This, naturally, necessitated naming them all with Ancient Greek names.

Glimpsed Fate (3) – Do not play this Event during your Event Phase. Instead, when a Sylvan Vargath Common you control adjacent to Andrasteia is placed in the opponent’s magic pile, you may place a Child of Nyx from your Conjuration Pile on that space if able.

Child of Nyx (1M-4W-Being of Night)

Being of Night – At the end of each player’s turn, place 1 wound on a Unit up to 3 clear straight line spaces from this Child of Nyx. If you cannot, place 1 wound on this Child of Nyx.

Yes, Andrasteia has a conjuration pile. Yes, I lied about Andrasteia being the only ranged unit in the game. Yes, the Child is amazing.

Honestly, this card seems bananas. Even looking at it now I still think it’s ludicrous. But I wouldn’t change it. It’s the strongest conjuration with four health but that is a hefty challenge to get it on the board. Just take a moment to appreciate all the triggers that are needed:

1. Friendly Sylvan Vargath Common – restricts mercenary usage and champions

2. Adjacency – only playable if you’re getting swamped or you’re playing with bodyguards thus positioning needs to be exact.

3. Opponent’s Magic Pile – this only occurs at your enemy’s behest.

Point three is really key here. Anyone that’s played against the faction before will have the prior knowledge to know that any wounded unit hugging the outcast is looking to summon in a baby. This can be played around. And since Andrasteia has no ranged units, the onus is on the Sylvan Vargath player to make the scenario too drastic for the enemy to not want the child to be summoned. However, since its ability triggers at the end of both player’s turns, you have that double edged sword effect. You can get two wounds from this guy on your turn–one of which can’t be avoided–but your opponent can arrange his units so you get hurt at the end of his turn. This guy is a wound spitter but he’s indiscriminate about who he spits on.

Also, since the unit has to die beside Andrasteia, there are a number of scenarios that can arise where Andrasteia takes the first wound from his appearance.

Obviously, it’s not all bad, however. Four wounds for no magic is a steal (well, one magic from playing the event I suppose). As I mentioned, he’s a potential three wounds per the Sylvan Vargath player’s rounds too (one for each end of turn and his own attack). A 3/4 for 0 is silly good. Also, those auto-wounds can really benefit you as well. Remember Mercy needs Andrasteia to be injured, so soaking a few of the Child’s hits is fine. You can also set up Retributions from units the opponent wasn’t wounding. We’ll also see another beneficial interaction in the commons where self wounds add more benefits.

Really, the Child brings home the whole deck’s design. It plays with the economy of wounds like no other and it generates those wounds at a ludicrous pace. But those trigger conditions are not to be underestimated. It is tricky getting them out on the board. And you really need to bury any delusions you have of three of these guys dominating the field. The event will clog your hand, especially if you’re trying to set up the other tricky to trigger events in the deck. Plus, these things do nothing against walls and will kill themselves after a certain number of rounds. They feel so strong when you pull them off but it doesn’t take long for you to realize the downsides of the card and how it can be abused by both you and your enemy.

Tune in next week to see the meat of the deck: the champions and commons!

The Dust Settles

Alright, world, this is the last Summoner Wars post for some time, I promise. Just bear with me.

After my review of the new Alliance Master Set expansion for Summoner Wars, my sister and I ran a tournament to pit the old against the new. Course, with upwards of twenty different factions, that’s far too many players to do the round-robin format that we’ve been perfecting with the smaller releases. Over time, we’ve accumulated several of the single releases to add to the fourteen decks in the master boxes which leads to quite a bit of variety and a staggering number of potential match-ups.

The original goal of the tournament, aside from getting more games in against each other, was to create a comprehensive “tier list” of the factions fueled by actual tournament results to represent what we felt was a sequential list of the base factions and how strong they were relative to everyone else.

Yes, I shall continue using this image until the damn thing comes out

Summoner Wars and its art belongs to Plaid Hat Games and Cupidsart. Find Alliances at their website http://www.plaidhatgames.om

Of the first goal to get more games in, the tournament was a resounding success. We had forty different battles in a double elimination format where the participating decks were seeded based on a loose ranking system estimated from their performances from past tournaments. Our brand spanking new factions, the Cave Goblin Frick, Mercenary Rallul and Jungle Elf Abua Shi were estimated around the middle. This gave as best a randomized format and, with a double elimination arrangement, no one deck would be removed from a single bad match-up. In order to motivate each other to try our best with whoever we used, the winner of the prior round would have first pick of the two scheduled opponents. Naturally, we favoured our favourite factions but it became increasingly clear that the better decision was to try and pick the more powerful faction in a match-up in order to assure the success of our few favourites in later matches.

So, the first issue of the tournament, of course, relies on the fact that my sister and I have different playstyles and prefer different summoners over others. There’s enough variation in Summoner Wars for some factions to perform better with a player that is more inclined to play to their strengths. Vlox, for example, requires knowing all the abilities in your deck and being able to set up scenarios that can prove favourable with a fortunate draw if you can keep careful count of what your deck can do and the probabilities of drawing the card you need to copy next. I enjoy this sort of predictive logic puzzle whereas Kait is far more reactionary and comes up with the best plays based on the cards in her hand on those on the board.

But while our original goal was to find out which faction was truly the strongest, it became rather obvious that this is the wrong way to look at the match-ups. Since our tournament did not allow deck building (for the simplicity of us not owning all the different cards while avoiding the awkwardness that would arise from within faction match-ups and arguments over who gets to draft the elephants), it only took the end of the first loser’s round for us to realize that what a deck was capable of did not matter nearly as much as what a deck was capable of against its current opponent. Some decks are just inherently better geared at beating other decks as could be demonstrated with the match-up between the Demagogue (a slow, late game focused faction based on very powerful but few units) and Frick (a fast, early game focused faction based on a ton of cheap, weak but overwhelming units). The results of our little experiment yielded some rather surprising victors that spurred a number of interesting discussions. Here are our results:

1. The Warden

2. Abua Shi

3. Krusk

4. Selundar

5. Frick/Tundle

7. Endrich/Rallul

9. Glurblub, Immortal Elien, Mugglug

12. Demagogue, Marek, Moyra, Tacullu

16. Geirroth, Hogar, Melundak, Sunderved, Vlox

Notes: the order within a “tier” is not indicative of anything, they’re only listed by alphabetic order. Don’t worry too much about the Geirroth entry, it was a custom deck to test some ideas and prove a point.

On one hand, if you’ve read the reviews for the different factions in the Alliances Master Set, it should come as no surprise that The Warden ranks top in our Summoner Wars throw-down. He’s the only faction to go entirely undefeated, though there were a few very close games. What should be more surprising, however, is that fourth place Selundar and third place Krusk. Krusk was ranked eighteenth going into the tournament but my sister apparently had a Renaissance when it came to understanding his deck as she mopped the floor with him in several rather aggravating battles. Selundar is more surprising since, outside of tournaments, any time we play with the deck it always falls apart.

But I think Selundar underscores our dissatisfaction with the whole concept of tier lists for this game. As I’ve mentioned before, the game is very chance dependent. Lucky rolls and lucky draws will determine quite a large portion of a game’s outcome when played between two individuals of matched skill. That might seem intuitively to be obvious–if both players are of equal talent than surely outside factors will decide the outcome of the match. Unfortunately, with Summoner Wars, this isn’t the case. You can be in a very strong and commanding position and have all that taken away because you end up rolling nine misses over two turns while your opponent successfully hits with theirs. Due to the nature of the tournament set-up, Selundar benefited quite strongly from Lady Luck. His first match was against Vlox who, by all accounts, is one of the worst decks in the game and soundly beat him. His next match was against Mugglug, a deck that should have trounced him soundly. However, timely Into Darkness’ cleared the board of pesky and expensive Savagers while Kait’s draws saw most of her Vine Growths stashed at the bottom of her deck. Couple with that some extraordinarily unfortunate turns on her rolling and the Swamp Orcs were sent quickly to the lower bracket. Another set of poor draws saw a very close game against Frick finally go Selundar’s way before his luck ran out and he got eliminated in a hilariously one-sided match against Krusk.

