Tag Archives: Summoner Wars

Plants Versus Zombies

Welcome to our first top qualifier in our Summoner Wars Alliances tournament and my personal favourite–The Swamp Mercenaries.

The Swamp Mercenaries had a curious run in the tournament. I predicted they would do well since they revolve more around the Swamp Orc mechanic of taking massive board control by growing root walls (once again, don’t care about Plaid Hats official poor flavouring) but unlike Mugglug, the Swamp Mercenaries do this faster and more aggressively. Mugglug grows his swamp through the sacrifice of his own troops. He hides in the back of his expanding root network, picking off poor shamans and apprentice mages as his tendrils crawl across the field like some horror movie villain to choke the walls of his enemy. It’s very common for Mugglug to end a game with most the board wrapped in his twisted plants.

It’s a powerful strategy since these root walls block summoning points as well as give the Swamp Orcs the power to conjure from their depths. Walls also have a tendency for being pretty hardy and even with just two health, they will absorb one to two attacks a turn which protects your army as well as triggering the special abilities for hunters and shamans making them stronger. Mugglug performs very well against a large chunk of the Summoner Wars factions and the only downside is that he absolutely crumbles against a very select few factions who specialize in wall destruction. Oldin can, in one single card, destroy turns of work and investment on Mugglug’s part. And without his swamp, a large portion of his forces become significantly weaker.

Now enters the Swamp Mercenaries.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/swamp-mercenaries

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

I’m certain the Swamp Mercs will perform far better in Mugglug’s worse match-ups. For, unlike Mugglug, the Swamp Mercenaries are not tied so strongly to the success of their horticulture. The Swamp Mercenaries aren’t looking for an enormous swamp to drown their foes within. Their root walls are incredibly utilitarian. Glurblub (yes, they continue having stupid names) uses his walls for immediate pressure and not creeping doom. His goal is to sprout a wall in the enemy’s midst and rush forward with his forces at the same time. The opposing summoner must then choose between staving off the advancing rats, boars and swordsmen or addressing that single weed at her feet. Should she ignore it, suddenly reinforcements are pouring from her ill-kept lawn, quickly surrounding her and pummeling her into submission. If she stretches her green thumb then those critters are going to punch her in the face.

And, nearly every time, your opponent will go for your units. Much like Berlin, killing walls doesn’t give you magic. Which is perfectly fine with the Swamp Mercenaries. Their walls are precious because they’re so hard to get up. To compensate, they’ve been afforded the first four card event in all of Summoner Wars. Spore Carriers is Glurblub’s bread and butter and the reason he doesn’t fear Besiege the Walls. For one event, you can grow two root walls while reclaiming your units for magic. It’s the only way to get any return on your swamp rats and you’ll want to play all four of these during a game. It also works fantastic for denying your boars after their initial assault if the enemy failed to take them down (and they usually will). It’s a small economy engine if you get most of your swamp rats with it. But you do have to be more mindful of your swamps than Mugglug since most of the Swamp Mercenaries can not traverse the roots walls without getting stuck.

I think the most fascinating thing about the Swamp Mercenaries, however, is how my sister struggled with them. Perhaps it’s because she’s good with Mugglug and I am not which accounts for the difference in our performance. I won most of my matches with the Swamp Mercenaries and she struggled in hers. This does lead to a small snag in our tournament and the caveat when discussing our tier list. The factions that do the best are ones that need to be successful in both our playstyles. It won’t do that one of us can play a faction well and the other unable to get any results. Glurblub just squeaked into the finals ahead of Moyra for this exact reason. And there is a double advantage to the player who figures out a deck first–whenever they face against it, they know what tricks it can pull and develop better strategies to counter the ones their opponent is still learning. That the Swamp Mercenaries clicked so quickly for me provided a significant edge over my sister and partly because I think she was still locked in Mugglug’s mindset. The fact that she would self kill many of her units and I’d have to return her root walls was kind of a hint.

Glurblub (2R-6W-Vinemancer Sow)

Accessed from http://www.plaidhatgames.com/games/summoner-wars/swamp-mercenaries

The single card that makes this deck possible.

Glurblub is not Mugglug. That should be immediately obvious but the impact this has on the two decks’ styles can not  be overstated. Mugglug is very passive despite boasting more wounds and attacks than the Swamp Mercenary summoner. He kills more of his units than his enemy’s in order to grow his swamps. Glurb, however, needs to get up in his opponent’s face immediately. But those first few walls are incredibly important and so I try to reduce as much risk of missing as possible when I attack. Whereas Mugg has a very standard and predictable opening, Glurb needs to be flexible. He needs to scout an initial target–hopefully a one wound starting unit on his opponent’s side–and he needs to maximize his chances for getting a kill. His forward rat and boar are intrinsic to his starting moves. If there’s a two wound unit on the far side (say a Deep Dwarf miner) then Glurb is going to move his rat forward, himself behind, attack with his rat, attack his rat with his boar to chase it away and allow Glurb to follow up for a kill.

If there’s a three wound unit at the forefront, things get dicier but you need to try and set up the boarboon getting a first attack and Glurb getting the killing blow. If given the opportunity, I almost always take first turn on Glurb unless there is absolutely nothing in his quadrant to murder. Going second is less desirable, especially if the opponent draws his forces back, as it leaves you hoping to draw a spore carrier in your first hand. If you don’t, then you’re looking at careful advancement of rats behind boars while you kill of your rear swordsmen for some early magic. Stalling Glurb’s tempo is the most annoying thing as it leaves him vulnerable to draws and getting those spore carriers firing.

And just because Glurb has to get his hands dirty to plant his roots, don’t think this leaves him vulnerable. Glurb is most active in the early game–the moment when his opponent lacks a lot of magic for summoning–and once he gets up some of his swamp, he slinks to the back to allow his commons to take the brunt of the labour. You’re only looking to plant three or four roots with your summoner, on average. The rest of your nuisance comes from your spore carriers. And with Glurb, those root walls are even more pressing than Mugg’s. Glurb has a lot of threats to throw to the field and it’s apt to paralyze his opponent on which tactic to take against him. Furthermore, between his sow and carriers, his roots are launched two or more tiles away from his forces as the advance guard. Throwing up your own walls doesn’t help as it inevitably creates cracks between which Glurb can grow his plants. And there’s nothing more satisfying as a Swamp Mercenary than summoning two rats off forward root walls and immediately expanding your swamp with a spore carrier.

These distant root walls are also important for protecting Glurb, however. If you’re going to vine snare, it’s going to be in those first couple of turns to keep retaliation from hitting Glurb. Plan to take a few wounds, though, and to shift your summoner behind your front line. This is where swordsmen come in handy. They make excellent reinforcements since they can slip past Glurb and occupy root walls or corridors to keep the enemy from summoning any threat on Glurb. Outside of his spore carriers, Glurb’s events are more situational and apt to be built. Of the four, Swamp Dominion is great if you can get it in the mid game when the first champion hits the field. Since Glurb is always hanging around on the periphery, looking for ways to snipe a kill and set up a new root wall, he almost always is easy to angle for a large attack that can wipe out a five magic or more investment that the enemy commits to the field. Don’t mistake it, however. It’s not a summoner killer. You’ve got lots of other cards for that. So hope you find your Dominion when they’re sitting on a fat stack of magic and get prepare to harvest some tears.

Vine lash, in theory, can be a really strong card but due to the nature of Glurb’s swamps, it rarely puts out more than two wounds. It’s nice for hitting something that’s tough but mostly it goes to my magic pile to store up for boarboons.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/swamp-mercenariesBoarboon (2M-3W-3M-Sudden Strike)

Suddenly, boarboons!

I actually love these dopey looking lugs. I was rather cool towards them on reveal. Their ability makes them a one magic point saving for the first turn they arrive but then they’re effectively overpriced (as they have no ability) after that turn. At three health, they’re apt to live through one turn too. What I failed to appreciate in my initial evaluation, however, was that spore carriers exist waiting to turn their sudden appearance into a root wall post that first turn usefulness. Not to say that a boarboon which is ignored after being summoned is useless, either. Two attacks natively is still a sizable threat to commons and champions alike. And since they no longer have any further use other than rampaging for you, it’s not a sacrifice to have them make suicidal dives on the enemy summoner. More than that, they’re brain dead easy to use which is a plus since it means they don’t need complicated set-ups in order to be effective.

There’s a decent number of the boars in the deck as well and are the main arm of my attacks. Once you have some magic built up from slaughter and your own building, you can get successive turns of sudden striking boarboons from your seeded walls and there are few factions which can deal with this. Even better, because of Glurb’s sowing, it’s hard for the enemy to wall off access as well without making a very limiting fort around their summoner. And the vast majority of summoners will be sent running after one attack from these guys.

So, in practice, their one magic discount compared to the swamp orc Savager ends up being a pretty big deal.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/swamp-mercenariesSwamp Rat (1M-1W-0M-Hide)

When I first heard of the rats, I hoped they would be just regular, creepy looking swamp animals. Alas, furries strike again. Oh well.

On their reveal, I wanted to like the swamp rats but I was too focused on the specific line of their hiding which made them useless to Mugglug to really believe they would be helpful. I’m happy to say I was wrong. I love the swamp rats and they are very effective in the Swamp Mercenary line-up. Glurb can’t build walls off his own units so the fact these guys run when friendlies try to harvest them isn’t a big negative. In fact, their flight can be helpful for clearing lanes. More importantly, however, they can attack after Glurb goes to sow and jump off his fresh wall to cover dangerous lanes. Any turn they survive is a turn you draw closer to your spore carriers to turn them into free magic (and a wall). They’re easy to underestimate, both by your opponent and yourself. So don’t neglect the rat. They’re really important in those first early turns when Glurb needs to get his snowball rolling and their free cost and blocking power is worth far more than their zero cost.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/swamp-mercenariesSwordsman (2M-1W-1M-Slippery)

Ironically, swordsmen are the unit I’m least crazy about. Sure, they’re my favourite 2-1 stat that I like buying for one magic. For the most part, however, I find that they very rarely serve as anything other than an emergency boarboon. They are your only unit which can traverse your swamp safely, however, so I will keep the first initial two alive if I can be aggressive against my opponent. They’re also invaluable for following behind Glurb to offer a quick blocker if things get too hairy. The on-call two attack is valuable, there’s no doubt behind that. But since Glurb isn’t reliant on assassination, they’re pretty much food for the enemy and I’ll take boarboons whenever I can.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/swamp-mercenariesMik the Tusk (2M-6W-5M-Vinemancer Strike)

Mik is the champion that Mugg has always wanted. Unfortunately, Glurb got him instead. So, he’s more the answer Glurb has when facing the swamp orc adversary. For five magic, he’s at the sweet spot where I’ll blindly summon something in a pinch but don’t expect to get a lot of mileage from him in most of your games. I find he’s a great wall buster if you manage to get your swamp around one but he’s really easy to avoid as well. The nice thing about Mik is that he can serve as a panic button if your forces take sudden loses and you are being chased into your swamp. Don’t expect him to live long. Six health without any defensive ability can go down quick. But he’ll save you a few turns for recuperation.

That said, he’s insane against Mugglug. Remember, he doesn’t discriminate against roots and is quite happy to stomp into Mugg’s swamp and leave him a massive shiner for his impertinence. Best part about this arrangement is you don’t even have to do the work of planting the swamp!

Accessed from http://www.plaidhatgames.com/games/summoner-wars/swamp-mercenariesProng (3M-3W-4M-Vinemancer Drain)

Full disclosure, I’ve never used Prong. Kait did once. I think he died right away.

I know the story behind the guy so I know why he’s not great. Apparently, his ability could destroy root walls within two spaces of him and be triggered multiple times a turn. Thus, he fell into Thorkur levels of invulnerability. Quick came the Plaid Hat balance hammer and now he’s pretty much magic pile fodder. Unless you’re really fortunate, you’re not likely to be drowning the board in your root walls so losing them to keep the frog alive is usually more trouble than its worth. He’s also easy to dodge since he’s melee and spreading swamp isn’t really Glurb’s specialty. Prong can at least eat some wood to protect against lightning strikes or a Satara bounce but, really, you shouldn’t be pulling him out in the first place. At the end of the day, Vinemancer Drain is not worth the extra cost on this guy. You’ll probably get more mileage with him in Mugg’s deck and he might be a great choice there as Mugg can pad him with roots to keep him happy for days. And, more importantly, he’s a savager that can absorb an extra hit a turn.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/swamp-mercenariesTurt (3M-6W-6M-Lumbering)

I like Turt but I don’t love Turt. I wouldn’t put a ring on that but I might treat him to a few lovely dates. His appearance has a very significant psychological effect on the game. Three attack and six health is a sizable champion to drop but that he is only hit on five or higher is likely to stay your opponent’s hand. And for good reason. On average, it takes eighteen-ish attacks to bring him down. That’s insane. He lands on the board and you can expect to see the enemy shuffle to the opposite side of the field. He’s a shepherding dog that corrals your opponent where you want him. Remember that and don’t try marching him with your forces (or don’t be surprised when suddenly your opponent vacates the area leaving you with the obnoxious task of chasing him across the field). At one movement a turn, he’s incredibly easy to avoid if you don’t take care. That’s kind of the issue with the Swamp Mercenary champions in general. However, unlike the others, Turt isn’t restricted to where you’ve randomly cultivated your crop. Thus, I almost always use him to block off retreats while sending the rest of my forces around to pinch my opponent in. It’s pretty successful. And it’s very entertaining when your opponent drops a champion to get into fisticuffs. In a one on one, Turt is going to win in almost all circumstances (barring Satara, <3).

However, don’t get overconfident with Turt. If you send him too far out, he can get isolated and ganged up. Turt can fall after three rounds of concentrated attention. I know; I’ve done it. He’s not going to single handedly win you games so make sure you have a plan and support when you bring him to the fore. But with some good positioning, he can well make up for his cost. He’s also a fantastic wall buster since it’s so hard to dislodge him and you know the wall isn’t going anywhere anytime soon. If you’re bringing a champion to the table, Turt is it.

The Swamp Mercenaries are very much like Moyra in that they’re a very tight design that had an idea in mind and executed it well. Perhaps this was possible by neglecting any element of the mercenary portion of the alliance since the Swamp Mercenaries are essentially the second summoner for the swamp orcs. If that’s the case, then it’s a sacrifice I can tolerate because the way most of the deck utilizes Glurb’s aggressive swamp strategy is both effective and fun. There’s nothing more satisfying than getting a couple of root walls up in your first two turns and just laying on the pressure until your opponent buckles beneath your forces. The Swamp Mercenaries also have the distinction of keeping my belief in invading walls as a powerful ability alive. There’s not a lot to really deck build with the Swamp Mercenaries though they have an extremely expansive list of options to explore. Certainly the champions would be the first to address but, much like Rallul, Glurb doesn’t have a whole lot of reason to include the powerful economic engine called Etch. His rat/carrier combo generates enough magic to suffice and there’s nothing in his deck that is truly exorbitant in price. In fact, I’d be surprised if Glurb didn’t explore more of the swamp orc side for deck tweaking than the mercenaries.

So while it might not be the best alliance, it is certainly one of the best decks. And, ultimately, mechanics trump flavour which several of the prior alliances seem to have forgotten.