Thus, in order to balance the heavy effect of chance on the game, we would be required to play these tournaments over and over again for results to normalize. Such a thing is not going to happen because we’re only human and time is a limited commodity for us. And even if we were, I still don’t know how valuable the results of a tournament could mean. Whereas Selundar got through on some fortunate rolls and forgiving match-ups, two top contenders in the Demagogue and Tacullu were eliminated rather quickly because they faced much harder opponents. Abua Shi, much like Frick, is very fast and early-mid focused and knocked the Demagogue immediately to the lower bracket. There, the Demagogue faced against Tundle as a showdown between the two late-game heavy-weights. Variance once again struck and Demagogue was eliminated.

Analyzing our results, we debated amongst ourselves how we could organize these games to show who was the strongest and baddest in Summoner Wars. But the more we bickered, the more we realized this was an unhelpful way of viewing the game. While its easy to tease apart the factions that stand at the top and bottom of the list (Warden is obviously stronger than Vlox), there is an issue when you address the vast majority of the decks that reside in the middle. How do you rank Tacullu and Krusk? Going by these results, Krusk is clearly the better deck. However, if we went by our first tournament, Tacullu was head and shoulders above the Sand Goblins. Really, the more helpful discussion was circulated around who does better against who. It’s really self defeating trying to say whether Krusk is #3 in a list or #8. What do those placements mean? Is he just better than all those below him? Would we expect him to dominate the likes of Mugglug, Tundle or Frick? Both Kait and I would argue otherwise.

What seems more helpful is discussing the real culprit of matches–the odds of a faction beating another. That’s what it is ultimately about. If I sit down with Krusk in my hands, it seems more valuable to think and discuss how well his specific match-up is against my opponent’s Mugglug than trying to simply compare ordering on a list. Perhaps Krusk can beat Mugglug a majority of the time but he loses to Abua Shi who in turn loses more often than not to Mugglug. It’s more a game of rock-paper-scissors. It seems silly to try and make a tier list over which is the best choice in that game. Rock isn’t inherently better than both scissors or paper and saying that it’s number one is, ultimately, meaningless in a discussion in that game.

The best these results can do is point out systemic issues in certain decks. Once again, these sort of lists are better at finding the poles–those that do unerringly better than everyone else and those that doing far worse. Vlox, Hogar, Melundak, Marek and Sunderved stand out as consistent underachievers over multiple tournaments. Whereas The Warden seemingly stands above the others. Course, how much is the next pertinent question and that’s one I don’t have an answer. Further testing and analysis would certainly be required. The Warden could simply be marginally better than the top performers. He certainly feels that way. His victories against Endrich in the Alliance tournament and Abua in this one weren’t obvious sweeps. The same can’t be said for those on the bottom.

The nice thing about Summoner Wars, however, is that this isn’t the end of the story. With the potential to deck build–to a limited degree–there’s a possibility that the shortcomings of many factions can be addressed by replacing their lackluster components. After the tournament, we’ve certainly been playing with more crazy decks carrying combinations that seem to make some of them a lot scarier in more match-ups. We’re currently working on a possible custom tournament format to test some of these decks and hopefully we’ll have some more ideas to share on this game in the future.

Voluntary Submission

“One should respect public opinion insofar as is necessary to avoid starvation and keep out of prison, but anything that goes beyond this is voluntary submission to an unnecessary tyranny.”

– Bertrand Russel

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filth

Summoner Wars Alliances belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

Thus concludes the last of Kait’s and my exploration of the Summoner Wars Alliances master set. Today is our winner. It was a long, hard road to get to the top. Many worthy and less-than-worthy adversaries litter the way. But in the end, only one could be victorious. Only one could be the best of the best. Only one can be the top of our tiers.

This will likely also mark the end of my posting in April as I run out of pre-written entries while likely in the depths of frantic writing and despair. But that is neither here nor there. Simply put, future self, know that you shall get through this and at the end you shall have something worth all the late nights and long hours. Also, this would likely be an easier process if you adopted either caffeine or alcohol habits. Possibly both.

Anyway, neither of this has to do with the Cave Filth. They are the true stars of the show. At release, I was practically laughing with their reveals. In my mind, the Cave Filth stood above all others. In the end, this early analysis was true though not as clear cut as I had previously imagined. You can see the post on the Deep Benders for more details.

But to explore the Cave Filth more deeply is to examine the greatest lengths of Summoner Wars and its strategy. In my prior reviews of the game, I lauded how simple the game was to get into. It was the only reason I could coerce my sister to try it in the first place. And I think it ultimately kept her in it as well. The mechanics are straight-forward and the interactions between the different game elements are pretty easily grasped. The biggest turning point in learning the game’s strategy is understanding that killing your own units nets you the same magic that would otherwise go to your opponent. Once you walk the tight balance between killing your own forces while still overcoming your enemy’s is when you’ve truly reached the pinnacle of Summoner Wars strategy. Put simply, there’s a low barrier to entry but also a low ceiling to skill. At some point, the greatest part of strategizing is weighing the odds of you executing your plan and minimizing the losses you’ll receive should you fail. At some point, your fate is invested in the dice and this can lead to much frustration when you get to the higher echelons of play. You simply have to learn that sometimes, some games won’t be decided by the best player but by the luckiest.

So why point this out now and why with the Cave Filth? There are other factions that revolve around this luck within their own mechanics. The Tundra Orcs look to heighten the factor of chance by making them incredibly powerful if the dice happen to go your way. The Phoenix Elves eschew chance wherever they can, lowering their overall potential to rely more heavily on consistency. Well, there is another way to battle luck and that is in being prepared and being well equipped. Cost effectiveness is a key part of the Cave Goblins: they are near universally cheap so you aren’t as reliant on getting kills to keep your economy flowing and the cards hitting the table. Then you have the Filth which take the opposite route of cost effectiveness; everything they put to the table is far stronger than the investment you made. The weakness shared between the two was that, should your strategies fail, you are delivering a stronger chance for victory to your opponent. In the case of the Cave Goblins, you’ve littered the field with a mass of one health units ready to be picked off and used as fuel for their more powerful champions or commons. For the Filth, your units are fewer but reward twice as much economy when they fall making their deaths double the reward for your foe.

For the most part, this has worked better for the Filth than the Cave Goblins. By naturally being better units, their cards are harder for the enemy to clear and thus their negative is less likely to occur. Furthermore, the Filth are perhaps the most versatile faction in the entire game. And being able to change course or adapt to any strategy or situation is powerful in every strategic competition. It is this versatility that, no doubt, left it so the mutation mechanic remained firmly in the hands of the Filth and the few mutations in the Cave Filth deck are not transferable to Cave Goblins. It’s a lot easier to contain these strengths when they’re rife in only one faction than two.

Humourously, the one place where the original Filth truly struggled was in the champion department. Because their mutations served as essentially mini-champions, their full fledged champions were some of the worst available. The Cave Goblins, however, have some of the best champions in the game. Naturally, the union between the two bred some unholy monster that is between the Filth’s power and the Cave Goblins low cost. Truly, the Filth have no weaknesses now.

There is a slight temperance to this declaration. The alliance between the Cave Goblins and the Filth is anything but a mutual tryst. There’s a clear imbalance in power expressed through the flavour of the cards. It’s very clear the Filth are in control and the Cave Goblins are little more than subjugates to a rather enterprising and ruthless leader known simply as The Warden. With his introduction, Summoner Wars has a new mechanic called the Prison Pile. This pile, functionally, is no different than the magic pile save that it can not directly be used for paying the cost of units or abilities. The Warden, as the master of the prisons, can transform one prisoner a turn into magic. It’s a slow drip reminiscent of the Demagogue’s mutation cycling. But do not be mistaken–this isn’t a true economic advantage. The Warden isn’t a late game powerhouse because if he’s left alone he’ll have one of the highest economy engines in the game. In fact, I’d argue he’s more of a mid-game terror. His greatest uses of prison pile shenanigans are performed through events. Otherwise, that pile is solely for the use of those aforementioned champions. When played correctly, there is no waste in the efficient if brutal penitentiary scheme.

That’s a large if, of course. If you’re unfamiliar with the Demagogue and Filth mechanics, you’re apt to perform poorly. The Filth, by design, require you to have a very thorough knowledge of both your deck and the potential of your opponent. It’s the highest skilled deck offered in the game and it’s because the faction holds the answer to any situation. You simply need to know what that answer is. The Demagogue makes applying the proper course easy with his “free” tutoring ability. The Warden, however, is much more difficult. He doesn’t have any way to call what he needs to his hand so he’s reliant on his card draw and knowing what he’ll be burning through his deck to try and retrieve.