Once More onto the Breach

Moyra and her Vargath Vanguard (hereafter known as the Mountain Vanguard because it’s more pleasing) concludes the last of our bottom factions of the Summoner Wars Alliances tournament. Of all the bottom factions, she is perhaps the most interesting one too. I originally predicted the mountain vanguard placing low in my preview article and while the final results are close to my soothsaying, it’s not for the reasons I’d conceived. Truly, and this is perhaps the most surprising result from the tournament, what held the mountain vanguard back was that they are actually the hardest faction to play out of the box.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/vargath-vanguards

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

Weird, I know. You wouldn’t think that looking over their commons. But it’s true. The one faction considered the best for beginning players to learn is also the hardest of the batch to master (or, at the very least, perform well). I think this is because the more “difficult” factions have strong elements that can compensate for not understanding the deck design with the sole exception of the Sand Cloaks. Moyra also goes against the established wisdom of traditional Summoner Wars decks. She needs to be upfront and centre, the lynchpin of her forces and the pivot around which everything else turns. Every other summoner wants to hide in his back lines, goading his opponents to cross the threshold or extending his powers across the board. Not Moyra. She has an incredibly limiting two space range on near all her abilities. This is similar to the vargath design and I held that this would be Moyra’s downfall.

And for the first half of the tournament, it was. Sundervered demonstrated that a forward summoner is inherently weak since it pushes the player into disadvantaged positions and taking wounds on their leader which draws defeat ever closer. And unlike the vargath, Moyra has no way to extract herself from a terrible situation. She’s committed to the noble leader role or else her forces crumble despite inheriting the vanguard’s durability. In fact, for being a vargarth vanguard alliance, there’s very little vanguard in the force. Perhaps this is due to the fact that the parent factions share so much in common in the first place but the one distinguishing ability of the vanguard–their healing–is found on only one card in the entire deck. And this healing is very directed, denying most of Moyra’s forces its benefits.

That said, I suspect if we were to do the tournament over again, Moyra would wrestle a top position and have the potential to even rise into the finals. She accumulated her three wins all in the last three rounds with the first representing a significant turning point in her development.

For on the fourth round I had discovered the secret to Moyra.

My greatest contribution ever to Summoner Wars is this: place one of your die on your draw deck as a reminder to use Moyra’s Divine Presence before you draw. You see, it’s incredibly easy to forget to trigger Moyra’s ability. And we are playing with strict rules in our tournaments. If you miss a play window to perform an ability, then you can not do it. For the first couple of matches, Moyra kept forgetting to inspire her troops and was, essentially, without any ability in those battles. But that die on your draw pile prevents you from picking up your cards for the next round before you give the bonus attack and movement for your unit. And I think part of Moyra’s balance is insuring that you trigger that ability before you know what you can play.

And while the consistent bonus attack no doubt contributed to her sudden win rate, I think it also pushed us into a more tactical mindset. Moyra, above all others, is the queen of board positioning. She must own the centre of the table or else she will fail. However, conquering that important space is her specialty. She’s meant to march like a roman phalanx across the enemy lines, forcing them to throw up walls and units in inefficient positions to stop the juggernaut. All the while, her commons crowd around her, making Moyra impenetrable as a great wall of defenders and crusaders survive round after round of abuse. Cheribum weave in and out, laying down covering fire, removing key targets and being generally enormous nettling threats. Once a path is cleared, the little children flutter forth with their bows of light striking crippling shots into the summoner. And most will fall to three attacks from the little angels.

But the best part is, if no opening is afforded, Moyra is alright with that as well. She has the sustainability to win a long slug fest. Walls aren’t a true hinderance as she can easily crowd them and bring them down in a few rounds. Holes in her ranks are easily filled and if you manage to strike numerous wounds upon her, she is guaranteed to heal back up–fresh as ever–in the late game with the ever guiding hand of Father Benjamin. And the much improved event suite over Sundervered’s is important. Change Form is the only one that saw minimal use in our games but everything else had a significant role to play. Divine Intervention keeps the all important cherubims fluttering, blinding light makes reinforcement turns possible or sustains a wild charge forward. And Lightning Strike insures that either one wall or one champion is rendered wasteful. Two automatic wounds will make Turt and Bauble hesitate. It will set up the Cave Filth’s cheap champions for destruction on your attack phase. And even if there’s no champion on the board, it will wreck walls or Hogar’s foolishly enchanted ice golems.

It’s strong but different and victory hinges on expert placement. As Moyra becomes more knowledgeable of her opponent’s capabilities, she’s able to turn those tools to covering any weaknesses the enemy seeks to exploit while dropping her heavy attacks against their own vulnerabilities. It’s a hammer and anvil style of play and once you grasp it, it is incredibly effective.

Moyra (3M-7W-Divine Presence)

Divine Presence dictates how you will always play Moyra. You must keep her advancing with her armies. This has the downside of making your assaults slower as you must insure she has a front line to stand behind while using up a movement for, generally speaking, taking a position from which she won’t attack. But you need her within two spaces of her forces for that bonus die. That die, however, turns all her units into incredibly cost efficient units. You can get defenders that would cost most summoners two magic for half the cost. The extra movement typically means that reinforcements can catch up or that cherubims can get into position for their soft step into a deadly firing lane. Divine Presence also forces Moyra playing a very common heavy style. Thankfully, all her commons support that style.

Three attack does mean that any assaults which pierce Moyra’s common shield will fall to her counter attack. Seven wounds insures that she won’t balk at the first sign of trouble. Furthermore, her courage is steeled with the knowledge that Father Benjamin is waiting in the wings to splash her with water and pass on a Gatorade. Don’t take these stats for granted, however. She is not meant to be a dominant player in the back and forth combat. She is the final crushing blow, not the starting strike. You  must insure that she is covered on all sides. Also, remember that she does not trigger most of her commons abilities either. She does not qualify for Hold the Line (even with a Change Form), though she does strengthen it. She won’t pick up the crusader’s shining aura either if she decides to pretend that she’s a cute little girl archer.

Also, don’t be afraid of divine intervention. It turns all wounds from an attack into one. While no one wants to wound their summoner, you do have a healing option and–if you’re positioning well–these are quite often the only wounds you’ll be taking. Furthermore, pulling a champion’s three hits into one on a target well buried in your phalanx can be game winning. It makes your exchanges incredibly one-sided. It keeps assassinating cherubims in position applying game winning pressure. You do have three of them, however, so don’t worry about hauling them through turns either. You just need one at key moments as a combined Lightning Strike and Divine Intervention will likely allow you to effortlessly remove an expensive enemy champion from the board with minimal losses.

And Moyra has no inherent magic economy so gaining it through combat superiority is her only way to seal victory. Make sure you’re fighting lots but also that you’re winning all those fights. Force enemies to target less key components of your phalanx. Unlike other factions, you’re game plan isn’t to give them no targets but lots of bad targets. Once you start leaving your opponent turns to choose between attacking full health, tough crusaders in the hopes of bringing down the attacks of Father Ben and cherubims, throwing expensive units in solo assaults against your back line artillery or praying to the dice gods they can bring down that entrenched and wounded defender then you know you’re doing your job well. Whatever survives your next turn–and something will–is going to get a free chant of growth anyway and should the unfortunate victim even miss once, you’re going to insure that they get punished for it.

The hardest part of Moyra is remembering to use her presence and it’s key to her success. When playing against Moyra, don’t let them get away with “forgetting” to trigger it especially if the opponent sees their hand. Part of Moyra’s difficulty is keeping track of your casualties and your likely draws so you know which unit can be aggressive and which need protection. That beginning of your turn decision is important so don’t make it flippantly. Once you stop seeing it as simply “one free die” but the wheel which directs your ship you’ll start to really unlock Moyra’s potential.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/vargath-vanguardsCherubim (1R-1W-1M-Light of Foot)

When I saw this unit, I knew it would be the best. These little guys and gals are the whole reason for this deck. They have slippery swiftness, making sure they can move through your column to get into attacking position. They’re two ranged attack so long as they’re within two spaces of a crusader when they notch their bow. They’re three attack if Moyra inspires them. Truthfully, they’re apt to be pumped more by crusaders than Moyra but that’s still alright. You’ve only paid one magic for them and it’s a steal for everything you get. And when the opponent realizes that their power is being pulled from the crusader, they’ll be tempted to turn their attention away from the little angels and towards the heavily armoured knights. And you want them striking the knights.

Cherubim are one of those units which you’ll play every single one of them and wish your deck had more. Be sure to always keep one in hand, however, for those final turns. It’s amazing how often a summoner will put himself in a bad position in the last moments going for desperate set-ups that can then be perfectly exploited by the hoofed children.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/vargath-vanguardsCrusader (1M-3W-2M-Shining Aura)

The crusader is your most important piece of your phalanx but also the one which you need to field the least. Most of these guys will be built for magic. Their two cost is generally more than you’ll want to swallow. For the most part, you want to keep them decently protected. They’re support units all the way. They’re there to make cherubim hit harder and defenders defender better. They’re the perfect personal guard for Moyra as their three health will keep them around far longer than the opponent will want. They’re also apt to have a natural Lumbering like defence thanks to Moyra and a forward defender. They’re funny in that you don’t want them dead but you kind of want them attacked sporadically to ease pressure on your other forces. Play them as though they’re your favourite child but simply shrug if they fall. When battles start going sideways, they’re likely going to be Moyra’s target and a two attack, three health is decent enough.

There’s not much strategy to them. Keep them close, keep them safe and let them just make everything better.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/vargath-vanguardsDefender (1M-2W-1M-Hold the Line)

I was rather flippant of these guys but I love them. It’s true that you’ll get them up to needing five or higher dice rolls to kill and still watch them fall to a single two ranged attack. However, they’re equally likely to survive three rounds of attacks and that’s an incredibly demoralizing result for your opponent. And if you get two of them beside each other, they both feed off the other’s abilities and gain toughness. They are your front line and they’re incredibly effective at it. Keep pumping them with Moyra and their attacks will wear your opposition down. This is your anvil. Defenders have a tendency of being tougher than they have any right and being dirt cheap to boot. Be quick with your reinforcements when they fall and you’ll find that they’ll keep your phalanx going indefinitely.

Keep in mind, however, that they can not cover summoners or champions. They do nothing by themselves when beside Moyra or Qayla. A solitary defender is a sad defender. These units do, however, improve the line. Your defenders are the pieces which determine your column’s shape. Angle it so the opponent’s attack options are positioned against units boosted by the most units. You want the closest or only target to be beside two or three mountain vanguard and one of those has to be a defender. This will give your commons persistent Blinding Light. For the most part, you want these two front liners to be defenders but in practice this won’t always hold. Ultimately, your goal is to force your opponent to go after these guys to soften up the rest of your forces. Every time your enemy has to attack a target they don’t want in order to get at the target they do pulls you ever closer to victory.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/vargath-vanguardsFather Benjamin (2R-4W-5M-Return to the Light)

Daddy B himself. This is your best champion even though he’s expensive as all get out. He’s inherently one more magic than his stats are worth. His ability then requires you to spend even more magic in order to trigger. It’s a bitter pill you simply have to swallow because what he brings to the table is too vital to pass. Big Daddy B is your answer to the late game, a surprise collapse of a phalanx or persistent bad luck that’s dragging you down. You’ll almost always toss him on the bottom of your deck to insure he comes at the end when you won’t be stressing over how to spend your magic. Don’t worry about the trigger for his ability. While needing him to die (and thus giving your opponent the power to determine its trigger) by the enemy’s hand would be a huge negative, in practice, Daddy B will get himself killed every game. He’s funny because, while you spend most of your game trying to keep all your forces staying well past their welcome, Daddy B is pulled to the field specifically to push daisies. Get him near a crusader and your enemy will go for him every time. They have to! Three ranged attack is not something anyone can truly ignore. Four health is too tempting to pass up. He’s the old man with a death wish and that’s precisely why he’s the champion you always want to make sure you afford. But keep in mind that he’s effectively a seven to nine cost champion (making him one of the most expensive in the game) and don’t ever put him on the field without making sure you have enough magic to heal when he does collapse.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/vargath-vanguardsKorbolden (1R-6W-6M-Electrocute)

Korbolden is the hideous growth on an otherwise extremely attractive woman. It’s the blemish that you keep telling yourself not to stare at but you can’t politely ignore. Korbolden is bad. Nah, Korbolden is one of the worst champions in the game. I literally lost a match because I put him to the table. Never, and I repeat this, NEVER play Korbolden. Build him for magic. He’s Tundra Guild Balanced and yet another reminder that Plaid Hat’s design is all across the board. I would have railed against Father Benjamin’s prohibitive costs more and how it seems mindlessly high for what it accomplishes had Father Benjamin not served a necessity that you will begrudgingly pay every time.

Korbolden has no such purpose. Korbolden is just pure, unadulterated shit. Let’s look at him. According to the SSCF, he is priced at 9 magic. His stats are 1 attack plus 1 ranged plus six health for a whopping 8 magic worth. Out the gate, Korbolden costs you one more magic than what you’d expect. Thus, he must have an ability that is worth this extra cost.

Nope, he has an ability that costs extra magic. Thus, he will forever be at best overpriced by one magic (and taking the hit in his attack value too which is the last thing you want to lower). Hilariously, though, it gets worse. In order to trigger his ability, you have to be adjacent to your target and, thusly, negate the ranged bonus for which you paid extra. Alright, so even making the foolish choice to try and us his ability now makes the champion overpriced by two magic. And we haven’t even started electrocuting yet!

Electrocute itself is a poor ability. In effect, it costs one magic. But, unlike every other card ability that costs one magic, this one adds the double whammy of never being fueled by your opponent’s units. Thus, it always costs you a card from your deck to pull off. Why is this bad? He is an early game champion but with a mid to late game cost. Korbolden is useless the moment you deck yourself. He forces you to stuff your hand on the assumption you’re going to hit (and if you don’t, you’ve now not summoned or played an event because you assumed you’d be spending it). If you have intentions of using him again, you’ll be holding onto extra cards and not building them for magic otherwise you run the risk of getting a hand of necessary cards and having nothing to fuel his ability (thus leaving him exposed and weakened). And, of course, there’s the further weakness that you can’t rely on his ability since he does crap all if he misses (especially since that means he did no damage). He’s designed to take on champions with the potential for auto-wounding and he gets destroyed by all of them by trying to man fight while falling victim to any abilities that make his opponents tougher (like Lumbering). On top of it all, if you do pull it off, he’s now overpriced by three (naturally overpriced, not actually ranged and now you’ve spent a magic to use him). Each turn you do succeed with him drives his cost up further and further.

There is nothing good about this card. Hilariously, I assume the designer thought he was balanced because he’s priced as a two ranged, six health champion even though his ability lets him be a three ranged one instead! No doubt this was considered a one magic saving! In practice, he’s an incredibly swingy one wound or three wound champion who is never worth the price of putting him on the table. There is no situation where you wouldn’t be better served by playing one of Moyra’s commons. They’re one sixth (or one third) the price, they hit harder with Moyra’s presence and they can get improved by crusaders and/or defenders. All of these bonuses come for free and you can get up to six more for the cost of this useless goat.

Don’t ever play Korbolden.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/vargath-vanguardsQayla (3M-6W-7M)

Alas, wherein Moyra’s commons are steals in terms of value, all her champions are not. But unlike Father Ben, neither Korbolden or Qayla require you to play them. Qayla has the distinction of not being utter rubbish, however she’s not someone you’ll see often either. At seven magic, she’s one magic more than her stats are worth but Form Rank isn’t that powerful to really compensate for that price. It’s good and I won’t argue otherwise. Simply put, it’s not necessary. And the seven needed for her can be banked up for Father Ben instead. You’ll only really see Qayla when you’re ahead in the game and she basically keeps Moyra’s advantage rolling instead of turning the tables. Forming rank lets you reinforce an assault incredibly easily and three attack on her means you’ll have the luxury of doing two pronged assaults. But if you’re under pressure or you draw her early, there’s no point even debating whether to try and get her out.

She’s ok but she simply does not offer enough that spending her magic on more commons wouldn’t give. If I were deck building, I’d probably cut her simply because the times you really want champions are the times when you wouldn’t select Qayla. While she cements a lead, I’d rather have something that can pull me back from being on the back foot. For that, I need something either with a killer ability that isn’t offered anywhere else (Father Ben) or some cheap, hard units that can do more than what my commons would do. Since Moyra is all about super powered commons, there are very few candidates that fulfill those requirements. Varn gives you more power for less magic, Leah can use a great Father Ben reserve while utilizing your crusaders and Coleen can make your phalanx really impregnable (and gets boosted by crusaders yet again but crusaders were essentially designed to make bad Vanguard champions not suck).

Moyra is perhaps the best example of the Alliances shift of focus from champion gameplay to common units. I’m curious to see how these decks will measure up against the older factions which have a number of events that hate against commons. The large amount of units needed for Moyra to form her phalanx will open her up to reinforcements, magic drain and into shadows that could prove to be problematic for her style. That said, outside of her problematic champions, Moyra is a well constructed deck who I’m excited to see played more as her style gets refined. But unlike the last couple of factions, there’s lots of strength in her composition demonstrated in her abilities to take down the higher performing factions once we wrapped our heads around her mechanics.

So don’t let her seemingly simplistic cards fool you. Moyra is a complicated but powerful summoner prepared to take on any comers. She focuses on a tactic that has been absent from the game for so long I’m not even certain what would make a good counter to her. But if she’s a herald for a new era of Summoner Wars strategy, then I welcome her with open arms.

It’s Irritating and Gets Everywhere

“I do like sand. It’s coarse and rough and irritating and it gets everywhere.”

~ Anakin Skywalker, on the Sand Cloaks

The Sand Cloaks are everything that the Tundra Guild is not in the Summoner Wars Alliances master box. They’re fun. They’re fast. They’re aggressive and scary. They’re also terrible, so I suppose they have one point of commonality.

I’m a little sad by the Sand Cloaks performance. I had high expectations for them, mostly because I drank the kool-aid from the playtesters who trumpeted how they were the next best thing since sliced bread. I’ve mentioned before how the “accepted meta” in the game is to hard turtle and drag the game out to boring stalemates. Well, the Sand Cloaks break that handedly. Or, at least, they presumably break that meta handedly. I don’t know because my sister and I don’t play like that. We’re fun. We’re fast. We’re aggressive and scary. Ironically, this is the very thing the Sand Cloaks are weak against.

However, they are the Yin to the Tundra Guild Yang. I don’t keep drawing this comparison for no reason (other than to continue to harp on how much I hate the northern dwarves). The core mechanic of the Sand Cloaks–and the unique addition the alliance brings to the Summoner Wars table–is near identical to the rune system. There is a very distinct difference between the implementation, however. Marek’s works.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaks

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

Called Event Abilities, Marek’s entire event suite is composed of nine abilities which represent all the unique traits that make the sand goblins and cloaks the tricky, maneuverable and highly unpredictable factions that they are. However, unlike Vlox, Marek does not learn all the abilities of her peoples but spreads that knowledge around. She flings truths. She tosses knowledge. She is the most effective short term memory focused teacher the world has ever seen. And she demonstrates that reading can be both cool and deadly. So why do Even Abilities work wherein runes do not?

For one, opponents can do nothing to displace event abilities. There is not a two magic dispel tax associated with them. You want an event ability off the board then you’re going to have to work for it.

Second, Marek has nine of the suckers. She isn’t stuck with getting them all in her hand in the first draw or having the game end before she ever has a chance to put one to the field. They’re not balanced as some events are better than others but they all have some use no matter the game state thanks to clever design of her commons. Marek’s Hunters and Scholars are the real highlights for the deck but even more than that, their design is such that they won’t unbalance either the Sand Goblins or the Cloaks either. They’re necessary tools in Marek’s arsenal and though this cuts into her deck-building options, it doesn’t feel overly restrictive because the style of play they encourage is so entertaining that you don’t really feel like you want to replace them.

In many ways, Marek reminds me of MaxX from Netrunner. MaxX is a new anarchist runner whose style is so very different from others. She encourages the player to go aggressive on their opponent from the word “Go” and to only ever let up in short instances to refuel the next barrage. More than that, however, there’s no grand design to the runner. You basically play the cards you draw and Marek is very much in the same boat. You can’t compose an overarching strategy the moment you realize who your opponent is because you have no way to insure that your pieces will ever come together to pull it off. But that’s ok. You’re not trying to build awkward combos like Ret-Talus or Rallul. You’re simply going to apply whatever you draw to solving the issue at hand. If that fails, you’re getting a new hand to pull new tricks against your opponent. You aren’t forced into the ridiculous misdirection of Vlox and are more a magician holding your opponent enthralled with the question of what you’ll do next.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaks

My personal choice for best event ability and one of the key cards to Marek’s strategy.

Unfortunately, because you are so aggressive, you have no way to properly defend against a strong push into your territory. That very same unpredictability makes properly holding off the tides near impossible. Marek is quite capable of throwing off consistent multiple cheap two-three dice attacks a round but nothing she has is strong enough to survive the retaliation. All her units are fragile as glass. Marek wins quick or loses quick in our games. Don’t expect to do wall assaults much or even to see all the walls hit the battlefield when she deploys. And woe to anyone foolish enough who thinks they can turtle and effectively defend against her. You can not so stop sulking in your backlines and strap some armour on–this is going to be a wild one.

And more than anything else, that’s what makes Marek so great. She’s the most effective assassin in the game and while this makes wildly swingy games, it also means they’re always incredibly close. Of all Marek’s losses only one was a true stomp due to a once in a lifetime draw set-up. Outside of that, all of her matches have been decided upon a die roll and you can’t get more exciting than that.

Marek (2R-5W-Master Teacher)

Marek is not a fighter herself and she isn’t meant to be one either. Her whole goal is to stand back with her scholars, pouring over books and shouting commands like a royal general-strategist. Master Teacher is incredible as it means your units will always have the ability they need no matter where they are. More than that, Master Teacher makes it so that your key unit has more than one ability each turn. Remember, Hogar is capable of doing this but at the very real and significant risk of losing both those abilities the moment it becomes his opponent’s turn. Marek pitches powers like it’s a sunny afternoon in the backyard and she’s teaching her kid to play fetch. Note, this doesn’t trigger the attack boost of the hunter’s Pack Mentality but that’s fine since it still counts as an ability to share with the rest of the hunters (thus spreading Marek’s teaching even further).

Her play style is pretty straightforward so let’s talk about those events in greater detail. Marek is the prime candidate for some key powers. She’s incredible with Marked Target. This way you can be assured all your hunters will have that extra die against champions and the summoner without worrying about losing it to the assault. Camouflage is wonderful against ranged opponents as it makes Marek incredibly hard to target and Swift sees her able to position to safer quarters when the opponent rushes to get her. Flee and Escape can be wielded to decent effect when you are being hunted as well.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaks

And the other component to what will make your opponent sweat bullets in matches.

Save the Greater Sneak, however, for someone else. Far shot is particularly useless as well as it only extends range to four squares. Blitz is incredibly niche especially since most of your units are ranged and you’re not looking to throw your scholars into the fray in the first place. And, of course, Retribution is one hundred percent useless in the deck and only exists for Marek’s deck building options. And what deck building options she has! While Marek isn’t particularly strong with her base deck, both her parent factions boast some incredibly powerful champions. The Sand Goblins have strong and cheap options aplenty and the Cloaks can make their tricky but difficult to trigger abilities almost effortless. I can’t wait to try a Swift/Greater Sneak Dagger to finally give that champion some fangs. And, of course, Spider is downright scary with all the movement capabilities in her little red book.

Hunter (1R-1W-1M-Pack Mentality)

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaksI was whelmed when these cards were first revealed. I thought they might have potential but their one health makes them incredibly vulnerable. And that’s exactly what they are.

Able to create two range for one magic is a strong trade-off but these little guys will never survive a counter attack. You must realize that when you play them. The moment they hit the board, you’re looking to apply their dice in the most effective place immediately. They’re a scalpel. You slice short and fast and then they’re gone. Don’t hold illusions of mega-hunters stalking the board and winning you the game. I tried it and, while having three hunters with camouflage, far shot, swift and marked target is terrifying, there is a lot of common killers out there. This tactic lost me the game from a very timely play of Unholy Sacrifice which wiped me of all those attackers, positioning and abilities in one fell swoop. It might be tempting to look at sand goblin shamans as tempting alternatives, but I don’t want to underplay the power of getting three or more abilities on your hunters. They can stack up so many powers to create a very real threat.

Granted, the most common use will be summoning one with Greater Sneak, having Marek teach him Marked Target and flinging him at the opponent’s summoner but that’s fine as well. At five movement, they become impossible to block. And if you turtle up and try and hide from them, they can strike from camouflage with far shot and take the enemy forces apart piecemeal without much concern for retaliation. You’ll quickly learn that there are simply not enough hunters in the pack. Period.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaksScholar (1M-1W-0M-Archive)

It is simply cruel that the Scholar exists for Marek and not Hogar. They are everything scribes wish they could be. Scholars allow you the ever vital ability to shuffle around your event abilities on the field. And this is a vital gear in Marek’s machine. You will be throwing down unoptimized abilities on less than desired targets. Whether this is Flee on Marek to get her out of trouble, Blitz on a Scholar going in to nobly hold off a pressing wave or Far Shot on a Tinkerer to get that extra dice out, you will want to swap these abilities back to your hand. You can then pitch them for some extra little magic on your next turn or put them on their primary target; it’s all up to you! However, I find these guys are Greater Sneak diggers more than anything else. Those scampering hunters that are crawling across the field to terrify your opponent are going to die and if you’re going to keep throwing bodies into that deadly meat grinder, you need one of these guys to pull that sneak from the graveyard. But be careful, that one magic tax can add up so only do it when you know you can pull of those important blows. But they do it during the event phase so you’ll know whether you can do it or not.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaksTinkerer (1R-2W-2M-Null Machine)

The horribly underrated Tinkerer needs far more love. These guys are game changers and it’s important you don’t make the mistake I did and build them all for magic. Sure, you’re not throwing them all to the field like hunters but you shouldn’t have a single game go by where you don’t have more than one kicking around (and no, your starter Tinkerer does not count). Three range on their null machine is incredibly and it can’t be blocked by walls or other units. This allows you to kill Hogar’s forces while laughing at the thought of having to spend money to get rid of runes. It also nullifies champions and makes them all over-priced meatbags so long as your tinkerer is flicking his fingers. They will become high priority targets the moment Satara is reduced to a bumbling one attack klutz. Don’t let their cost fool you–this is a good thing. Every attack thrown towards the tinkerers is an attack that isn’t at your hunters or champions. Their two health isn’t there for nothing. This unit is key to keeping you afloat in the mid-game while you search for that final opening to land your killing blow.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaksBarston (2R-5W-6M-Cover Fire)

Barston is overpriced and too fragile for my taste. I don’t know if cover fire is really worth the extra magic that makes him cost more than 5 magic to summon. I didn’t really get much use from him since, by the time I had six magic accumulated, I had too few units to really benefit from his extra move. Honestly, I’d rather funnel that magic to hunters and all the tricks they can do. If he was perhaps one more health I might consider him. If there exists one thing with which Marek struggles it’s her economy. I find that I’m almost always running a pretty tight ship and two ranged attack is simply too little for the price since he doesn’t even grant another attack. And Greater Sneak is more effective than his cover. He can be a surprise the moment he hits the battlefield, however, so I won’t say he’s without value.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaksBauble (2R-3W-5M-Survivalist)

Bauble is the exact same problem I have with Barston but with even less health. Three wounds is far too little for me. And he’s even more overpriced than Barston. You’re getting six magic worth of stats for eight. Even worse, his ability is a drain on your resources if you have to pull events from your discard to keep him bubbled. Thus, either you’re relying on luck draws, stuffing your hand, or leaving five magic on the board with only three wounds to cover it. I especially don’t like that you have to choose to discard your event before dice are rolled.

That said, he is ranged so you can probably position him so he’ll only receive one attack a round. Just remember that Satara will eat him for breakfast and things like Burn and Greater Burn will roast him immediately. So watch out for factions that do wounds without attacking as you’re then paying lots of your precious economy in order to paint a very lovely crater on the field.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/sand-cloaksFink (3R-3W-4M-Copy)

I like Fink. He’s the cheapest of the bunch, the strongest of the bunch and can be the most surprising of the champions. This guy can grab an obscene amount of abilities (of course he’ll have to survive a round to do it) but remember he can copy a hunter and gain all their shared events. Because of awkward timing windows, you will have to decide whether to then teach Fink or the hunters which seems like a silly restriction but presumably someone is still fuming over a super-Fink summon turn where he appeared out of nowhere and ruined a tester’s parade.

But really, the biggest selling point is his cost. You’ll be hard pressed to find a greater deal and you won’t have to cut into your hunter allowance to get it. Marek’s champions are underwhelming in general, however, and we had far more games where not a single hit the board than ones where they turned the tide. So don’t feel bad about building them all for magic. They’re not the stars of the show anyway.

Granted, most of Marek’s deck is unlikely to be exported beyond her control. Only two of them aren’t ability-less when working for the cloaks or sand goblins. And of the two, I feel only Tinkerers will see consistent borrowing. However, Marek is very interested in the options that her alliance brings. Because she isn’t restricted at all in her teachings, everything works beneath her. She simply makes things that are good even better. And there’s a staggering number of combos that are available. She can give Hawk a way to trigger multiple aerial strikes in a single turn. She can make Dagger able to trigger his backstab more than once in a match. She can turn Spider into an unending terror that will destroy hesitant opponents and force them into unfavourable positions. Then there is the Admiral which simply enhances the basics of her deck, Sin-Sin which makes her assassination abilities even more terrifying and Kreep can have his negative completely compensated making him the best value champion. And this is without considering the uses of marked target slashers, swift bruisers, camouflaged snipers or retaliating renegades. There’s just so many options available that it’s really hard to consider all the potentials.

Sure, Marek had few wins in our tournament but there’s nothing really in her deck that drags her down. Had her champions been a bit better priced, I think she might be able to bump her wins up to a more acceptable level. As I mentioned before, she was always so very close to victory. The real issue is that her style is very boom or bust. Assassination is an all-in strategy. You expend an inefficient number of resources in order to bypass the back and forth slugfest of most match-ups in order to deal damage directly to the opponent’s summoner. If you succeed, you win. If you fail, you’re down economy, board position and units. It makes recovery difficult and certainly swings tempo heavily in your enemy’s favour. This usually prompts her to be even more aggressive on Marek and pushes Marek to commit to even greater long-shot plays.

Thus, matches tend to snowball into one-sided and quick affairs. For us, it put Marek on the losing end more often than not. But at the very least, those loses are fun. It’s almost a Zen-like effect where you’re focused on the moment to the exclusion of everything else. And when you’re done, you want to go again.