But once you know how all your cards interact and you learn the major combinations that are achievable, playing the Warden is very similar to being a master maestro before a symphony. You can make all the pieces sing in perfect harmony and your performance will be absolutely overwhelming for your opponent that you’ll be nigh unstoppable. Much like the Deep Benders, I have no good go-to strategy for defeating the Warden other than attack hard and fast in the early game and hope that his deck draw leaves him crippled long enough for you to score the winning blow.

Just don’t expect that to happen often.

The Warden (1R-9W-Ruthless Tyrant)

Alright, let’s talk about the Warden. There’s no skirting around it. This guy is strong. Nine health is found nowhere else amongst the other summoners in the game. And this is for good reason. Summoner’s health is basically the “difficulty” of the game–in a very simplistic sense. As the only determinant for victory is the death of the opposing summoner, the number of wounds required to accomplish this can generally give you an idea of your opponent’s plan. Most low life summoners must stay in the back and direct from afar. Those of four or five life can very easily lose the game in one round. Assassination is a real and present threat for them. Four life in particularly can drop to one single card in a large number of factions, should your dice be agreeable. Consequently, the summoners that play close and hard with their front lines are generally of higher health and strength to compensate for the fact your opponent will have an easier time getting cards and wounds on him.

The Warden shirks this trend. He is ranged. He is hearty. He only has one attack so you won’t even see him try and get into the fray. On its own, I find the one attack-nine health stat line very interesting. I think it can work in a different situation. But in a faction as powerful as the Filth, it is very, very strong. The Demagogue isn’t one of the best summoners for no reason. And his only true weakness is early aggression. If the Demagogue can survive the early game with his six health, he stands a very real probability of taking the match. There are two things that make the Demagogue weak to early pressure, however. First, he only has two cards on the board at the beginning and both have one life a piece. Second, his Mutagist power eats up an attack so he weakens his defence by using it.

 The Warden doesn’t have this issue. His ability triggers without the sacrifice of a move or attack. He’s ranged, so he can contribute to fights at a distance and reduce the number of attacks that come his way. His starting line-up is very durable with a total nine health spread across the barrier of four units in front of him. His only downside is that half of his prisoners start on the field. They’re his only 0 cost option in the deck and those first early turns are going to leave you scrambling to get an economy going. The Warden is truly helpless if he doesn’t have any resources. He needs a magic pile to summon. He needs a prison pile to fuel his living shields and champions and he needs a discard pile to play his subjugations.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthHe does have an economy engine, though nowhere near as potent as the Demagogue. The Cave Filth are more similar to the Deep Benders in that their economy is driven through powerful events. Subjugation can generate six magic for the Warden which is two more than the Deep Bender Unlock. Enlist, especially if used for a carefully placed mutation, can save anywhere between 2 to 4 magic. It’s not great but it’s an advantage which is made all the greater when you consider that mutations–your priority for getting out on the cheap or free–are already cheaper than anything comparable in other factions.

Also, unlike the rest of the factions, all of the Warden’s events are really good. The only reason you won’t play a Cave Filth event is if you simply can’t trigger its requirements within a reasonable number of turns. Unholy Sacrifice is fantastic as it can wipe the board of troublesome, hard to reach single health units. It can also wound champions and has no range. It does cost you three prisoners to do max damage, however, so it requires that you’ve put in some work. Enlist, as mentioned, can pull out mutations for free but first you need the mutation in your prison pile–a feat unlikely to occur without the use of Subjugation. Overwork has good synergy with Enlist if you already have a wounded mutation on the field that you’d like out again. However, keep in mind that Enlisting mutations requires you to have a common in your discard to mutate which adds yet another requirement to a finicky power.

Living Shield is perhaps the event I build the most since your prisoners quickly become valuable resources. However, Living Shield can block a lot of damage and is great for protecting The Warden when he gets into trouble. This situation isn’t as frequent as you’d expect, however, since that nine health block is insane to eat through. If you suspect that your opponent is running some incredibly high attack options, though, Living Shield will see that you win champion exchanges. Or really any exchanges. At the cost of one prisoner, you can nullify all damage from that one source.

So, with all these strengths, it’s hard not to feel that the nine health on the Warden is just extraneous. Other strong summoners usually see a direct counterbalance to their power through the risk in being assassinated. The Warden laughs at puny attempts to snipe him from the backlines. Working one unit beside him is not enough. On average, you’re looking at needing around 13 to 14 dice to kill the Warden. That’s a lot of dice. And as someone who has to fight against him, it feels like a lot. The single attempt to balance this enormous health pool was to given him the lowest attack value of all summoners but I find that in practice this means very little. As I said, I like how unique and different this stat-line is and am curious how it can shape and affect play. However, it was simply unneeded for someone with the power the Warden already wields. It feels like a mistake for him.

Regardless, the Warden has it so opponents simply have to deal with it. As a consequence, you can play pretty aggressively or carelessly with the Warden. He can be up at the front of your forces, redirecting optimistic hits and easing pressure off your units. He’ll breeze easily through the early game and really stands no chance of dying in that period. Thus, the Warden is practically assured that he’ll hit the point in the game when he’s strongest. Then it’s just a question of how fortunate the draws and dice have treated you to that point. If you haven’t had horrible luck, you’ve likely won.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthPrisoner (1M-2W-oM-Unwilling)

The Cave Filth only have two commons and the Prisoner is set up to be the core of the Warden’s forces. Except, you start with most of them on the board. The one thing I noticed with playing the Warden was that he has the opposite problem of the Demagogue. The original Filth summoner had way too many commons in his deck that you just don’t know what to do with all your zealots and cultists. The Warden has too few. After the first few are killed, either through the opponent’s rushing or your own attempts to cull the herd to get an economy going, you’ll be scouring for the rest. On one hand, having only four in the draw pile makes Unwilling an actual negative for a summoner who would otherwise be nonplussed for having a free prison addition. Frequently you’ll be scrambling to get your defences set while balancing your economy and need that prisoner out to accomplish something. Invariably, that prisoner will refuse on those moments. Then, when you want them to stay in the cell, they’re suddenly full of enthusiasm to cover your walls.

Outside of having too few of them, they’re a pretty decent unit. Their stats are the best you can possibly get for no magic investment. Unlike the Filth commons, however, I find they very rarely serve as mutation platforms. Most of my prisoners live and die naked since you’re not likely to have so much magic floating around that you can afford to hard summon your mutations. As such, I find that a lot of the time they’re not really worth whipping. The extra attack typically isn’t worth sacrificing the unit to your opponent as magic. I’d only recommend whipping if you can snag a worthy enemy unit for your prison pile or score a valuable two wounds against a key target. Otherwise, use them to eat some attacks and try to get them into your own cells. You need all the subservient suckers you can get.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthTaskmaster (1M-3W-2M-Whip)

Whip it good.

Taskmasters are good but, oddly enough, not particularly important to the Cave Filth. Which is funny because both the Cave Goblins and Demagogue would love to include them and I find I build the suckers for magic more often than not. For Frick, Taskmasters are the best way to get Oafs into three dice territory. For Demagogue, I can imagine you getting some ridiculous assassination options set up through whipping Winged and Bestial mutations. Furthermore, I find I need some early units to spend magic on in order to jump start the Demagogue’s Mutagist rotation and taskmasters are the hardiest options now available.

For the Warden, however, you’re going to have a hand filled with amazing cards and when something has to go, the taskmaster is always the first on the chopping block. His low attack also makes him so unappealing when compared to your mutations. And since the Warden is struggling for his economy, he generally wants to be focusing more on his prisoners anyway. As for Whip itself, I find the setup to be pretty awkward. Don’t get me wrong, you can get some units into positions they shouldn’t have any right being in but generally you’ll get one whip off with a master and then sort of meander around with him pointlessly until he dies.

But this just demonstrates how ridiculously good everything the Warden has when taskmasters are considered his immediate go-to for magic creation.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthHester (0M-6W-4M-Prison Lord)

Holy cow, I love Hester!

This is my favourite card in the box. I don’t know if I’ve said it before but I mean it here. I love Hester. He’s insane. I played him every time I was the Cave Filth. I never once regretted it. For four magic, he’s a steal and he comes with six health. His zero attack is never zero when you’re the Warden and can stuff every kill into the prison–and I almost universally stuff every kill into my prison. Even better, this guy is fantastic if you get your Subjugations around him. Two Subjugations give him a total 3 attack. His mechanic is nearly the same as Leah Goodwin but, unlike Leah, he has no ceiling to how high his attack can increase. I’ve had a six attack Hester rampaging across the board and it’s been fantastic!