This Ice Is Not Nice

The Tundra Guild in Summoner Wars Alliances holds a very important place in my heart. It has the gloried distinction of being my least favourite faction in the entire box. It’s important that the Tundra Guild exist so that I can at least look fondly on the other factions which do poorly. In order to understand love, we must experience loss. Bliss is possible because we feel pain.

And the Tundra Guild brings the pain in spades.

It does not, however, pose a threat to its enemies. Every time I was forced to play this downright dreadful deck, I felt like I was basically stalling the inevitable. I can speculate over why Melundak was given such poor commons. I’ve even come up with some deck builds where I would want to use all of them. And, of course, Melundak has his outstanding champions so even if his commons need to go directly to your magic pile, you’re building towards something strong. Or at the very least, you’re building towards something fun.

Hogar is simply a deck composed of thirty-four crap cards. Well, that’s unfair. He has three walls. So thirty-one crap cards.

The only explanation I have for how this awful, awful deck came into existence is that one playtester managed to have one game where he absolutely dominated the lead playtester. Furious and vindictive, each card was sent out to the back of the shed and shot in the knee. Prior, I joked that Plaid Hat Games concept of balance was to make everything so bad no one would want to play it. I’m convinced this is how the Tundra Guild was designed. I want to blame the community who spent so many words complaining about how broken or unfun or annoying the Guild Dwarves and Tundra Orcs are to play. This is their penance. Hogar was, presumably, crafted so those factions would have nothing to bolster their ill-repute. In that sense, the Tundra Guild is a soaring success. Grognack and Oldin won’t touch anything from this deck with a mile-long pole. I can see Bolvi taking a few cards but, really, that’s only if he wants to force a square peg through a round hole. And Hogar himself? I reckon he will never see the light of day outside of forced tournament appearances. There is no saving this summoner. He is terrible. I’ll probably have to houserule him heavily to get him even playable amongst my kin.

And I say that in all seriousness. Hogar is to bad, useless design as original Thorkur was to bad, overpowered design. As a brief refresher, Thorkur was the three ranged attack Guild Dwarf champion who could spend one magic in order to ignore all wounds dealt to him by an attack. This was not limited to once a turn or anything so the easiest way to win with the Guild Dwarves was build your entire deck as magic, summon Thorkur and then just march him across the board as an invincible juggernaut. He stands as the only card to receive errata in the entire game. I think Hogar deserves to be the second.

I didn’t win once with Hogar and Kait did manage a surprising win against the Cave Filth with him. Course, this was after we had an informal “no dispelling his runes” agreement installed. And the idea behind his deck isn’t the worst. It’s a noble aspiration to attempt to provide options to the wholly under performing second summoners of the Tundra Orcs and Guild Dwarves with the deck’s construction. In fact, as with the Jungle Shadow, I can appreciate the attempt to tie the Tundra Orcs and Guild Dwarves around similar gameplay elements.  This takes the form of the Rune mechanic.

Runes compose the majority of Hogar’s events suite and are treated like the upgrades from Bolvi’s deck though they can be applied to any card instead of just those with the Built ability. Torgan also had three ice armours which would go beneath a common to make them a little more survivable as well. On their own, Runes would have been a really neat mechanic. Unfortunately, they are not unique and are simply a drastically worse version of the Sand Cloak’s Event Abilities. But we’ll cover that on another day. The one benefit that Runes have over its cloaky counterpart is that they can be stacked beneath the same card. The one detriment makes the whole Rune system absolutely useless.

http://www.plaidhatgames.com/games/summoner-wars/tundra-guild

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

For, you see, any rune can be dispelled by the enemy for the simple cost of two magic. Even more egregious, that two magic will remove ALL runes on that one card. Thus, the only benefit Runes had over the Event abilities is immediately destroyed by its weakness. You want to stack your Runes because that’s the only way to make a strong threat in the Tundra Guild deck but the moment you do the opponent is going to remove all those runes on his turn for the incredibly cost effectiveness of two magic. Thus, if you want a juggernaut, you’re stuck hoping to have a fistful of runes in your hand while your opponent has no magic to immediately counter it. Even worse, you only have four runes for enchanting your own units so the loss of one is a pretty big deal. What’s more, there’s only one recursion card in all of Hogar’s deck and it is, hilariously enough, another event cutting into his stock for enchanting. And of course this Master Rune is further restricted by forcing you to play the rune you search for the moment you play it, thus stuffing your hand with a dead card until the opportune moment may–or most likely will not–arrive.

The Tundra Guild encapsulate the Tundra Orcs reliance on luck but in the worst way possible. In order to do well with the Tundra Guild you have to be lucky in your draws. Because of its atrocious card spread, you need to receive the exact necessary cards at the exact necessary moment. But what cards are these? Well, they change drastically with how the opponent plays. You’re dictated intrinsically by the tempo of your enemy because you’re always playing at a deficit. At any moment, your opponent can counter the whole power structure of your deck and this tip-toeing around his actions makes you reactive, defensive and useless. If the stars align, you can be extraordinarily powerful… for a turn. You better hope that in that incredibly brief window you’re afforded you get all sixes because otherwise you will lose. And the Tundra Guild don’t lose gracefully. They stall and lag it out like no other faction.

In short, they’re boring, weak, slow and incredibly guarded.

I hate them and I wish they were never made.

Hogar (2M-6W-Ice Fortress)

I like that Hogar’s art accurately represents him. He’s some preening young dwarf, trying his damnedest to look like a real warrior. But the manicured beard, toy battle axe and faux-fur coif meticulously crafted to look like a bear’s head but fooling no one with any sense of anatomy reveal him for the pretender he is. Hogar is not a combatant. You will run him into the corner of the board and keep him cowering and quivering for the entire match. Two attack is pretty poor. His power, Ice Fortress, does nothing to help him win the game. It simply makes Walls–stupidly indestructible on their own with their nine health–even more tiring to destroy as now they’re only hit fifty percent of the time. I can count on one hand the number of games won through wall destruction. This ability isn’t going to win you anything. All it means is that Hogar has to draw his walls early to stuff up the lanes and draw the game out as long as possible.

Alright, so he has a poor stat-line and awful ability. Maybe this was made to balance an event suite that is ridiculously good? Well, if you’ve read the lengthy preamble, you know this is not true. His Runes have built in dispelling which is hilarious given that Tinkerers, Luka, Chant of Nullification and probably a bunch of other nullifying abilities already exist in the game. And what are these grossly overpowered abilities that need to allow the opponent near instantaneous removal? One gives a bonus attack. Another lets five and sixes count as two hits. The last is the Twarter’s Ice Shield (all dice rolled against it need to count as hits in order for any of them to hit). These are standard powers on the Tundra Orc commons (or, you know, the side effect of giving Sand Cloak Hunters another ability). Rune of Shielding is perhaps the best of the bunch AND it has the further restriction that it can only be played on commons.

Seriously, Plaid Hat Games? Seriously?! What was the worse case scenario that made you so terrified of these damn cards? A Heroic, Powered, Shielded Ice Golem swinging a whopping two dice for one turn?! So, not only does Hogar need his walls early but he also needs to pick up his runes in an ordered fashion, playing them one at a time and forcing his opponent to considered whether he wants to dispel them or not. If you draw too many runes early, you’ll stuff your hand because you can’t discard them as you have no way to retrieve them (unlike the Sand Cloaks). Draw them too late and you won’t have anything to enchant. Your best target for enchanting is your stupid marauders who only become ranged with the damn Rune. So you want to throw one of the attack runes on them so your only ranged unit can throw some decent dice (yes, the Tundra Guild have 0 range even including their champions) but they only have two health so you need to throw a shield on them as well. Oh wait, you’ve double enchanted your unit so your opponent is going to remove half your Runes from the game on his turn for a crippling one magic apiece.

So what events are cutting into his nine total that leaves Hogar with so few runes for himself? Well, there are two runes that go on the enemy. Shackling gives a common or champion Slow but it’s not even a debilitating slow because the opponent can spend one magic to ignore the effect. Which is an incredibly bloody stupid option since they can spend two and get rid of the rune altogether. Why does this have a one magic cost on it? Hell if I can ever figure it out.

There’s Rune of Nullification which would be “ok” as it cancels the ability of a common or champion but, once again, it’s mostly just a two magic tax. And, of course, you want to throw it on a champion for its greatest effect since nullifying a common is probably the biggest waste as the opponent will just kill their common. Or summon another.

And then there’s avalanche and hailstorm. I kind of like both but not as singles in the deck. You can’t base anything off them because they’re so random. Also, avalanche is stupid because you have to spend three magic if you target a champion (who you’d want to because you only have one of these damn cards) AND the opponent can easily free the card on their turn by attacking the wall. There’s just additional checks upon checks upon checks to make all his cards incredibly atrocious. Hailstorm would be good except you can only play it after you have enchanted a couple of ice golems (chewing into your limited four Runes again) as well as had an Avalanche be attacked. So… yeah, that’s not happening so this card is a complete dud (as Hogar can’t get ice walls any other way and it only targets ice walls because–screw you I’m Hogar and I’m awful).

In short, Hogar is “Plaid Hat Balanced” around Runes of which he has almost none in his deck and they’re incredibly easy to remove in one turn anyway.

http://www.plaidhatgames.com/games/summoner-wars/tundra-guildIce Golem (1M-3W-2M-Runic Transformation)

Let’s get him out of the way. This bastard is going to make me look like a liar. The whole advantage of ice golems is that you can create walls on the opponent’s side. And yet, the two decks that excel at aggressive summoning in Alliances are the two bottom factions in our tournament. Granted, actually making ice golems into walls with Hogar is more difficult than you’d expect for the above mentioned reasons. And, truly, ice golems are incredibly useless as well as being your most prolific common. One attack is never going to win you a match. A rune of power makes these guys hit for about average amount of dice on a melee unit. Three health is good because they’ll stick around a few turns. Unfortunately, you only want to wall them when they have no wounds and you want to give them shielding. In theory, three wounds hit only on four or higher and needing all rolls to hit in order to be wounded is an incredibly durable unit.

But, of course, there’s the hilariously counter that the moment you enchant an ice golem, your opponent will just dispel it on his turn then destroy the golem or at least make it so wounded that there’s no point in re-enchanting the guy. And Hogar doesn’t have any ability to summon during the event phase so your opponent will always destroy your mobile wall before you ever get a use of it.

I build them for magic.

http://www.plaidhatgames.com/games/summoner-wars/tundra-guildMarauder (2M-2W-2M-Runemetal Axe)

Kait swears marauders are the key to the deck. Their strength does lie in the fact that they’re a decent summon off a forward ice golem-wall with an immediate rune of power to give them three range. It’s a good hunting combo that, once again, requires perfect set-up and board positioning. Unfortunately, ice golems have no mobility options and the easiest way to stop one is to place literally any card in front of one since their one attack means they won’t break through anytime soon. And, even if you manage to get one through and your ranged marauder on the board then you better hope you’re hitting with all your dice because two health is incredibly easy to remove on the opponent’s turn. Or you could shield him and have both his runes removed immediately! Oh the choices! There’s a reason I’ve never been a fan of the 2-2 stat-line for melee.

I just build them for magic.

http://www.plaidhatgames.com/games/summoner-wars/tundra-guildScribe (1M-1W-oM-Inscription)

In my preview of the faction, I held the scribe as the most useless card in the Alliance box. I don’t know if I can claim that now, however. It’s a stiff competition against everything else in this faction. The scribe at least has the distinction of being free to throw to the board. Its ability is even worse than I thought since it doesn’t combo with the champions (or at least Zuggdin) at all as it forces you to draw. I suppose if you had multiple scribes hiding with Hogar in the back you could get them to arrange your deck favourably and get your hand stuffed with the forced draw–assuming you’re lucky enough to get a bunch of scribes out and you draw the appropriate cards. And you have a champion on the board. Oh, and those champions are incredibly expensive.

So I just build them for magic.

http://www.plaidhatgames.com/games/summoner-wars/tundra-guildRaldag (2M-6W-6M-Rune of Aggression)

According to the SSCF, Raldag is overpriced by one magic. I’d argue he’s overpriced by two. Rune of Aggression is a terrible ability on a melee unit since you’re essentially giving up your champion’s attack in order to improve the attack roll of a common. That’s right, you’re not even increasing the number of dice with Raldag, you’re just making it more likely you’ll hit. Except there’s no units in the Tundra Guild that do anything when successfully hitting (or are even required to make all their hits successful though two thirds of their commons are one attack so it’s irrelevant).

He’s awful, expensive and I just build him for magic.

http://www.plaidhatgames.com/games/summoner-wars/tundra-guildVognar (2M-8W-7M-Construct)

I never once got Vognar on the field. Why? Because he was always on the bottom of my deck below Zuggdin and/or Raldag. When building my entire force for magic, I was inevitably under pressure from my sister (who plays every faction like the Cave Goblins) and so I had to waste my entire economy on the other big champions. Of course, to really get mileage from Vognar, you need to get him early or, at the very least, before a bunch of ice golems. At two attack, he isn’t threatening himself (and if you enchant him, the opponent will remove the rune immediately). His only value is in creating an economy advantage by flooding the field with free ice golems. But then all you’ve accomplished is flooding the field with useless ice golems.

At seven magic it’s incredibly unlikely you’ll get him and another champion out so I just build him for magic.

http://www.plaidhatgames.com/games/summoner-wars/tundra-guildZuggdin (3M-6W-6M-Rune Smith)

Zuggdin is a card that will never see any play. That’s because he’s 100% useless outside of Hogar’s deck. In Hogar’s deck, he’s not great but he’s the only thing I ever get out and he’s the only thing that ever gets anything done. Chances are, you’re not hitting a rune when you attack with him but at least he’s natively three attack so he’s somewhat scary if you don’t get any runes on your deck top. He’ll tempt you to stall your draw and, honestly, it’s not a bad idea since there’s nothing worth digging in Hogar’s deck anyway. Rune him and it’ll just immediately get dispelled so you might as well leave that rune on the top of your deck so the opponent can’t stop him from essentially having a Rune of Power.

Of course, he’s six health with no defensive capability and you’ve probably built most your commons to put him on the board in the first place. He can’t be shielded or protected and he’ll die in one or two turns. But maybe you can wound the opposing summoner enough that you can get a lucky rune marauder kill over the next seventeen turns you spend cowering in a corner behind your stupid, everlasting ice walls.

I play him every time and he’s lasted me two turns at his longest. I also like to imagine that he always lugs that enormous anvil into battle and conquers his foes through impressive smithing and furry orange cloaks.

So, what would I do to fix this faction deck? I’m considering a couple of options. Since I don’t have the power to rework Hogar’s entire Rune suite (which I would), I’d remove the option for the enemy to dispel runes by spending two magic. In theory, this is meant to create economic advantage for the Tundra Guild as it’s a half effective Magic Drain on the opponent’s economy. In practice, we don’t dispel that much in the first place barring one game where I was demonstrating how stupid that mechanic is against my sister (she lost horribly when I did). Removing Runes at the cost of magic is basically just kicking a man while he’s down. The Tundra Guild have to do enough tricky maneuvering as it is in order to get their golems into a useful position. The faction is, almost ironically, stalled by their opponent’s walls as they posses no true way to take them down. The lack of ranged options is also hilarious since nothing in the deck justifies that glaring weakness. Honestly, at this point ignoring the Runes dispel effect and then replacing the vast majority of the commons with Tundra Orcs is probably the safest bet.

To truly fix the Tundra Guild, they need to go back to the shop and have a massive overhaul. If they’re only going to have four playable events on their own units, then they need a way to pull them out from the discard pile. I like that runes can be played on enemies as it makes it slightly different than Event Abilities but it shouldn’t come at the cost of making your ice golems even more useless. I’d probably give the ice golems a 2 attack, 3 wounds for 3 magic spread like the stone golems from Rallul’s deck. That will make them a greater priority. While I like Hailstorm, Avalanche and Ice Fortress they just don’t synergize at all with the Rune mechanic. Ultimately, the Tundra Guild’s focus is too split between the runes and the ice walls and it doesn’t even do one of those adequately. Though, as I consider it now, you could change scribes and marauders to enhance those capabilities if we turn ice golems into the central attacking unit of the common spread.

Also, we need to pitch Raldag. I can see how he would be tempting with Torgan’s Smashers (and Shamans in general) outside of that niche use, he’s wholly not worth the cost. You could make him far cheaper so he’s a true “support champion” or find something that enhances runes or ice walls instead. It’s all “safe” design in that half his cards are useless outside of his deck–since they have abilities that only trigger on rune events–but those same cards are useless in his own deck as well.

As it stands, if I were to make a power ranking now, Tundra Guild would be hands down the worse faction in the game. With our better knowledge of the game, if my sister and I don’t agree to certain “houserules” they stand no chance of winning. If anything, this faction still demonstrates that, while Plaid Hat Games has come a long way in understanding their games mechanics, we still have a long way to go before we get into a really good design space. Which is telling when the greatest accomplishment this deck achieved was by not being offensive to people that complain about its parent factions.

I Cast a Long Shadow

My sister and I have this wonderful tradition. Whenever we obtain a new box set of summoner wars factions, we immediately organize and play a comprehensive tournament wherein each faction plays the other with us rotating between them. In this manner, we’re able to objectively rank the factions and determine with accuracy a suitable tier of power amongst the pre-built decks.

Thusly, we discovered that the Shadow Elves from the Master Set are the fourth best faction in the game.

Alright, the system isn’t perfect primarily because we have no damn idea what we’re doing as it’s the first time either of us has played with the new cards. I feel that’s part of the charm and really this method allows us to get in a lot of practice with the cards while also encouraging us to discuss the game’s designs and theorize why certain things are effective and where the true power lies. Outside of our strange Shadow Elf performance (wherein they went 6-1 in their round robin before getting absolutely destroyed in the semi-finals), we found the usual offenders rising to the top of the heap. So our rankings are certainly influenced by personal performance and preference. To excel in our tournament, the faction needs to strike a chord with both players else they can get locked out of the finals if one of us really doesn’t get them even though the other plays them flawlessly (yes, I’m still weeping over the elimination of the Deep Dwarves).

So, why the long preamble? Well, I’ve been silent on the Summoner Wars front because we finally received the Alliances Master Box after waiting well past Christmas for the magical delivery truck to make it’s way across the Canadian border. I’m also cheating a little in this early discussion since we haven’t completed the tournament quite yet. However, one element is known and I wish to discuss that today. I’ve decided that I’m going to review each faction from the box individually because, hell, I can milk this content for a good month or so!

And since the tournament is still ongoing, the only real way I can organize this lengthy review is to start with the worst and work my way up to the tournament’s Grand Poobah. Thus, I present to you soft reader the worst of the Alliances: The Jungle Shadow!

Accessed from http://www.plaidhatgames.com/games/summoner-wars/jungle-shadow

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

But who are the Jungle Shadow? Their leader, Melundak, represents the union between the Jungle Elves and the Shadow Elves. One thing I do like about the alliances is that the faction design is a lot more focused than past releases. Specifically with the elves, the deck attempts to encapsulate the shared elements between its jungle (really savanna but I won’t dredge up that argument again) and shadow parts. Course, the Shadow Elves are kind of a terrible faction with no real defining traits and this is where we start to come into the Jungle Shadow’s issues. But before we get into that, let’s talk about the positives. The Jungle Shadow are fast, perhaps the fastest deck in the game. They take the jungle concept of rushing across the board to the extreme. Near all their cards have a way to increase the number of spaces a unit can move and Melundak possesses arguably one of the best summoner abilities in the game to keep pressure on his opponents. The ability to summon on the opponent’s board is incredibly useful and unlike the other factions capable of said feat, the Jungle Shadow need only to have one of their units surviving on that side to pull it off. The essence of the Jungle Shadow is to bring the battle to his enemy and overwhelm with superior mobility so his opponent is left with no quarter in which to retreat.

Unfortunately, the faction is rife with weaknesses otherwise I wouldn’t be talking about them today. While they possess the Jungle Elves strong mobility, they lack the damage of their wild counterparts. For better or worse, the Jungle Shadow commons are more akin to the shadow parent which is to say they’re weak, fragile and for the most part ineffective. Their heartiest unit has a whopping two health which is incredibly fragile in a game where two and three dice options abound in practically every faction. Furthermore, their strongest unit is the shaman who–while being a two attack at range–has only a single life and is the most expensive common in the pack. Needless to say, he always draws the enemy’s attention and you’re assured only one turn before he falls. To compensate, the factions champions also lean heavily on the shadow side. They’re cheap and also quick suggesting the deck is meant to be played like the old first summoners: burn what you can until you have enough to get those beefy champions to the board and try to win through the heroes. It’s actually quite surprising how easy the Jungle Shadow can get all three champions out in a game–something quite rare in our games amongst the other factions.

Now, neither Kait nor myself are fond of the slow plod of the champion rush. Calling it a rush, in fact, is a pretty big misnomer. Since champions cost so much, they encourage a slower, defensive style of play which I feel goes against the spirit of the Jungle Shadow. And that’s probably the largest issue with the faction. Their design is like the Shadow Elves: disjointed. They want to rush the enemy and overwhelm them but are forced to hold back and play defensive while they build up an economy and draws to pull-out their champions. If they try to overwhelm with their commons, they’ll be too magic starved to get out their strong champions. However, none of their tools assist them on the defensive and with five life, Melundak is a push-over if his side ever gets invaded.  They’re left with two options: you either rush the enemy and watch all your commons get eaten and lose or you hold back and try to flood the field with your champions and get overwhelmed by your opponent and lose.

Either way, you’re going to lose. But let’s take a closer look at the units to really break down where the deck went so wrong.

In order to analyze the cards, I’m going to use what is called by the members of the Summoner Wars community the SSCF. This is the Simple Summoning Cost Formula. I did not invent it and think there’s quite a few weaknesses for using it as an evaluation tool. However, it’s the simplest way to compare cards. How it works is pretty straightforward. It generates a value of a card based on its health and attack and compares it against a standard cost one would expect to pay for that stat-line. Essentially, it represents the most common price scheme for cards in Summoner Wars. For example, there are quite a few common cards with a two melee attack, one health for one magic in the game. Thus, it assumes this is a standard price. When I drop one magic on a common card, I should expect to receive two attack and one health. According to the SSCF, this would be a card with a cost 0. If I paid two magic for a 2-1-1 then it would have a value of -1 indicating that I’m overspending by one magic for that card. Basically, the calculation for commons is (Health + Attack + 1 if ranged) – (Magic Cost + 2). For champions it is (Health + Attack + 1 if ranged) – (Magic Cost + 3) since champions are designed to be stronger than commons since you’re restricted to only one of each kind (and three in total) in a deck. The additional cost for ranged is simply because range attacks are universally better than melee.

Now, Summoners don’t have a summoning cost so they can’t be evaluated using the SSCF. But let’s look at Melundak first anyway!

Melundak (3R-5W-Shadow Weave)

Melundak comes with the more fragile Abua Shi stat-line. In my opinion, this is a weak and defensive combination of attacks and wounds. Five health is right on the line for common one turn KOs. Three attack at range is great but with so little health, any amount of damage is crippling meaning the attack value is only ever going to see play when the summoner is being cornered. For Abua Shi, this is fine since Abua Shi is quite happy to sit in the furthest reaches tossing a bonus damage to his units or simply being a coward. Selundar and Nikuya Na both possess two attack and seven health and both summoners have a penchant for getting up into the fight. Melundak wishes he was as tough as his two cousins but has to spend all his time at family reunions hanging out with smelly grandpa and imagining what it’s really like to be a warrior. This is even more annoying since Melundak’s event suite would be really great for an aggressive summoner. Consume in Darkness is a rare summoner heal which only triggers when Melundak is rubbing shoulders with some fools (including the opponent’s summoner!). Likewise for Track, Shadow Snare and Out of Shadows. And those three events can indiscriminately target Melundak, commons and champions alike. In fact, they get better the more units you have on the battlefield. Unfortunately, unless you’re Tracking into an Out of Shadows combo with perfect positioning for covering common Shadow Snares, you’ll never have Melundak enjoying any of this.

So, he’s one of the few summoners with a suite of powers that he can use but the stats for a summoner that doesn’t want to use any of them. This is what I mean when I say the deck is disjointed.

Now, that said, Melundak’s ability Shadow Weave is amazing. It allows Melundak to summon one common every turn from a Jungle Shadow unit instead of a wall. I highly value summoning on the opponent’s side and Melundak has the easiest requirements to fulfill in order to gain this advantage. The primary faction for this advantage is the Swamp Orcs and they have to build their vine walls across the board to achieve the same effect. So, they need a combination of both units and events whereas Melundak will get it simply by playing the game like everyone else. Unfortunately, since it only targets commons, it’s an incredibly awful ability in the Jungle Shadow deck. As I’ve mentioned, all the commons in Melundak’s deck are fragile as glass and are terrible for summoning platforms. Thus, Melundak needs to rely on his champions to transport his army across the board. But if he’s buying champions then he’s building his commons for magic meaning he won’t have many (if any) to summon once his champions are in place. It’s an amazing ability that almost never sees any use in our games.

Basically, Melundak is a tiny, five wound baby that sulks in his back row waiting for one of the seven other bullies in the alliances box to come across and punch him once before stealing all his lunch money.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/jungle-shadowShadow (1R-1W-1M-Scatter)

The first of Melundak’s useless commons and perhaps the most controversial amongst my sister and I. She thinks they’re absolute garbage. I… am torn. I was underwhelmed when they were revealed but after playing them I can see the design idea behind them. They’re meant to represent the magic denial found in the original Shadow Elves faction (called Shadows just so you really catch that design point). They’re the indirect economy card that, unlike other factions, isn’t focused on generating you more magic but denying your enemy his own. Unfortunately, the faction has no way to affect the opponent’s own Build Magic phase so what disruption they cause is minimal at best. At their strongest, they’re a free one ranged attack that won’t block attack corridors (as you can pull them to your hand and then build them leaving you without a change in your total magic pool). Had they been in any other deck, I’d probably be apathetic to them. Since they’re in Melundak’s, they’re pretty bad. Also, the second part of their ability saw a total of 0 play in our games as it makes them more expensive to “insure” a summoning point. However, since the unit is ranged in the first place, we weren’t running them across the board anyway. And if you’re paying to re-summon shadows then you’re not saving for champions. Overall, I played Shadows the most, Kait always built them for magic and she’s the only one to win with the faction. Thus, they seem pretty bad. Their SSCF is a 0.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/jungle-shadowStalker (1M-2W-1M-Chant of Transformation)

hate stalkers. I tried to love them. I tried to understand them. I think they’re awful and the reason the Jungle Shadow are the worst faction. They are the reason I wanted to talk about the Simple Summon Cost Formula in the first place, however. Looking at them, you wouldn’t think they’re that bad. One attack and two health for one magic is okay. Their ability basically makes them a two melee, two wounds for two magic with swiftness. I can appreciate the idea behind variable costs. You can choose how effective but ultimately expensive a card will be thus it’s two attack when you need it to hit harder but it can still be a cheap defender in a pinch. Cost wise, it comes out at a 0 on the SSCF so what is wrong with it?

This is the biggest problem with the SSCF. There is no consideration for abilities in its formula. If I summon a stalker and never use Chant of Transformation, I’m paying one magic for a one attack, two wound card with a blank ability. No other card gives this. Every single one attack, two wounds comes with something. Even the Cave Filth’s prisoner, whose ability is bad ends up being cheaper because it’s ability is a liability. Stalkers are overpriced because in comparison to every other card for its cost, it is worse. Furthermore, it’s transformation is an ever increasing magic drain. While cards, especially two health ones, aren’t apt to live more than one turn if your opponent doesn’t kill your stalker after you’ve transformed it and you use its ability on the next turn, you’ve now overpaid for its stat-line. It’s almost like Smeege’s Magic Junkie without the cost efficiency for Smeege’s stats or–more importantly–the health pool. Truly, I hate stalkers because they aren’t rhinoceroses. They take the place of a strong, sturdy Jungle Elf common which would be perfect in the deck. Melundak needs a common that costs three magic but has the stats and ability to survive two turns. The stalkers is his most survivable common at all and it’s so fragile and weak.

That said, I don’t think the stalkers is completely useless. In any other deck, I can see it being a boon. Alright, that’s a lie. I can only really see the stalker having value beneath Abua Shi’s command but at least it would serve the old man far more than Melundak.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/jungle-shadowShaman (2R-1W-2M-Chant of Haste)

Shamans. In any other deck, I can see…

Ok, that joke was not worth the set-up. Shamans are the hardest hitting unit in the Jungle Shadow common arsenal. They’re akin to the Shadow Elf Hunter in stats and cost. Much like the stalker, shamans fall into that problem where they basically have no ability and are overcost for their primary function which is throw dice at a range. Between Track, Shadow Weave and almost everything has built-in swiftness, there’s really no pressing need to haste a unit for one magic. Furthermore, your target needs to be within two squares of the shaman which you wouldn’t think is that much of a problem but does end up being more annoying than the ability is worth. That you have to spend magic for a single target effect which you get for free from Track ends up being too pricey for a faction where everything about their commons is too pricey in the first place. Chant of Haste simply has too many restrictions to be of any use. Spend one magic. Target only commons. Target only units within two spaces. Can not target shamans. It’s one can’t after can’t after can’t. Furthermore, shamans have the hilariously unnecessary restriction of being excluded from Abua Shi’s event as well. At least, I say it’s unnecessary. I’m sure the testing group would say that was done on purpose for “balance.” Of course, this concept of balance means the unit won’t see play outside of standard deck use. It can’t be broken if no one drafts it!

Accessed from http://www.plaidhatgames.com/games/summoner-wars/jungle-shadowGargos (3M-6W-6M-Spirit of the Bat)

Honestly, I thought Gargos got a bonus movement with his ability up until I was writing this review. Oops! That said, I never pulled the jerk out in my games so it’s not like I was cheating either.

Oh, Gargos. You were hailed as being “Impossible to exclude from every deck!” when you were first announced. I’d play without you. It’s not to say you’re bad. You aren’t. You’re just standard is all. You’re like the stalkers where, if I’m not sinking more magic into you, you’re a blank at cost card. Even if you were priced at 5 magic I might justify your inclusion since you’d have at least one valued transformation. But you aren’t. You have three attack which is the highest in your faction and your ability does give you bonus movement if only because you can flee (which sounds less glamorous than pretending you’re Batman but let’s not pretend here). Where does Gargos excel? He can get at sniveling, hiding summoners. Problem is, he doesn’t have a way to close the distance like the his other Jungle Shadow counterparts and though six health is beefy, he’ll attract a lot of attention. And six health can only get you so far when the rest of your supporting faction is weak as paper and as threatening as a soggy bowl of noodles. Kait won with him but once you remember that Jungle Shadow can move through units and you just need to stack your blockers two deep, his effectiveness really drops off. At the end of the day, he’s simply “ok” but in a faction that has so prohibitively expensive everything else, “ok” is simply not good enough to carry the rest of his burdening brethren to victory.