That said, I can’t comment on Hester without mentioning the other champions. Don’t think that you can’t run multiples; you can and should include Scabbicus, The Soul Eater or both in your deck. However, don’t put them on the field at the same time. There’s nothing more frustrating than seeing your other champions slowly draining Hester of his power. Hester’s meant to come out at the mid game, be absolutely monstrous and terrifying, inflict way more damage than a four magic champion should, and then be retired. Then you pull out your other big baddie to use up the prison pile you spent all your time dutifully building. Thus, every last scrap of magic is efficiently utilized amongst the three different piles you juggle.

And don’t forget that this guy is four magic. He’ll routinely ruin six or seven magic champions, can tear down walls like Hulk or simply run rampant amongst the enemy commons. He’s a beast and once you learn to feed him properly then you’re probably on the right track to having a masterful grasp of the Cave Filth.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthScabbicus (3M-7W-4M-Revolt)

Yet another four magic champion? No deck has this cheap of an offering outside of Frick and Frick has to cheat and use a 1 ranged attack 0 cost champion to compete. Scabbicus is another great card for his price. His ability is entirely negative so the only investment you have with him is in his very powerful attack and health numbers. I never really felt I was getting as much mileage out of Scabbicus but on the other hand, I was always playing him to die anyway. I’d actually prefer his ability if I had the choice to discard or not but then again, I’d always allow Scabbicus to take the extra wound. He’s basically Ugg from the Tundra Orcs but with one less attack and health but more survivable and for two less magic. So play him like Ugg. Try to keep the number of people that can attack him a round to a minimum. Don’t be afraid to let him take a lot of damage and perish. In fact, I’ll throw Scabbicus to the floor if I don’t even have any prisoners and he’s unique amongst the available champions in that he functions all the same if your prison is empty. He’ll just go down, on average, one turn sooner than if you had the prisoners to pay for his revolt.

As a side note about Revolt, if he dies to the wound from its ability, you get him back as magic. It’s just a small boost that usually doesn’t come up but if it does feel free to smile smugly at your enemy as you reclaim the heroic little goblin.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthThe Soul Eater (3M-8W-6M-Feed it Souls)

The Soul Eater is also incredible. Seriously, I’d be over the moon to have but one of these champions in a deck. Having all three simply feels greedy. At the very least, you can be more discerning in their use. For me, this means I’m setting up huge prisons for Hester. Scabbicus I’m pitching whenever I have the opportunity and he won’t trip over Hester’s toes. I’ll reserve Scabbicus and beeline for Soul Eater if the enemy is going common heavy.

The Soul Eater is basically the Cave Goblin Eater but on crack. Mutant, Lovecraftian crack, I suppose. His ability is great, assuming you can wield it properly. This is why I recommend this guy against common heavy play and suggest shelving him otherwise. It’s basically a fourth attack you can have per turn but one that will always murder. Once you kill two or so enemies this way, however, expect your opponent to stop dropping commons to the table. This is where having Hester come out first and already be dead is a boon. You must feed the eater and you will drain your prison pile. He the most wounds of your champions which means he’ll be around a little longer but he doesn’t have the flexibility of being a viable option if you don’t have a lot of prisoners and the enemy isn’t dropping commons. Unlike the Cave Goblin version, you don’t have the deck to support the Soul Eater’s addiction with your own minions. There’s actually been a few times where I’d rather the Soul Eater just wandered off rather than nullify my chances of being able to play my yet-to-be-drawn Living Shields but, alas, the troubles of uncooperative draws.

The Soul Eater is still a steal even though you’re paying two more magic for basically one more health when compared to Scabbicus. However, if you can get some auto-kills through his feasting, you’ve paid off the difference in spades.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthBarbed Mutant (2M-4W-3M-Assault)

The Cave Filth have a lot to cover because they include the Filth’s mutations. As a quick explanation for how mutations work, in order to play a mutation you must summon them on a common that you control. The mutation then “replaces” the unit you had and overrides everything about that unit save the wounds it was inflicted. So, in theory, mutations are more expensive than they’re printed because you need to factor in the cost for what they’re mutating. In practice, both the Filth and Cave Filth have ways to either subsidize this cost or ignore it altogether through events. Also, both decks feature 0 cost commons as summoning bases. The only negative is that whoever gets the kill claims both cards as magic but you can auto-kill your own troops and get them back so, if you’re careful, you can mitigate basically all the drawbacks. You just need to make sure you have someone to mutate.

As such, near all mutations are one magic cheaper than you’d normally spend for their stats. Also, all mutations come with a good ability so you aren’t even mutating into, say, a useless Sand Goblin Scavenger.

This explanation is required for the Barbed Mutant because I consider this guy one of the worst mutations. So when I say it’s bad, you know the point of reference. The reason I’m not fussed about this guy is that he’s pretty expensive for a mutation. His ability is unlikely to trigger, especially since it’s designed against common rushes and you’ve got the Soul Eater as a better investment. Two attack is pretty low–for a mutation–and he has no movement or scary power. These guys are basically mini-champions but have the unfortunate issue of actually being measured against the Cave Filth’s amazing champions. And for one more magic I can have Hester or Scabbicus.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthBone Mutant (3M-4W-4M-Bone Shard)

Now this is a good mutation. It provides something that you’re desperately missing in the base Cave Filth deck: ranged attacks. And the bone mutant covers that with an astonishing three ranged! As a point of comparison, the Deep Benders and Sand Cloaks are paying the same for Kendre and Fink respectively and at the same price point. And the bone mutant has one more health! Alright, so if you’re actually using his ranged option, you’re bringing his health down but even still, he’s amazing. This is the guy you want to enlist and then after he’s taken a bit of a beating, overwork and then enlist again. Getting that four magic saving is always a plus but if you’re spending for it through hard currency, he becomes a lot less enticing. Once again, comparing to Hester and Scabbicus, he has significantly less health though the same attack value.

Bone shards do often catch your opponent off guard, though, so don’t forget that you can make him an archer. Your opponent likely will.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthBurrow Mutant (4M-3W-3M-Burrow)

The Burrow Mutant is actually one I’m apt to spend cold, hard magic on summoning. For three magic he’s on the cheaper end for mutations. More importantly, however, is his four attack coupled with his burrow power. Generally speaking, I try to get a taskmaster or prisoner near a beefy target that they aren’t going to kill. If they survive the encounter, you can toss the burrow mutant on top of them and have a surprise four dice to pummel in their face. Being able to pass through units means you can sometimes get an unexpected two dice on a summoner as well, if they’re not being careful. He’s also good for refunding prior mutations since, once again, you want him against his intended target without having to move him. The burrow quickly reduces his effectiveness when you use it.

Other than that, I’m not too concerned when he dies. He’s sort of a surprise, one trick pony and I run him as such. Because Enlist places the target beside your summoner, I generally don’t bother using this guy for that unless I’ve put the Warden far ahead on the battlefield. Which, you know, is a viable strategy since the Warden has nine freaking health!

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthGrotesque Mutant (1M-4W-3M-Cowering Fear)

Another mutation that I’m apt to magic purchase, I find the Grotesque Mutant is a pretty niche option. He’s great if you’re under early pressure and you get him early. He helps to start that prison that you’ll be reliant upon late in the game. With only one attack, he’s basically a mobile mini-wall. I don’t usually bother even attacking with him unless I don’t have anyone else to use the attack. The great thing is he’ll often be successful as a rather annoying speed bump because the moment your opponent has lost a two magic or higher common to cowering fear is the moment they’ll hate this guy’s guts and divert resources to wiping the board of him.

That said, if you don’t pick this guy up early, he’s pretty darn useless. As such, he’s probably more effective in a Demagogue deck that wants to build a prison pile–as strange a concept as that is.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthLegion Mutant (0M-1W-0M-Merge Flesh)

I don’t like the Legion Mutant. His biggest problems is that he’s such a resource sink for a regular champion. You can turn him into a five attack, six health champion which certainly has the highest base attack in the game. However, you’re looking at putting four magic into this plus your mutation target. Also, you can’t skirt any of this cost through your events. Granted this is four magic but, once again, at four magic I can buy Scabbicus and Hester. And while I’ll praise Hester and Scabbicus to high heaven and back, the reason the legion falls in comparison is that losing him is a big deal. Hester and Scabbicus, when they die (and they will die), only forfeit one magic to your opponent. The Legion is giving them a six magic point swing. Basically, when Legion drops, there’s a mad rush between you and your enemy over who can kill him the fastest. This draws away from the strength of champions–disposable murder machines. The one time I did play Legion I was successful in obtaining the killing blow so I didn’t lose anything from the experience however I had to play him far more conservatively than I would have with the other options available.