Also, what’s that shade of your lip gloss? It’s fabulous.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/jungle-shadow

Satara is life. Satara is love.

Satara (1M-5W-5M-Shadow Barrage)

Satara is the highlight of the Jungle Shadow. I can not properly communicate how amazing she is so to convey my proper respect for her, I didn’t start her review with a joke. Honestly, Satara is perhaps one of the best champions in the entire game. She is that good. I thought she was decent when I first saw her. Playing with her, though, just opens your eyes to her potential. This girl is nuts. And, humorously, according to SSCF, she’s overpriced by two for her value. Of course, if you take Shadow Barrage into account, she’s closer to being equal value (but we’ve already established the SSCF doesn’t take ability into account). Let’s look at what we get with her. One attack is forgettable. Five health is one off Gargos so is comparable. That five magic makes her real affordable.

And then there is Shadow Barrage. Oh Shadow Barrage. I would compose sonnets and stand beneath your window sill singing sweet serenades to get your attention. I would secret photographs of you while you weren’t looking and fashion a collage of you in my locker from every wayward glance cast my way. I would stand over you while you sleep, running my hand through your hair and watching the soft rise of your breath while you lay in gentle vulnerability…

Seriously, Shadow Barrage is amazing. It gives Satara two bonus movement. It lets her move through units. It lets her ATTACK those units she moves through in the movement phase. It pierces through most defensive abilities because it doesn’t actually count as an attack. It’s so hilariously powerful that it makes me laugh at how shamans are “balanced” when cards like this is released alongside them. Satara can bounce off a single card multiple times to do additional wounds–something trample can not. Satara ignores Toughness and Lumbering. Satara chews through Shield of the Hopeful as each bounce is a separate instance of damage. Satara opens up lanes as she moves through, allowing you to double back on persistent cards should your first pass fail. If the enemy lines up three units then she can effectively have four attack in a turn. Or you can do your hops with Satara and then attack with someone else that hits stronger giving you four attacks in a turn.

There really isn’t anything Satara can’t do. She almost single-handedly won me the game against the Warden. Had he only one less health…

Satara is the auto-include that Gargos is not. Always include Satara. Always play Satara. Always love Satara.

Accessed from http://www.plaidhatgames.com/games/summoner-wars/jungle-shadowThe Child (2M-5W-4M-Swift Scatter)

Full disclosure: I love this ugly, creepy, chin strapped midget. It may because he has a pet red panda. Er… blue panda.

Sure, he’s a melee Sairook. Sure, Sairook is probably better because he’s ranged. I don’t care. The Child is four magic and, damnit, I love me my cheap champions. So what’s good about him? He has built in swiftness with the shadow’s scatter ability. So what’s bad about him? He’s four magic with the shadow’s scatter ability. I like that the card clarifies you remove wounds from him before returning him to your hand as though it expects you to either glue wounds on your card or to spill them all across your lap. Thanks for the advice, Plaid Hat Games!

The Child is an impromptu rhino. He’s survivable enough to last one or two turns on the enemy’s side. He hits strong enough to be a threat to most commons. When he gets too hurt you can pull him to your hand to open up a fire lane and deny your opponent his magic. He’s kind of like Smeege where the enemy is discouraged from killing him because he’s just pathetic enough to not be worth the hassle or the attention. If they do target him then they’re not going after units of actual value. Course, the problem with the Jungle Shadow is, unless the rest of your forces is comprised of the other two champions, there’s nothing of value for the child to serve as distraction. At four magic, you could probably re-summon him several times too for added annoyance though, in all likelihood, if you’ve pulled him to your hand you’re probably throwing him in the magic pile. Honestly, I’d like to have seen him undervalued for his abilities but this is the Jungle Shadow we’re talking about here and their whole identity revolves around being more costly than they’re worth.

Take that away from them and what would they be? Good?

In conclusion, the Jungle Shadow are awful. However, they’re a curious awful. I think there’s lots of potential here that simply can not shine with its cobbled together pieces. Take them apart and start playing with the pieces and I feel that Melundak has the makings of a top tier deck. The champions in the deck are top-notch. And, thankfully, they are one half a faction which boasts some of the best commons in the game. There’s so much stuff in the Jungle Elf arsenal that’s just screaming to be included. Hasted Elephants and Lioneers? Melundak can do that. Greater sneak Xaserbane with lionesses that can also move on that same turn? Melundak can do that too. Want to summon two units on the enemy’s side each turn through Shadow Weave and Shadow Elf hunters? Melundak can do that as well. And you don’t need to worry about finicky events that exclude unit type or certain summoning costs like his brothers which opens up even more deck building options.

It’s just a shame that what he launched with, and what he’ll be known for, is the same disjointed and unfocused forces that plague the Shadow Elves. Melundak deserved better.

The Power of the Band

I’ve written before about my enjoyment of Summoner Wars. It’s a delightful little card/war game. Its biggest draw and greatest strength is the simplicity of its mechanics. It’s my gateway drug into more complicated and difficult collectible card games. It’s as far removed from Magic: the Gathering as you could possibly get while still maintaining some of that early interest and enjoyment that I felt when I was young, dumb and had no idea how Magic worked. This was like fifty years ago when Magic only had two colours and everyone gave a handshake at the beginning and end of a match, of course.

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

Last year, I did my little preview of the upcoming Alliances expansion for Summoner Wars which will nearly double the number of factions I own and the amount of cards with which to play. Up until now, my sister and I have been making do with the Master Set which had been the best bang for our buck. Because it has a limited collectible element to it (thankfully, nowhere near as damn expensive as Magic though it does have its own frustrations), one of the biggest purchasing hurdles was deciding whether we would “reinforce” one of the factions we owned or buy a new one. Almost invariably, the new faction won out. Well, with Alliances, every new deck is a combination of a prior one so the possibilities for deck building will really explode once the damn thing gets off a ship from China and gets to my door.

Seriously, we get flotsam from Japan faster than shipments from China.

Anyway, I digress. The long and short of it is once the Alliances gets into my grubby hands, I can introduce my sister to the more complex elements of these sort of card games: deck building. Thankfully, because of Summoner Wars’ aforementioned simplicity, the deck building will likely be a fairly straight-forward process. What cards do you hate in your current decks? Replace those with some new ones. Boom.

There are more considerations, of course. But these are well beyond our current level of play. One of the trickiest elements of Summoner Wars is managing the economy. Every soldier you can field also serves as the resource required to bring more swords to the battlefield. Every ally which falls to your enemy is more fuel for them to reinforce their side. There’s a limited number of cards in a deck and thus there’s a limited number of things you’ll be able to bring to the board–both physically as you’ll run out of cards and economically in that you’ll run out of magic with which to summon them. Thus, much like Magic, there is the consideration for a good cost spread. You don’t want to throw every expensive unit you have into your deck since you won’t be able to summon most of them. There’s also the wider Summoner Wars meta-game to consider which places greater emphasis on champions over grunt soldiers and its this meta which I want to discuss further.

Accessed from http://www.plaidhatgames.com/news/377

Prince Elien and one of the dreaded “Big Four.” Art from Battlecon.

I’m not unfamiliar with meta-games. Anyone that follows some sort of competitive scene will have a basic understanding of the term. It is the most post-modern kind of consideration. Before you even start playing the game, you must consider the way that people play the game while you play the game. That is to say, there is a discourse which surrounds every competition and that discourse can affect what happens within the competition itself. The most obvious example of this effect in action is Dota 2. In D0ta 2, certain playstyles or heroes will become–inexplicably–popular amongst the competitive teams and that style will feature in near every game. The picks and bans will focus around the heroes of the month as teams try to predict and deny their opponents key players in their strategies. There’s innumerable stories of this effect in action. The rise of Dark Seer in competitive play is one such tale. Dark Seer, for the longest while, had seen absolutely zero picks by teams and, in order to encourage more diversity in team strategies, the hero saw his abilities continually improved patch after patch. Then, Empire (I think, we’re talking like two years ago now) picked up the guy and absolutely dominated their games with him. Dark Seer, ever since, has received nothing but nerfs to his abilities since. Arguably, the hero was well overpowered for the entire time he had been in the game but since the meta-game (specifically the picking and banning) had snubbed him so thoroughly, the hero just kept getting stronger and stronger. Then, of course, there are stories like Dreamhack’s Sven where that hero was picked in nearly every game of the tournament and then just fell off the face of the earth once the month was over.

It’s always humorous watching people try and explain why these things happen. It’s almost entirely armchair analysis, of course: prescriptive thoughts which have no value or weight in either predicting what teams will latch on to or what will be popular for the next big tournament. However, these discussions are important if only for highlighting where the analysts’ attention lies if not pointing out actual design issues that the creator may not have intended.

Summoner Wars has a similar meta-discussion. However, it is focussed almost entirely on defensive, passive play which encourages and promotes stalemates. Unlike Dota 2’s meta-game which mostly directs which heroes will see the lion’s share of attention and its stagnation simply needs a few soft prods from Valve to remind teams that they have a potential pool of 115 heroes to choose, Summoner Wars’ meta-game is sort of a dread whisper amongst paranoid conspirators about some terrible inevitability in the game’s core design. Specifically, the argument entails, the game is irrevocably broken on a design level and that if played to its ultimate competitive conclusion, the game would be a giant snore-fest of players passively passing turns and staring at each other with their tongues stuck out.

The argument is as follows:

There is an inherent advantage to playing defensive in Summoner Wars. All things considered equal, a person who has to defend their self from an aggressor can more easily reinforce their troops and has advantage in maneuvering their units into more advantageous positions. Since every fallen enemy is more power in your pool for summoning, a defender is able to more easily turn an aggressive advance into a crushing loss for his opponent by wiping out his troops and then performing a riposte fueled with more magic and units that his now expended foe can not rebuke. Furthermore, many of the earlier summoners feature special events which carry a specific rider that they must have fewer units than their enemy in order to trigger. Presumably, the design theory was that this would counteract the loss of an aggressive push, however most players now will kill their own units to reduce their numbers and selfishly hoard the magic gained from those deaths for their own use. Thus, they build their magic pool through their own troops, deny their opponent the same magic, then have fewer units in order to trigger these aforementioned “catch-up events” for an even greater advantage. Thus, they’re in a better position from the start, sitting on more resources than their enemy so should they be attacked, it would be inconsequential to win the war.

Taken to its logical conclusion, the only way to counteract this strategy by your opponent is to perform it yourself. There would, thusly, be a race to self-extermination with both players thinning their ranks to the barest of bones then sitting with a huge stack of magic to counter summon against an attack that will never come since their enemy is doing the exact same trick. Thus, by the game’s design itself, the best action to take is inaction and if any player truly desired victory, they must always retreat and hunker on their furthest lines with nary an assistant and wait for their opponent to make the first move.

Queue staring contest.

Accessed from http://www.plaidhatgames.com/sum_forums/showthread.php?168-The-Book-of-Grognack

Grognack of the Big Four. These guys are seen as the worst of the turtling factions

I am, by no means, a Summoner Wars professional. That said, no one is. Part of the issue surrounding Summoner Wars’ meta-game is the dearth of voices participating in it. There is not the player base for the game like there is for Dota 2. Thus, conversations generally devolve into the same few people shouting the same few arguments again and again. Innovation and development often come not from old guard who have figured the game out in their own eyes but by new blood who approach the game with a different perspective. This, once again, comes up in Dota 2 constantly. Invariably, with the yearly shuffling of teams and players, old dominating teams fall to the wayside and younger teams in the wings rise into prominent spots. Often, these players get an edge over their experienced opponents by utilizing new and surprising strategies. I would use MVP Phoenix as an example. The team from Korea is, in my mind, a rising star on the Dota 2 scene having worked their way to the last International through a very tough qualifying phase. And though their performance at the competition left a little to be desired, they have continued to play and improve posting results over old players that were once top tier. And one of their most famous hero selections is Warlock–a hero that sees just about as much play as Dark Seer did before Empire rode him to the top. Warlock had, for the longest time, been considered a lane support for more important heroes and languished in that role compared to other laning supports. MVP Phoenix, however, play the lovable guy as the actual farming carry–and hold him in the first position for gold and experience acquisition. That’s a far cry from the fifth position most others had seen him. And you know what? MVP Phoenix quite often dominate when they play like this. He’s a first ban in most games against the Korean squad as teams don’t know how to deal with him but neither do they know how to play him.

I feel Summoner Wars biggest issue is that its infusion of new blood is pretty small. I won’t deny the defender’s advantage but I don’t think it’s as dominant a strategy as people bemoan. I think the advantage of fighting on your own side and being able to immediately reinforce a defence serves more like a come-back mechanic or “rubber band effect.” These are usually systems put in place to make sure that an early lead in competitive games does not snowball into an impossible offense. Dota 2 has these mechanics. Heroes that garner kill streaks–many successive enemy kills without dying themselves–gain a larger and larger “death bounty.” That is to say, when this murderous hero finally dies, the reward for killing him is much greater than someone who hasn’t killed anyone in the game. Furthermore, a person that has died multiple times in succession without garnering a kill themselves has a lower and lower “death bounty” generating the murderous team less and less gold and experience for continually picking on the poor soul. Other games have similar systems. League of Legends has their base respawn after a certain amount of time has elapsed since a team destroyed parts of it–turning the improved soldiers for the successful army back to normal so these uncontrolled members of the teams return to an even level.

So, rubber banding isn’t inherently bad. Without some system, games can be determined within the first few minutes of their start. Terra Mystica has no rubber band effect and I suspect within the first few turns, you can probably determine who will win the game. For spectators, this really diffuses excitement. If first blood was the primary determinant of a match, you’d probably see teams play far more passive and defensive, taking less risks and extending the period of time that first blood would occur to try and wrangle themselves the advantage first. You can see in League of Legends how this passiveness can occur. The average game of League will have far less action than the average game of Dota (and no, for fans of either I’m not going to do a dissertation to support this–suffice to say I’ve seen enough of both to know that this generalization is true). Having some mechanic so that a player can come back into the game can keep the action exciting and intense, thus making the game even more enjoyable.

Accessed from http://www.plaidhatgames.com/images/news/summoner-wars/

Oldin of the Big Four. This card is one of the reasons for their hatred. The worst catch-up event that gives too much of a swing to the player that murders his own troops. Can also be found, surprise-surprise, with Prince Elien, Tacullu and in a roundabout way, Grognack.

Ultimately, that’s what I think the defender’s advantage is in Summoner Wars. It’s a more subtle effect that insures that whoever takes the first turn and is able to get the first few kills won’t spiral off that early two to three magic advantage into a position that is indefensible. Is the defensive advantage too strong of a rubber band is the real question. I think, with the game’s earlier designed factions, it is. It extended past the point of being a serviceable boost to keep the balance of the game tilting too quickly into one player’s advantage and offers a defensive player too much to discourage anyone from wanting to cross the middle line. However, I feel the main culprit for this is the company’s earlier fear of aggressive play being too powerful. You can see it in some of the earlier factions and how they were “weakened” well beyond the point of balance. For instance, the Jungle Elves first summoner has an event that allows him to move a unit two spaces during the event phase. This, in-of-itself, is a good event but not the best in the game. However, the faction also has a three attack melee unit (the lioneer) which can move seven spaces in a straight line on its movement phase. No doubt in playtesting, the designers found the Jungle Elf player was able to move this unit two spaces and then charge right on the summoner, opening up the possibility of a one or two turn kill depending on dice and the summoner they were attempting to maim. Thus, this Chant of Haste was balanced so that it only worked on units with a summoning cost of two or less.