But hey, if you want to roll the dice, he’s fun in an Abomination, I-shouldn’t-play-this-card-but-I’m-going-to-anyway fashion. Oh, he also empties your prison pile. So really, his best use is at the end game as the last card to play when your opponent can’t benefit from a six magic swing and you have nothing relying on that prison pile in the first place. So, yeah, if you can get him as your last card of the match and you have four prisoners just lying around, he’s super incredible. Otherwise, I just don’t want to run the liability.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/cave-filthPoison Mutant (2M-3W-2M-Poisoned Sting)

Oh, poison mutant. Why on earth did they give the Filth the chance to have poison markers? The Filth were already incredible as it is.

Poison markers are like super wounds that make anything afflicted with them slower and more likely to miss. They’re a super anti-champion mechanic. Prior to this, the Filth sort of didn’t have a lot of options against really powerful champions. Ignoring, of course, the age old tradition of just pounding in their face. Well, now they can slap some poison wounds onto something you don’t like and call it a day.

For the Cave Filth, the poison mutant actually ends up ranking rather low. Since you have Scabbicus, Living Shield and other options for straight up murder, the poison mutant doesn’t feel necessary. And at three health, he’s not really a long living option either. He’s two magic though, so being cheap as dirt can see him come out just so you have a two attack option to upgrade your commons. I wouldn’t enlist him unless it’s specifically to take out a major threat, however.

This is mostly just an example of “the powerful get more power” type of deal than anything else.

As you can see, it’s no wonder the Cave Filth took the tournament. Even their worst cards would be considered many a faction’s best. Their prison pile, while can sometimes feel like an unnecessary extra step, doesn’t hold them back in any real way and gives them even more powerful abilities under the assumption that inconvenience will balance it out. I think the Warden is one of the few alliances that actually stands a chance against the top decks in the entire game as well. The combination of amazing champions coupled with the general Filth mutation mechanic is enough to put anyone into a top contender position. The fact that the Warden has such strong synergy between a lot of his components is just icing on the cake.

That said, if there was one thing I’d change about the deck, it’s getting more 0 cost commons into it. Mutations can take the spot of a champion or common, though, so getting the optimum number of each is much more doable with the Cave Filth. Though, unlike the Filth, you’re not likely going to give up on your champions here. You will, however, probably squeeze in that horror and winged mutant. Just watch out for the Demagogue. He won’t like your insubordination and, as the master of mutations, I’m not certain the Cave Filth’s champions can overcome his ability to take your best units from you and then utilize them to such a higher degree than you could.

Everyone else, however, is apt to bow their knee before your superiority. All hail the Warden and watch as the world becomes subjugated beneath your ruthless and indomitable spirit. You are the great general, oh fearsome tyrant, so relish in your conquest!

There Is No Spoon

And then there were two.

Most of the discussion of the Summoner Wars Alliances balance between my sister and me was focused on these remaining two factions. Today’s second place standard is the reason why I can’t boast about my predictions in August. I fully expected this faction to be nigh unplayable. While I recognized it had some good components, I woefully underestimated the power of these strengths. And while I was pretty accurate in identify the major weaknesses, this faction was our dreaded expectant winner of the whole tournament after the first initial two rounds.

I am, of course, discussing the Deep Benders. They had a strong 5-2 showing in the round robin and either they dominated their match or it was incredibly close. In fact, despite my sister’s protestations, the finals were incredibly close, dice-off nailbiters with two highly wounded summoners on their last legs madly scrambling for desperate victories. But when you have an alliance amongst the Deep Dwarves and the Benders, it shouldn’t come as a shock that they would perform well. And there is one major distinction about the Deep Benders which sets them above the other decks in the box.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-benders

Summoner Wars Alliances belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

The Deep Benders are defensive.

Nearly all other factions are geared towards offense and offer no advantages to playing back and slow. Many of them actually burn themselves out quickly–like Marek–or simply lack any way to properly defend which is Immortal Elien’s issue through his dearth of ranged options. Not so for the Deep Benders. They pack the ever impressive Geopath who has the range of a sniper without the movement restriction. They have the high life value of the Gem Priestess who is excellent at stalling ice golems. Gorgons are amazing through sheer intimidation factor. And then there are the Deep Dragons. Oh, blessed deep dragons.

But though all units are better on defense than offense since enemy reinforcement is harder to accomplish, a true defensive faction needs to develop some sort of advantage by sitting back that passively puts pressure on their opponent and goads them into crossing the middle line. And this is where Endrich stands unique amongst the other seven. He has the best economy game in the box. Unlock is magic drain levels of turn reversal. Follow it up with well timed Reclaim and you can both deny your opponent potential magic and make a killing return on your free reclaim token investment. Both Kendre and Owl Gryphon are entirely economy focused and provide very underwhelming combat contributions.

That said, defensiveness isn’t enough to get you into the upper bracket. You must also be able to rush down like the best of them if my sister is ever going to get a win. And since a lot of Endrich’s early economy options are based on burst turn events, you can do just that. Back to back unlocked deep dragons will do damage to your opponent’s line. More importantly, geopaths are amazing at locking down avenues and slowly advancing with the threat of four ranged, untouchable dice. When ranged options are so limited in the game already, giving these guys five space shots makes them really good at penning your opponent. And since the Deep Bender champions are so restricted to working the economy, they are anxiety free magic builds if your playstyle naturally revolves around heavy common pressure. Endrich’s low life is also less of an issue when so much of the deck can be used for blocking, too. Boosted gem priestess and summoned Gorgons are never considered key parts of an assaulting force and are quite content to sit about Endrich, fawning him with large palm fronds.

As for Endrich’s boost mechanic, it really has less impact than I initially thought. I did praise the versatility of being able to choose at the moment of play whether you needed a cheap, throw-away unit or a much hardier, scary common and that this–in effect–makes the Deep Bender commons two cards in one. However, given the few number of cards in the deck, the generally tight economy of the game in general and no ability to recurse cards that are spent means that this isn’t a true consideration in practice. Of all three commons, only deep dragons are worth summoning unboosted while in a pinch. Their inherent two attack can still be good when you’re under heavy siege even if it’s less desirable than getting them out with three health and swiftness. Geopaths are near useless unboosted so you’ll always throw the extra magic their way. And gem priestesses you never boost. They’re there for banking unlock tokens if you didn’t manage to get double dragons in your draw. And with all the ways the Deep Bender fret away your economy, the gem priestesses’ heal is pretty forgettable.

At the end of the day, even though I conquered them in the finals, I still have no solid solutions to playing against this deck. My best advice is to rush them and pray the draw and dice gods are in your favour. That said, despite their dominance in this tournament, I suspect they will hardly make a dent against the bigger Summoner Wars threats. They boast the curious trend of being weaker to their parent factions (Deep Dwarves can play the passive economy game much better and trying to use boosted units against Tacullu is a great way to see your economy advantage stolen for a penny). Mugglug can also advance beneath his root cover to protect himself from geopath barrages then choke the Deep Benders through the long game. And the Demagogue’s fall is always determined by how well the opponent can crush him in those first three turns and whether those early walls can rise to his defence. And in these situations, I don’t think the Deep Benders turtle as hard as the better turtlers.

Endrich (3R-4W-Geopathic Command)

While the faction may have done far better than I imagined, Endrich himself is as useless as I thought. He’s Immortal Elien levels of threat without the global presence. Don’t expect much from this guy. Ninety percent of the time, he’s a measly four health with no ability. You can’t afford Geopathic Command for much of the game and you’re either suicidal, insane or desperate if you’re using his three attack in most situations. He’s a pretty sort of uselessness that wants nothing more than to stalk the back row looking for knee-high walls to crouch behind.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-benders

Call now for your free palm reading and crystal healing therapy!

More interesting is his event suite. Teleport is magic pile fuel. You never want to hold onto this card which makes it incredibly board and draw dependent. If you can’t use it immediately, it’s just going to uselessly clog your hand on the pretence of “maybe one day not being awful.” I won one game with it through a timely swap with a boosted deep dragon stuck on a swamp mercenary wall but I wouldn’t normally recommend such flashy maneuvers since they’re apt to lose you the game when you roll three misses and get slaughtered on the counter attack. It would have been a lot better if you could swap any units but then it wouldn’t be carrying its wonderful “requires boosting” restriction which plagues the deck.

Conjure Gorgon is a real steal. A one attack, three health for one magic is already a discount. The fact that they’re basically immune to melee attacks and common hating events and abilities  is icing on a delicious, enemy infuriating cake. Tanky conjurations have never been a thing until now and this is when remembering that conjurations are only targeted by things that affect generic units makes you realize how uncommon that trigger is. And the fear of a death stare allows these weirdly adorned beauties to herd your enemy’s forces like enthusiastic sheep dogs. They’re great for crowding walls since your opponent has such a hard time dislodging them. And, of course, they’re essentially mini-walls which can offset the dependency of a defensive faction finding those two precious and impenetrable cards. Their real value isn’t in getting off their death stare but making your opponent worry that you will.

Reclaim is kind of meh. It’s not as good as the gorgons and it’s not as bad as the teleport. I have an unhealthy tendency for trying to set-up unlock/reclaim combos or trying to squeeze more value through Kendre-flinging. I wouldn’t recommend this as it’s apt to stuff your hand and slow your draw. Either throw it out when you don’t have the combo together or simply get rid of those near death boosted deep dragons and be done with it. I find I have a fifty/fifty chance of simply building this event for magic in my games.

Unlock is the real show stopper of this entire collection. I originally called it the magic drain that doesn’t piss your opponent off. Even better, your opponent is apt to dismiss its value and not react when you whip it out. Many a failed assault can be found from not reacting to those two free boosted deep dragons. And it is almost always two boosted deep dragons that get unlocked. I don’t think I’ve seen a single unlock not have a game changing effect on the board even when it only targeted a gem priestess and a geopath (because, once again, five space sniper shots are crazy). This is the event that Samuel Farthen and Spellsucker mutants exist to purge. If you can cut out Endrich’s unlocks then you’ve almost all but won the game. So just because it isn’t ripping two magic from your pile, don’t think that this card isn’t a big deal. It is.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersGeopath (1R-1W-1M-Geopath Boost)

My sister is far better at using these guys than I am. I mostly use them for boost token delivery systems of which Kendre serves as courier. That said, being on the receiving end of multiple boosted geopath lane lockdowns is not fun. Five spaces is enormous amounts of board coverage and essentially nulls their one health statistic. You’ll never see these guys show up outside of the starting setup without a boost token. Now, I’ve complained before about junk abilities and how they decrease card value. I feel that the Deep Benders are the one faction where this doesn’t apply because their boosting is so good. Most far shot abilities extend only four spaces, meaning that retaliation, especially on a miss, isn’t necessarily impossible. Cloak Snipers are the only other guys that get five (that I can immediately remember) and they can’t move to do theirs. When commented on this, Plaid Hat said they were designed to compete with Gem Mages and Controllers. Well, I think they’re definitely on par with controllers. Outside of Tundle, I’d say they’re better than gem mages too. Be wary of using them to shell walls, however. With the free space from summoning, it’s easy for the opponent to kill these guys off and the real advantage of their reach is staying out of harms way (and cutting down on the magic you need to spend in buying replacements).

As a side note, these are likely the only guys to get a Geopathic Command since they’re apt to be the only ones near enough to Endrich for it to trigger. If you want to see my rant on why Geopathic Command is bad, you can look up my preview post. Nothing’s changed of my assessment after playing them. It’s a bum ability.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersGem Priestess (1M-2W-1M-Gem Priestess Boost)

Gem priestesses were the sort of card that you kind of look at on reveal and wonder if you’re missing something. You’re not. They’re pretty poor in comparison to the others. Sure, they offer healing to factions that traditionally don’t have healing but you’re unlikely to bother with that since it costs three magic for the first heal and two after (you need to factor in the boost cost as well). They make me constantly wonder why none of the boost units didn’t have an ability natively. These girls would be a lot better if they always had their heal and boosting served simply to give them more stats. I would definitely use them then. I’m sure it’s more balanced this way, however (because you’ll almost never use them). In fact, I’m hard pressed to think if we ever healed with them the entire game. Maybe it’s the pressure of the potentiality of a Gryphon fueled triage that makes these girls valuable.

As a side note, these girls have fun synergy with Tundle. Because Summoning Surge allows him to summon during the event phase, he can boost them for a measly one magic if he also plays a Wake the Father Gem. Which also gives him a free heal on that same turn. For that reason alone, I can definitely see them making a more consistent appearance in his decks (especially given the existence of bum miners and poor options in the reinforcement pack). Course, Tundle can use this trick for all the boost units–it’s just that extra one magic value point from the free heal that makes me mention it on this card. Also, the healing affects champions as well which does little for Endrich since his are so weak it doesn’t really matter but Tundle has hardier champions who would certainly love some free heals.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersDeep Dragons (2M-1W-1M-Deep Dragon Boost)

It’s a little late to mention but units that are boosted can not have their abilities nullified. This is an enormous boon against Sand Cloaks, Abua Shi and anyone else that can cancel abilities. I’m mentioning this now with the Deep Dragons because they’re the ones that the enemy wants to nullify the most. For cost, they aren’t that fantastic. Unboosted, they’re naked shadow elf swordsmen. Boosted, they’re like an expensive stone golem (though they can move farther and attack). The thing with deep dragons that makes them so powerful with the Deep Benders is that you aren’t paying for them. These are the cards you unlock whenever you can. If you can’t unlock them, you’re flinging tokens from Kendre on them. Only a desperate Endrich will have them out without a boost token. And when you can get a two attack, three health unit for one magic then you are inherently winning the economy game. Deep dragons are amazing because they win the most boring aspect of Summoner Wars. But they do it with so much attack and health that you’re having too much fun to even care how ridiculous it is.

Your opponent, however, is all too aware. And she isn’t happy about it. No, not happy at all.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersKendre (3R-3W-4M-Redistribute)

I like Kendre. She’s the only Deep Bender champion that I can claim that statement. She’s cheap and I love cheap champions. She hits hard but, really, at three health she’s only hitting once. She isn’t an attacker; she’s the last component of your feasible economy engine. Step aside, Owl Gryphon, Kendre is the real star of making the Deep Benders ridiculously good. A few things to note about Kendre:

1) She has what should be Endrich’s ability. Do not be fooled. This is the Deep Benders true Summoner. Try and protect her as such and be sad when she dies. You killed the real force behind the Deep Benders–you monster.

2) She chews up a movement so you won’t be using her every turn. She also targets the donor after her move so you’re mostly moving her backwards and towards them if you are moving her.

3) She does not need to be within three spaces of the intended recipient for the boost. She only needs to be near the donor. This means she’s naturally positioned to be turning hard boosted geopaths into cheap deep dragon boosts on the other side of the battlefield.

4) She’s great at reclaiming boost deposits on gem priestesses. She’s also fantastic at setting up Reclaim for maximum magic return.

5) Cry a little whenever you draw her late in the game because she is near useless then.

Learn Kendre. Love Kendre. Mourn when Kendre inevitably dies because with three health, a stiff wind murders her.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-bendersOwl Gryphon (3M-6W-7M-Conserve)

Owl Gryphon is crap. I called it and it’s true. This card is bad. It’s an expensive three attack, six health. It saw one play in the entire tournament and all it managed to do was meditate once before being buried six feet under. The Deep Benders still almost won because the rest of their deck is just that good.

Seven magic is sillyexpensive for a deck that pushes common play. That’s the issue with it. Other champions that are so expensive are meant to be pivotal, game turning plays that can destroy at least their value’s worth if not more. You basically have to burn a fourth of your deck in order to pay for this sucker. That’s a quarter of your forces that you can’t bring out with the Owl Gryphon’s ability. It is a poor fighter and overpriced by one magic. So, even following the SSCF which doesn’t even evaluate the effectiveness of abilities, the Owl Gryphon isn’t worth the investment. Not to mention that it’s ability restricts your attack options which means when it does force your opponent across the middle line, you’re denied the whole point of the card and that’s to develop a greater magic advantage. And I’ve mentioned before how six health on normal contributing champions isn’t that much in a game where three and four dice attacks are fairly common. You can reasonably expect it to survive one round of aggression and that’s about it. Between eating two attacks a turn and not having any power to actually go toe-to-toe with other champions, it’s going to lose any confrontation it forces.