This is an obvious design element meant to weaken offensive play but nearly all the early offensive decks have examples such as this. The carefulness in overbalancing aggressive play is, in my mind, the true culprit for slowing down Summoner Wars’ larger meta-game. Granted, nothing can be done about these factions now, however I feel this is good news. Since the meta-game has developed into such a defensive and stalling direction, I think the upcoming Alliances is going to introduce factions that are stronger on the attack.

Ultimately, I can understand the hesitation over making attacking too powerful. What the stalemate proponents fail to realize is that you literally can not win Summoner Wars without attacking. The whole “issue” arises because players refuse to attack, trying to force their opponent to do so first so they can utilize the defender’s advantage. For most of us, this sort of mentality won’t be a problem. My sister and I are too aggressive, if we make any sort of mistake. I think this “sit back and wait” mentality would only really crop up in tournaments–as few as they are. And to fix the problem in that setting, I think is relatively easy. Set a maximum game length and, should the game go to clock, both players will have the match considered a loss. This would make the player with the advantage forced to press the issue–the only element which currently is missing from the game. Since, if I’m sitting and “turtling” the best, building up the greater magic pool and holding the best series of events, then waiting until the clock runs out is against my goals. It means that I will definitely lose a game which I currently have the stronger odds for winning. Since there is now an “inevitability” of a loss, I would have to act or–ultimately–get the loss and hurt my overall tournament standings.

Granted, this isn’t the most elegant fix. What I predict is that the Summoner Wars’ meta-game will devolve into picks and counter picks where factions have a disproportionate level of success given their opponents. Thus, the meta-game’s top tier deck could be the Filth as they have the greatest success against other strong decks but the Filth may have incredibly horrible match-ups against the Cave Goblins and Cloaks who, otherwise, may be considered some of the worst. Ideally, you’d want each faction with close to equal chances of winning regardless of the match-up. Though that’s a tall order to fill. Ultimately, I’d rather factions with lots of one-sided matches but with still clear weaknesses that can be exploited by others than a game where two people decide to simply sit across from each other and stare.

Accessed from http://www.plaidhatgames.com/sum_forums/showthread.php?754-The-Book-of-Tacullu

The last of the Big Four. Ultimately, I don’t even think they’re the best turtles; they’re just the most annoying. But we’ll see when Alliance hits… any day now.

The Alliance of the Century Part 2

So, I may have gone overboard with my prior post and ended up writing way too much about something that I haven’t even gotten my grubby hands on. So, instead of editing it down like a reasonable person, I split it into two parts. I’ll repeat my warning in the last post, just in case people forgot it. This is all purely speculation based on the cards revealed during the sneak preview on Plaid Hat Games website. I have no great insight into the game beyond what I’ve learned through playing with my kin. That said, my judgments are still good, damn it!

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

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

5. Fallen Phoenixes

I don’t care for the undead. I don’t really care for haughty elves either but at least they have the decency to look pretty. Unless they’re the Phoenix Elves. Then they have nothing going for them.

The Fallen Phoenix faction is… interesting. The Phoenixes trick was that they alleviated the inherent randomness of Summoner Wars by making many of their units hit for their strength in damage without needing to roll. The Fallen Phoenix take this idea and balance it. Now they have “precision” only when Immortal Elien spends magic to increase their die roll. So, you can still be screwed by bad rolling but if you’re David Windrim and rolling in the money, you can just throw enough magic at it to make the problem go away. 

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The Fallen Phoenix are the only faction to get really picky about what their abilities target. Good, old Karthus here only grabs Fallen Kingdom units from the enemy’s discard pile. Thankfully, alliance units count as both factions so out of the box there aren’t any worries. It’s an interesting idea though the execution is kind of a mixed bag.

The biggest downside to the faction, however, is that they are costly. Not only do you want a large pool of magic of Immortal Elien’s “cheating” but all three of his common units cost 2 magic. He wants lots of magic to kill things and he needs to kill things in order to have lots of magic. There’s a slight way for the Fallen Phoenixes to skirt around this. A few of their events have adopted the Fallen Kingdom’s raising of the dead though the triggers for these abilities are often rather specific and finicky. Karthus can pull your units but only from your enemy’s discard pile and if you pay for them. From the Ashes can pull them from your own discard but only if they’ve been killed by your units (and only those associated with the fire elves). 

They’re strong but pricey and require just the right set-ups in order to excel. On the plus side, they have better all around options and Forced Conversions and Purge can really open up an opponent’s defence to let you break through and strike with those unerring Phoenix attacks.

6. Vargath Vanguard

Revenge of the ugly goats.

I like the idea behind the Vargath Vanguard but I can’t help but feel they’re a faction designed to make their parent factions better than to actually offer a good deck on its own. Moyra is a poor man’s Sunderverd. Seriously. Her special ability lets her grant 1 strength and 1 extra movement to a single common each turn within two spaces of her. Sunderverd gives all your commons 1 strength when close to him. The question here is whether 1 extra move is worth 2 overall strength. 

Nay, I say. The Vargath Vanguard are all about positioning with all of their units getting stronger the closer you bunch up all your guys. But this sacrifices board control in order to make your units more powerful. Unfortunately, Moyra doesn’t really offer her units that much in terms of events or even her presence. Throw all her troops into Sunderverd and you’d have a much stronger deck. He allows repositioning with Muster and Fall Back. Greater Command lets him extend his influence to four spaces. Sure Superior Planning and Toradin’s Advance are dud events and while Moyra’s are stronger I just don’t think they’re strong enough to lose what Sunderverd offers.

And that is three cherubim attacking for 3 strength each turn. The largest failing for the goats was that in order to succeed they had to march themselves and their summoner across the board into enemy territory. Unfortunately, walls make it effortless to raise an overpowering defence that will chase them away. Now, Sunderverd can create a Roman Phalanx of impenetrable troops which loose endless volleys upon their enemies. Two cherubim sandwiching a defender gives both of them the Shield of Light power. Stick a crusader behind one and they’re under constant Blinding Light. Yes, both of these can be mimicked or played by Moyra but these effects don’t stack and are easily replicated by commons alone. 

pic2018179_md

Moyra. I want to love you because you don’t wear boobplate. Unfortunately, it’s just not working. I’m sorry. It’s not you, it’s me. (It’s totally you, you useless woman!)

That is kind of Moyra’s problem. Her strength is solely in her exportable cards. Her event suite isn’t terrible. It’s just unfocused. Lightning Strike is great but you only have one. Change Form is wonderful but incredibly time limited (to a single turn and thus very susceptible to Mimic as you must hold on to the event until the proper turn). Divine Intervention is not something you want to play if you’re planning on running Moyra in with Change Form and there situations where you want to trade summoner health for common health is pretty limited. Even more disastrous, her only healing option is Father Benny which, thankfully for Sunderverd, can also be carried out from her deck.

The Vanguard Vargath are interesting but ultimately underwhelming in all but the cards which will be poached by the Vanguard and Mountain Vargath.

7. Deep Benders

If Moyra was suffering from burglarizing then it’s an absolute epidemic of Endrich. The Deep Benders seem to have the opposite problem. They weren’t designed to make the Deep Dwarves or Benders better but to not be obsoleted by their powerful constituents. The Deep Benders offer an interesting mechanic with Boost but, unfortunately, the execution leaves something to be desired. 

The general idea is that Deep Bender commons is kind of the inverse of Filth mutations. You can summon them on the cheap in order to get a mediocre unit or you can pump them up to make them really strong. Of course, you’re investing magic either way but you’re deciding at the point of summoning whether they are cheap or powerful.

Unfortunately for Endrich, he is entirely replaceable. His unique ability is a worse version of Sorgwen. Yes, you can combine the two to get a bonus two extra attacks after the attack phase. Unfortunately, Endrich has to be close to his target, they have to be boosted (thus restricting him to just the three commons in his deck) and you have to pay for it! Course, Endrich starts on the board but that’s less of a problem when you are Tacullu and can just search for Sorgwen with an Hero is Born event. Not to mention that Endrich can’t use his ability until he starts getting boosted units so he can’t double attack out the gate either (which would require building a magic pool as well anyway). 

Nearly everything about the Deep Benders feels “balanced for Deep Dwarves and Benders.” The Owl Gryphon has lots of exacting requirements so he doesn’t combine with Tundle’s meditate. Which is irrelevant since Tacullu is going to be the one to grab the Gryphon in order to make him one of the top decks. The actual interacting with boost tokens is mostly in the commons themselves, which is Moyra’s issue. Endrich has a couple of interesting economy cards to try and play with the boost mechanic but it ends up being irrelevant because Tundle can meditate for his economy and Tacullu can grab the Owl Gryphon for his (on top of both generally playing incredibly defensive). Endrich, on the other hand, loses if he attempts to play defensive even with the Owl Gryphon being overpriced and useless on his arm.

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Ugh, the Deep Benders are so infuriatingly bad, I’m just going to stick a Swamp Merc event card here instead. Look, it’s a worse version of Magic Pulse!

Basically, the stars need to align in order for the Deep Benders to win. They need to establish an economy advantage with opportune plays of Unlock and Reclaim then push that advantage with a fast assault from their Deep Dragons, Geopaths and Keodel. Course, this opens them up to the age old problems of turtling play. Magic Drain will cripple him and Endrich relies on his units for board control and economic tempo. Any event that outright murders his boosted commons will swipe what economic advantage he can wrangle with his boost tokens. And, ironically, Tacullu can just mind control his units if they try to assault him for a truly crippling economic swing that Endrich can’t respond.

Oddly enough, the overbalancing of the Deep Benders was directed at the summoner and his events when it should have been focused more on his units. It’s incredibly odd how poorly designed the Deep Benders appear especially since the route to take was done on the Cave Filth and Sand Cloaks above. Make them based around their Boost mechanic and the commons will be less valuable for the parent factions. Give Endrich lots of advantages for using boosted units to discourage him from poaching the super strong commons from the Deep Dwarves and Benders. Then you would have differentiated summoners without potentially unbalancing the game.

Instead, we have a summoner that looks underwhelming but brings lots of incredibly powerful tools to the factions that already held most of the good tools in the first place.

8. Jungle Shadow

Well, someone had to be on the bottom.

If Endrich and Moyra’s issues were lackluster abilities and events, Melundak’s is exactly what I rambled about in their entries. The Jungle Shadow have, by my estimation, the worst suite of units in the Alliance box. Granted, they don’t have the worst card, that still belongs to the Tundra Guild scribes, but their shadows, stalkers and shamans are certainly vying for that position. 

The biggest issue with Melundak’s army is that they’re money pits. All three commons require extra expenditure of magic. To haste, spend 1 magic. Want to make your stalkers 2 strength? Spend 1 magic. Trying to maintain board presence with your shadow? Yup, spend another magic. And yet, Melundak has absolutely nothing to help generate magic for all these effects. Even worse, he has one of the best summoner abilities and nothing to use it on. Shadow Weave lets you treat any unit as a wall for a common once a turn. Hogar has to enchant his stupid golems to get that. Rallul needs to use an event. Glurblurgderp needs to cultivate his horticulture. Melundak, on the other hand, just wills someone to pop out of a furry. 

harbinger___sw_alliances_by_cupidsart-d7vy47b

If there’s one thing I really like about Alliances, it’s that the art is has noticeably improved almost across the boards. Unfortunately, if there is one point of criticism it’s that Cupidsart isn’t very good at drawing goatmen and other furries. Though, I have to wonder if that is truly a criticism…

But two thirds of his army are ranged with 1 health so want to come from his back walls anyway. It would be really good if he could extend his power to champions but all three of his champions come with extra mobility anyway so it’s irrelevant. Furthermore, Melundak’s events give bonuses to sneak attacks and greater movement which is wasted on his army composition. His deck is geared all around getting all up in his enemy’s face but its used on a force that wants to anything but that. 

Melundak is the one summoner who just screams to be deck built. Almost any Jungle Elf unit in his deck is terrifying. The Shadow Elf champions are clawing to emerge from Melundak’s walls to rampage across the board. There’s an absolutely monstrous unit pool waiting just beyond Melundak’s grip and he was offered the possibly worst dregs of an alliance between his two factions. He’s the unwanted third child with nothing but raggedy hand-me downs while he gapes enviously at the sparkling toys in his siblings’ grasps. 

And his units wouldn’t be too bad if they were lent to the Jungle or Shadow elves either (seriously, stalkers with Abua Shi are like lioneers that can be chant hasted). Together, they’re a horrible combination but I can see them being useful in separated pieces amongst the rest.

Barring shadows, of course. I still don’t see how they’re anything but a gimmick.

The Alliance of the Century Part 1

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

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

I’ve written a few words on the board game Summoner Wars before. It’s a fun little 2-player game that Derek will never discuss because it lacks the deep strategic element found in Netrunner or Tanto Cuore. However, my sister enjoys the game, the rules are pretty simple and the gameplay itself is straightforward enough that you don’t need a lot of investment into it to have some fun.

So as Kait gets more and more involved with the game, I’m hoping it serves as a gateway drug so that one day she may actually want to play Diplomacy or the Republic of Rome.

Hey, a man can dream.

Anyway, there is a big release coming up for Summoner Wars. For those not in the know, Summoner Wars is a cross between a board game and a collectible card game. Each player chooses a summoner which comes with a preset deck of cards that is customizable–to a point–which they then play upon a 8×8 (I think, I’m too lazy to check the box) grid that adds an element of positioning to an otherwise simplified game of Magic: the Gathering. We got into the game with the Master Box release that had six different factions to choose. Since then, we’ve grabbed three separate faction decks to add a little more variety bringing our total options up to nine.

Summoner Wars: Alliances will add eight new summoners. That nearly doubles our current holdings. Even more exciting, for me, is that each summoner represents a union between two factions. An “alliance” if you will. A couple of these new pairings has resulted in unique game elements and mechanics but all of them follow the same deck building rules: an alliance summoner is free to add any cards from its composite factions to its deck. Essentially, the Alliances box will give us the tools to customize all the factions we’ve bought so far. If I were to get this product (wink, wink) then I would be nearly doubling the content which I currently own and expand the possibilities for decks even further.

So, yeah, I’m a little excited. In the lead up to the launch of the box, the developers at Plaid Hat Games have been giving weekly teasers for all the cards which will be released. Furthermore, if you pre-order from their website, you get all four of the promotional champions only available through purchases on their website. The lead designer will also sign… something, but that’s nowhere near as important as four mercenaries and a second play mat so we can hold 2v2 battles.

Hint, hint.

I’m telling you, Kait, that I want this for Christmas. Pre-order would be better with all the goodies it includes.

At any rate, in my excitement, I’ve been analyzing the revealed factions and comparing them amongst those already released. While the deck building possibilities amongst all the cards released thus far makes a true measure of each summoner’s strength quite difficult (especially for those which I haven’t yet played) I’m going to judge the factions and briefly discuss my thoughts towards game design, balance and functionality. This is a long winded intro do say that I’m doing a pre-review of the Summoner Wars: Alliances product before it even releases.