It’s bad for all the reasons why Etch is good.

Simply put, Etch is always a better choice to include in a deck over the Owl Gryphon. He’s four magic–half the cost–he only eats up one attack so your defence from the opponent’s reactive attack isn’t one third effective. He’s ranged so he can reduce the number of attacks he’d get when assaulted. He’s priced at 0 according to the SSCF. You don’t need to build half your force to play him. He doesn’t take seven turns to pay himself off. He can also stuff and damage enemy walls when you use his economy power. He isn’t some weird owl/lion chimera. Did I mention he was only four magic? And he works for Rallul and Rallul is one cool dude.

If you’re looking to include the Owl Gryphon in a deck then you’re deck building. If you’re deck building, you’d never take the Owl Gryphon over Etch. If you’re in a tournament or friendly agreement that doesn’t allow using mercenaries then you’d probably be better off not even using the Owl Gryphon in the first place. The only advantage is forcing your enemy into doing brash assaults on your side but Kendre can accomplish that on her own for half the cost (which means you start seeing the effectiveness of running that economic engine sooner). Also, your opponent may just assume you’re packing The Bird and rush you anyways accomplishing the exact same goal while not having to burden your deck with the card.

But the Owl Gryphon does serve a vital role: it fulfills the one bum card that seems to be required in every Summoner Wars deck design. Rejoice, Endrich, that your biggest bum is a champion and not a whole slew of commons like some others. That said, you might want to have a talk with your priestesses. They’re really not pulling their weight.Accessed from http://www.plaidhatgames.com/games/summoner-wars/deep-benders

The Beautiful Dead

I am one of those people who does not get along with dice. I can break averages but never in my favour. If my only loss condition is four ones in a row, I can expect to get those four sequential rolls. I have a personal motto when dealing with this type of “dice hate.” I always assume my opponent will hit every attack and I’ll miss all of mine. It may be a pessimistic outlook but at least I’m never shocked by terrible outcomes.

Thus, it should come as no surprise that another of my favourite factions from the Summoner Wars Alliances master box is the Fallen Phoenix. A brief summary of this guy would be “Prince Elien done right.” Now, neither my sister nor I own original Elien and we have not played on the iOS so we’ve been spared the apparent frustration that the original Phoenix Elves inspire. Part of the draw and, consequently, part of the frustration of that parent faction is their entire identity is built around bypassing the inherent chance of Summoner Wars. They are the primary faction to feature the precise ruleset. How precision works is simple: instead of rolling dice to wound you automatically inflict a number of wounds equal to the number of dice you would roll. Thus, if my character has three attack and precision then he auto-wounds three times every time he swings.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/fallen-phoenix

Summoner Wars Alliances belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

As you can imagine, this is strong. This is especially good against cards who are design around being hardier than normal. Toughness and lumbering are useless abilities when faced against precision. It’s Satara levels of power without her one in three chance of flubbing. This makes some match-ups against the Phoenix Elves very one sided. On the other hand, they fare less well against factions like the Tundra Orcs who have abilities like sluggishness. Overall, however, it’s a net gain and the surety of knowing how your wounds will be allocated is an incredible boon for the savvy summoner.

Thankfully, Immortal Elien did not fall into this trap. The Fallen Phoenix have very little honest precision in their deck. Instead, they revolve around Elien’s Will–the summoner’s ability that allows the player to spend magic in order to increase die results. The Fallen Phoenix will give you your accuracy but it comes at a cost. As a player, you need to weigh the pros of turning a miss into a hit and whether those will outweigh the damage you’ll inflict on your economy. Most times, I would say it does not. However, you’ll be glad for the ability when you spend two magic to inflict the last two wounds on your opponent for victory. For, you see, the true evaluative cost is over how much you will spend to win the game. And, as American healthcare demonstrates, there is no limit to what one will pay for a life.

Except Elien does have a limit of a three magic total each time dice are rolled. So, technically, if you roll all ones on a four attack card, you’re not going to be making them full hits. Now, by my reading of this, each card has a separate attack so you can trigger his ability as many times as you trigger abilities and attacks in the Attack Phase. So, should I be truly rolling in the dough, I could spend nine magic across my three attackers. Should some of those be Harbingers and Warriors, I can spend even more to activate their abilities. Furthermore, Immortal Elien can increase die results on his opponent’s turn. For the most part, this isn’t a boon unless you want to debate the damage you can do with a successful Magic Burn skeleton death.

Truly, the best part of this mechanic is that it’s–theoretically–the same as precision but functionally it’s far more interesting. It leads to lots of hard decisions for the Fallen Phoenix player. And I’m all about directing the game towards more hard decisions. It’s an effective design too, by our measures, and saw the Fallen Phoenix edge the Swamp Mercenaries out in the tier rankings. I’m mostly surprised with how happy I was with the deck and its concepts even with its insane lack of ranged options. And though my power comes at a cost, it’s always intriguing to see just how much I’m willing to spend on it.

Immortal Elien (3R-4W-Elien’s Will)

Immortal Elien returns as the only summoner to offer the existential crisis of fighting oneself without requiring a mirror match. I’m curious over the metaphysical implications of the Fallen Phoenix matching against the Phoenix Elves but I’ll leave the discourse over wrestling one’s inner demons to the philosophers. The one thing consistent with Elien is that he’s a paper kitten. Four wounds is very easy for all factions to apply in one turn. This is a summoner that you need to baby. The three attack is a misdirection–you will almost never use it. It’s great that Immortal Elien can exert his will across the entire battlefield because if he had a range restriction like Endrich or Moyra, he’d be all but unplayable. Clearly, one of Immortal Elien’s weaknesses is his vulnerability to swarms and being rushed. But since he’s partnered with the Fallen Kingdom, he isn’t held back by early loses. Quite the contrary, Immortal Elien relishes his own casualties.

Immortal Elien, much like Glurblub, has a weak economic game but he was one nevertheless. His event suite is a grab bag of good and awful. The good ones are really good. The bad ones never saw a single play in our tournament despite my sister and my best efforts.  Starting with the worst, Forced Conversions is such a situational card that it is hard to actually imagine it ever having an effect. In order to trigger, you need a cultist you control adjacent to an enemy common schmuck at the start of your turn. In essence, it’s a punishment for the opponent failing to kill the cultist. However, it’s your lowest attacking common so unless you’re rushing with Helkar, they aren’t really part of your force in the first place. To further compound the issues with it, you can’t even be assured the unit you sacrifice your cultist for will even be able to attack anything of value.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/fallen-phoenixBut it gets precision so that’s something.

Purge you have three but since all your units are melee it’s hard to use it without hitting something you’d rather not. Or you’re getting few wounds from the target. Once more, it’s mostly a punishment for an opponent failing to kill a unit with their own melee attacker. The only positive thing I can really say about both Purge and Forced Conversion is that both destroy your unit so you get the target back as magic. Yeah, they’re nothing you’ll be writing home about and if you can’t play them in the incredibly niche circumstances when you draw them, you just build them anyway.

Which means that your third event, Burnt Sacrifice is typically reserved for dredging From the Ashes back. This is the weak economy engine which Elien has. If you play both your From Ashes, you get a saving of four magic from the summons. Get two more Burnt Sacrifices and you’re looking at eight. Plus, you recycle two units for the sacrifice so it’s a little better. This isn’t the sort of economic game that will win matches but it helps to ease pressure off the fact the faction has no cheap options. Overall, Immortal Elien’s event suite is rather weak in comparison to many others but he the big draw is his ability itself.

And speaking of his Will, it’s hard to really gauge how much magic you’ll spend on it in a game. In most circumstances, I pass on increasing a die result. The most tempting ones are the rolls that are off by one. Even then, it’s often better to save the magic. However, when you do end up using Elien’s Will, it will be in those circumstances when it’s really necessary. It’s hard to evaluate the worth of an ability that can force a Warrior’s jump to an important lane block, the conjuration of a burning skeleton that can get the finishing blow on a cowering summoner or triggering a cultist’s cursed blade to cut down an enemy’s expensive champion. And I like that it isn’t something that needs to be used every turn. That it will make the Fallen Phoenix player pause and debate is enough for me to consider it a good mechanic. And for someone like me who is constantly cursed by reticent dice gods, being able to will a result I need is  priceless.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/fallen-phoenixCultist (1M-3W-2M-Cursed Slash)

Cultists are, in my opinion, kind of meh. I can see their usefulness in a deck built around them but as just a throw away unit in Immortal Elien’s deck they leave a lot to be desired. All of Elien’s commons are priced the same which makes evaluating their effectiveness a little easier. In the cultist’s case, he sacrifices attack for extra health. However, if you roll a six on his attack (or want to throw the money at a three result), he can do an unexpected three damage. Often, this will kill himself in the process and deny your opponent the magic while giving you a bit of a refund. It isn’t a huge momentum swing but it is a net gain for the Fallen Phoenix overall.

And they do get better with Helkar. Every additional die they cast is another chance for hitting that six. More than that, a two attack with three health for two magic is a pretty good savings and having the cult leader to jump them around is always nice. I don’t usually run this strategy since you either need Helkar to come up before a lot of your cultists, have a lot of cultists on the field or be saving your From Ashes resurrections for cultists. In most games, I fail to meet any of these requirements. I’ll summon the odd one but really their standout feature is they’re slightly harder to kill than Harbingers and Warriors so unless you desperately need something tanky immediately, I usually use them for fuel.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/fallen-phoenixHarbinger (2M-2W-2M-Burning Conjuration)

I like Harbingers. Probably more than I really should. I’ll often try to trigger their ability over using my From the Ashes. I don’t care. I just love the psychological effect of tearing down two or three enemy units and replacing them with fiery undead. It’s really easy for an opponent to start losing faith when your forces double for no magic investment on your part.

That said, their conjuration is pretty bad. Skeletons almost always die on the enemy’s turn before you get any use from them. Thus, they’re kind of a bad idea because they just fuel my opponent’s economy. However, if you can get Magic Burn to trigger–especially if you don’t have to spend money for it–they are incredible. I simply love that the skeletons leave your opponent with two bad decisions. Either they ignore the two attack conjuration and get clawed on their next turn or they try and remove it and thus waste time not dealing with the actual summoning threat–the Harbinger–and running the risk of ruining their own economy in the process. The one win I talked many moons ago against Marek when “the stars aligned against her,” yeah it was against this deck and it was burning skeletons that kept draining her magic pool so she couldn’t even use escape to flee my forces. Don’t expect it to happen, but at a fifty percent chance to return to your conjuration pile, these guys can do a decent chunk of damage to your opponent’s game plan. I’ve been known to throw them a bit of magic on their death to help that process along as well.

Unfortunately, the biggest issue with Harbingers is that the burning skeletons aren’t tied to them but their summoner which means they have little export value. They can see some use under Queen Maladaria but for the most part, I feel they’re an Elien staple and little else. And though spending one magic to get a skeleton out is the expected cost for the conjuration, you don’t want to make a habit of it since the whole point of the ability is to be “cost efficient.” That said, if the Harbingers aren’t summoning you undead, they’re kind of a bum unit. They don’t withstand attack and if you don’t have the skeletons to distract, they’re prime targets for your opponent to focus.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/fallen-phoenixWarrior (2M-2W-2M-Hellfire Step)

The warrior is as equally uninspired in naming as his fellow cultist. However, I find these guys make the major thrust of your attack forces. Their Hellfire Step is important for offering the maneuverability of other factions while also serving as important bodyguards for the inevitable rush downs that Immortal Elien faces. Sadly, the warrior can’t step then attack but they can sometimes catch your opponent off-guard by killing a common on one side of the board then reinforcing your forces on the other. Furthermore, they have a tendency to be overlooked compared to Harbingers so if you have some skeletons rising up, likely your warriors will be the ones angling into position. But even more so than the Harbinger, I won’t pay to trigger their ability unless that step is necessary to stay alive in the game. They become incredibly cost inefficient if you ever have to pay to step even once so try to avoid it at all costs. Alas, with the faction’s lack of ranged attack, it will often feel like you’re out of position and all you’ve got is a lucky roll from a warrior to correct that.

Sometimes you just have to bite the bullet and pay the piper. That said, if I were to start tweaking Immortal Elien’s deck, I would probably look at replacing warriors first. The hard part, however, is that the Fallen Phoenix events can be finicky once you get out of including cards that count as both Fallen Kingdom and Phoenix Elves. And they have value in fulfilling both those triggers alone. They’re a solid but not a stand out unit and that’s about it.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/fallen-phoenixHelkar (1R-8W-6M-Leader of the Cult)

I got very little use from Helkar. As mentioned alongside the cultists, I found very few games where I wanted to invest in her strategy. The few times I did, Kait did an excellent job of nullifying Helkar and making her a huge investment in the most annoying pellet gun. In a deck that’s swimming in cultists, I can see the appeal but since the Fallen Phoenix cultists leave a little to be desired in the first place, Helkar gets shoved to the side more often than not.

However, of all the champions, if you draw her early she’s the one most worth carrying between rounds until you can afford her. Between her summoning cultists and hellfire stepping warriors, you can be surprisingly mobile and bring the front line to your opponent faster than they may otherwise be prepared.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/fallen-phoenixHellfire Drake (3M-9W-9M-Greater Hellfire)

For an ability with the word greater in it, Hellfire Drake certainly got the short end of the stick compared to his older brother. Don’t expect to use his ability often. Statistically speaking, you need two enemies beside him for it to be more advantageous than just regularly attacking. So you’ll be saving the auto-wounds for either Lumbering foes or desperate turns where your drake is going to be overwhelmed and murdered in the next turn. He’s a huge investment and probably not one that Immortal Elien wants to make very often. He seems like he was designed more for Ret-Talus and his events that can summon champions on the cheap than something where the Fallen Phoenix will get much mileage. I mostly played him in my games just to get a feel for his potential than to actually win me a match. Nine health is intimidating but it also never lasts as long as nine magic investments would typically be worth. Barring extraordinary circumstances, I’ve always felt it was better to just build the drake for magic. And really try to resist throwing  it out while you’re winning for bragging rights–that’s a tactic that can easily turn matches away from your favour.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/fallen-phoenixKarthos (2M-5W-5M-Wrathful Dead)

Of all the champions, Karthos gets my vote for the Fallen Phoenix’s best. He’s at my favourite five magic sweet spot even if technically he’s overpriced by one magic for what you’re getting in return. He costs you both an attack and you have to pay the cost to summon back one of your units. Because that summoned unit doesn’t get any movement, it’s quite likely that you aren’t hitting much. Note, this makes cultists awful targets since you can’t trigger their cursed slash while they have precision. However, what Karthos does really well is block lanes and keep Immortal Elien save behind an ever replenishing wall of commons.

The other note to remember about Karthos is he only digs in your enemy’s graveyard. So he’s near useless in the early game when your opponent may not have many of your troops occupying his discard pile. On the other hand, he’s crazy good against Ret-Talus and Mad Sirian as he can steal their units for you so if you know you’re going to be facing them, he’s probably a smart include. Ultimately, with him being my personal pick of the bunch, it should go without saying that of all the areas the Fallen Phoenix struggle in, it’s with their champions. If you have deck building options, this is the first place I’d address.

However, there’s not a whole lot that is really necessary for Immortal Elien laying in his parent faction pools. There’s a few options that can work but nothing that makes you look at them and get excited. There’s no obvious Satara here. Corpse Wyrm can be good if you want to be really aggressive. Anica is decent if you want to threaten more of the economy game. Fire Drake is always good (if expensive). Laleya is just generically decent. And… ummm… Skhull? I guess? Neither the Phoenix Elves or Fallen Kingdom are really known for having spectacular champions and the Fallen Phoenix demonstrate that.

It’s just another example of pushing the common focus game. And Immortal Elien wants there to be commons. The easier things are to kill, the more chances he has to trigger From the Ashes and Burning Conjuration. The more he can bring up skeletons and jumping warriors to scare his enemy into making poor decisions, the better he does. Immortal Elien doesn’t really do well against strong rushers or turtlers, however. I suspect in the grand scheme of things, he’ll probably end up being a sort of middle of the pack faction. While his minor economy game and consistency puts him above the Alliance decks, I think he’ll routinely struggle against the classic top decks and mechanics.

Which is fine. If the Fallen Phoenix are the new standard for mediocrity than they’re a good baseline to achieve. And at least now that they’re a little more undead they can stop looking like plastic mutant people.