Yes, there’s very little going on in my life at the moment.

immortal_elien___sw_alliances_by_cupidsart-d7vy24wTo start off, the eight combined factions being released are:

  • The Fallen Phoenixes: The “controversial” Prince Elien of the Phoenix Elves has partnered up with the ever decaying Ret-Talus of the horribly ineffective Fallen Kingdoms. Since I’ll never buy a starter box (they only contain two factions but come with more boards, dice and tokens that I don’t need anymore) I’ll never have to worry about those awkward Elien vs Elien battles as though we were recreating the epic battle between Luke Skywalker and the Swamp in The Empire Strikes Back.
  • The Tundra Guild: The Tundra Orcs and Guild Dwarves are considered two of the best and most frustrating factions to fight… if you’re stuck on the game’s iOS version. Personally, I think they’re overrated but, once again, their first summoners feature in a product which I’ll never purchase. A curious decision to combine the two which has led to the revealed Rune Events which adds an interesting twist to improving units seen in both faction’s second summoner sets.
  • The Cave Filth: Ermergerd erts teh ferth!
  • The Vargath Vanguard: Missed labeling opportunity. They should have been the Mountain Vanguard. Mountain Vargath and the Vanguard regularly come up on the short end of the stick when people discuss tier lists so the question lies whether their alliance will actually improve their original summoners.
  • The Sand Cloaks: I love Cloaks. I love Sand Goblins. I’m going to love Sand Cloaks. Kait is going to hate them.
  • The Jungle Shadow: In our impromptu tournament with the factions we owned (Master Box plus Cloaks and Filth) the Shadow Elves managed to get into the top four. We just recently grabbed the Jungle Elves. They make sense as a combined faction as both play fast and aggressive but how will their alliance play on these themes of mobility and assassination?
  • The Deep Benders: Now here is an actually controversial pairing. The Deep Dwarves and Benders are two of the most powerful factions despite not being expanded with a second summoner like half the other factions. The Benders came out on top in our tournament and, had Kait not sabotaged the Deep Dwarves, they probably would have been second. Will their first real expansion be even more dominating?
  • The Swamp Mercenaries: Kait loves the horribly misleading Swamp Orcs. They grow vine walls (I know, they should be Jungle Orcs or they should grow root walls but here we are) which spread like a plague across the board choking out strategic locations and being generally obnoxious. The very close second place finisher in our tournament their combination with the Mercenary faction is a little odd but someone had to be stuck with the sellswords, I suppose.

Obviously, all that comes next is going to be speculation. I could do indepth posts on each faction and what I think of them but, in the sake of time, I’m simply going to give them a short ranking and a small blurb on why I think they deserve their spots. Let’s begin with the best.

1. Ermergerd erts teh ferth! (Cave Filth)

Personally, I think the original Filth faction is a top bet for being the best in the game. It’s certainly top three and balancing the faction is incredibly difficult because the Filth play incredibly different from everyone else. In a metagame that has revolved strongly around defensive play and heavy champion line-ups, the Filth stand out as being neither. Their unique mechanic, mutations, allows them to change one of their common units into a unique summon which is neither champion or common but something in between. The original summoner The Demagogue is especially powerful for his inherent ability allows him to search his deck or discard for the mutations he needs as well as give him a slow economic advantage by pulling cards from his discard pile which he can then burn for magic at the sacrifice of an attack.

Put simply, the Filth are a mid to late game deck that looks to play defensive until they generate a strong economic advantage by fueling their summoning costs with recycled mutations before flooding their opponent with powerful units that will tear apart commons and champions alike. I love them. Kait even loves them. All hail the Filth!

The new dude, The Warden, is interesting in that his alliance with the Cave Goblins is anything but an alliance. Presenting himself as an antiquated tyrant, the Warden introduces the “Prison Pile.” This acts as a sort of economic “bank.” Abilities that affect a player’s magic pile do not affect the Warden’s prison pile. Thus, the dreaded Magic Drain event can possibly be mitigated by the Warden by leaving his magic pile empty and undrainable.

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This guy is probably the worst mutation coming out. Just so… you know… you have some idea of the faction’s measure when the worst is a 4 strength, 3 health for 3 magic.

For the most part, the Prison Pile doesn’t add a lot of strategic depth. The Warden can, for free, shuffle a single card from the prison pile to his magic pile. More than anything, the Prison creates an extra step for him to interact with his army. This would be an issue if the Cave Filth weren’t designed along the same vein as the Filth: make everything so damn amazing that the extra hassle is irrelevant. Technically, the Filth require two cards to get their “mutations” going and when they die they give twice the magic power to their opponent.

On the other hand, you can spend 3 magic to get a 3 strength, 3 health monster which enemies are too terrified to strike back and if it gets weakened you can always mutate that baby back to your hand to inflict upon your next devotee. The Warden has a similar “flawed advantage” which is really just an advantage for him. His basic unit, the Prisoner, has a 50% chance upon being summoned to just pop into your Prison. Course for a 1 strength 2 health unit for free, it’s a bit of a steal on its own. Combined with the fact the Warden himself can just turned “failed summons” into magic once per turn, the Cave Filth player hasn’t lost anything with his unruly subjects.

Furthermore, a lot of his cards require fuel from the Prison. Legion, Soul Eater, Scabbicus and Hector all need or grow stronger the more suckers you’ve locked up. The Warden will start stockpiling subjugates long before his inherent enslaving ability of sending destroyed units to Prison kicks in. To “balance” this “negative” the Cave Filth come with some of the best priced units. 3 strength 7 health for 4 magic is something you won’t find anywhere else. Plus they can have the most powerful unboosted unit in the game: 5 strength and 6 health. Granted, you pay out the nose for that guy. Hilarious enough, even Hector can grow astronomically if enough pressure isn’t applied to the Warden and he can get a rowdy Prison built. He gains 1 strength for every two prisoners beneath his care, has 6 health and a measly 4 cost. To compare, Leah Goodwin is the only other 0 strength card in the game who grows with an increasing economy pool and she has 5 health for 3 cost and maxes out her strength at 4.

Yeah, the Cave Filth are silly.

2. I’m not biased! (Sand Cloaks)

The Sand Goblins were the faction with which I was introduced to Summoner Wars. The Cloaks were my first faction received after the Master’s Box. Both hold a fond place in my heart even though they’re a little lackluster without second summoners or reinforcement decks. The alliance, however, is easily the top in the box.

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The scholar both makes the Sand Cloaks and is easy builds for magic. Free (yay 0 magic!) and melee means he’ll be hiding in the back just quietly keeping your event abilities coming back and pumping your troops.

The Sand Cloaks introduce Event Abilities. These events are like prior summoners’ upgrades which went under a unit to improve them. Unlike Bolvi and Torgan, however, these cards can be moved around and synchronized with all the pieces of the deck. I don’t think it’s a coincidence that the two stand out factions in the Alliance box are also the two decks that introduce their own unique mechanics which almost every unit reinforces or improves. All nine abilities open to Marek are strong abilities and they can not be lost like Filth mutations. Though they can only improve one unit at a time, Marek’s inherent ability lets her grant the bonus she holds to another unit once per round. Considering that you can enchant her with Camouflage (which makes it that she can only be attacked by adjacent units), you can make a very robust force with very few individuals. Nearly every unit in this deck is ranged as well, the sole exception being the unobtrusive scholar who allows you to move around your event abilities even from your own discard pile.

The only weakness the Sand Cloaks have is that there isn’t inherently any source of strong damage amongst their cards. Only one card naturally has 3 strength and all the commons natively have 2. However, their champions are cheap (4, 5 and 6 respectively) as are their units. That you can then give abilities to each of them to strengthen them or make them hard to kill gives the Sand Cloaks a very strong advantage that will overcome their inherent frailty.

3. Swamp Mercenaries

I’ll just say it: Glurblub, the new summoner, is worse than Mugglug. Yes, the swamp orcs have stupid names. No, it’s not a good idea to say that to their face.

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It’s the god damn Boarboon! RAWR! I actually don’t hate the guys. They’re taking the place of Savagers so they’re slightly weaker (1 less strength after the first turn) for cheaper. It’s amazing how much of a difference 1 magic can make.

Mugglug has the far stronger ability to spread his swamp. Any unit next to his walls which dies grows a vine wall. Glurblub only gets vine walls natively from his ranged attacks. Overall, I predict smaller swamps with Glur but faster invasion of the enemy’s board with those swamps. Which is good because the real strength of the walls is giving advanced summoning positions to overwhelm defences. Glur even takes this further by having a 2 strength, 1 health for 1 magic swordsman which is a statline I love for its pressure and aggression. The boarboons, his cheaper ravagers, have 3 strength on the turn they’re summoned. Though they essentially lose any extra abilities beyond the first turn, this is not actually a big negative given the proliferation of “nullify” abilities or cards that are starting to return units to their owner’s hands. Glur also finally comes with a 0 cost common though he can’t attack them for free walls. But the slippery swamp rats are open to his Spore Carrier events which lets him destroy his units to grow walls where necessary. Glub won’t choke his opponent out of the board but he will plant a garden in their front yard and immediately attack the house with it. And while Mik was designed for Mugglug’s deck (finally a useful champion below 6 magic), Glurb has a 3 attack 3 health 4 cost champion that can negate one attack so long as he is beside a vine wall.

It’s a good thing that Glurb flings his walls too since his deck is entirely composed of melee units.

4. Tundra Guild

They’re good and bad. I don’t know what else to say. Hogar was just recently revealed and my gut instinct is that he isn’t that great. I’m looking at scribes as the old, Master Box design of “always include one auto build as magic unit.” Scribes are probably one of the worst units released in the entire box. They have 1 attack, 1 health and 0 cost which I don’t super hate but their special ability lets them look at one card from the top of the deck per scribe and allow Hogan to put those cards back in any order whenever a Rune Event is used.

So, to get the most out of their ability, you need at least two scribes sitting on the field. You also only get 6 chances to trigger their power since that is the total number of Rune Events in Hogar’s deck. You can’t fling scribes at the enemy and immediately kill them to deny their magic since you need them to stick around the board. With them being melee, you aren’t likely to attack with them at all. So they’re just going to sit on your side of the field being useless hoping that you get a good Rune Event draw which will let you manipulate your pile for your rather lackluster champions to be a little less awful.

They’re bad. At least the swamp rats can be killed for vine walls.

The marauder doesn’t fare any better. It’s a 2 attack, 2 health for 2 magic. When he is enchanted with a rune, he can attack at range. However, you’re never going to waste one of your very limited Rune Events on these guys. So he’s a 2/2/2 which doesn’t really live longer than a 2 strength, 1 health unit but at twice the cost.

The only really great card in Hogar’s deck is the Ice Golems and they are really good. Rune Events are, essentially, Event Abilities that can stack on a single unit. However, unlike Event Abilities, any player can spend 2 magic during their event phase to discard all Rune Events on one target. So, yes, you can pump Hogar up with a ludicrous number of enchantments to turn him into a murder machine. And yes, the opponent can clear all of them for the low price of 2 magic on their turn to leave Hogar naked and sad.

ice-golem_gosrvy

Single handedly putting Hogar in the top four of the upcoming releases. Ice Golems rock. Or… chill?

On the up side, the cost to erase the runes is the same as Magic Drain so it’s a pretty hefty price. More than that, the previously mentioned Ice Golems get counted as Ice Walls when they are enchanted. This means they operate as mobile summoning platforms much like the Swamp Orc’s vine walls if they were on legs and could punch idiots in the face. Plus, Hogar’s boring ability (walls are only damaged on rolls of 4 or higher) stacks when the Ice Golems are enchanted making them extremely hardy.

Unfortunately, Hogar’s champions are all really expensive despite their abilities being pretty lackluster. He has two 6 cost champions and one 7 cost but only one of them actually has 3 strength. But it becomes 4 strength if you happen to have a Rune Event on the top of your deck when he attacks! At least he’s better than Dagger I suppose. Except Dagger can be built into Marek’s deck so he can gain Greater Sneak on top of his Backstab…

The “random chance” of the Tundra Orcs is represented in these champion abilities but, unlike most of the tundra dwellers, the champions aren’t really that great if they aren’t getting lucky.

Call Forth Consistency – Summoner Wars Rant

So, it appears even with my post on resolutions, neither of my co-contributors managed to put something up despite their promises to the contrary. I am shocked – shocked I tell you! But mostly I’m just happy they demonstrated my point about New Year’s resolutions. Never fear, though, I will never leave you dear reader. I am enduring just as are my misguided rants. Today’s is going to be on Summoner Wars.

SummonerWars-resizedFor some background – I was introduced to Summoner Wars first by Derek who raved online to me about how great the game was. Then, when Jeremy picked it up and I got to play it, Derek had nothing but harsh criticism for it. Go figure. However, that didn’t dissuade me from the little past time. It’s cute and quaint in its own way but it isn’t Netrunner for all the positives and negatives that entails.

But that doesn’t really tell you anything about the game.

Vanguards_VG_Valentina_Stoutheart

All cards and therefore art belong to Plaid Hat Games and whatnot.

Summoner Wars features a slightly asymmetrical confrontation between two players on a custom but simple board. Each player chooses a faction represented by a pre-fabricated deck of cards containing one Summoner, three walls, three different types of commons and three unique champions along with a handful of summoner specific events. I would probably liken the game as a mixture between Chess and Magic: The Gathering but with a focus on simplicity and accessibility. It offers some synergy between the cards, most of it focused on proper timing with events. The factions offer their own unique abilities, however, whether it be from the Swamp Orcs and their spreading walls that cover the field or the Deep Dwarves who all feature special abilities that each cost magic but have powerful timing events that make all of those abilities free for one round.

Most interesting is the economy of the game is focused around magic. Well, that in of itself isn’t interesting, but magic is built either through conscious discards from your hand or by landing the final blow on a monster or wall. A player is forced to make tough decisions about whether they want to play their little common minions or discard them for magic to build up a large enough pile to bring forth a champion (all of whom cost far more than the commons). Positioning becomes important as players try to control the board and ultimately the flow of dead bodies by their movement and placement of walls. More importantly, my sister and I have found that it is almost as valuable to kill your own guys as it is to kill the enemies. You only have the opportunity to attack with three cards per turn, however, so it becomes yet another balancing act of choosing whether to go for a full out assault or making quick strike forces which you then murder before the enemy has the opportunity.

smasher

The unique and inspiring Tundra Orc Smasher.

It’s quick to pick up, taking a game or two to grasp the basics fairly easy. And the fact that it’s a deck based game with very simple deck building rules as well as pre-constructed armies means introducing new players is a breeze. While I applaud Netrunner for its complexity, it does have the issue of forcing players to keep up with new releases in order to stay competitively viable. But almost a third of a Summoner Wars deck is locked; you can’t mix and match events between summoners, can only have three champions and you must stay within faction when building (or include mercenaries). There’s a very limited pool that doesn’t grow nearly as fast as Netrunner. Especially when new releases for Summoner Wars are often new factions.

So the simplicity is Summoner Wars greatest strength. You can sit down and play it right out of the box without having to construct a deck and when you’re done you can just shelve it knowing it’s ready to go next time you want to battle your opponent.

This isn’t to say the game doesn’t have its flaws. What I want to focus on today, however, is less on the game systems on more on its “fluff.” Specifically, one of the biggest issues I have with Summoner Wars is its art and its themes.

JE-com-Archer

The artist apparently hates feet.

Each faction follows the same formula: stereotypical Tolkein fantasy race preceded by a generic adjective. You have the likes of Swamp Orcs, Sand Goblins, Tundra Orcs and Guild Dwarves squaring off against one another. Elves are on display in the delightful Phoenix (fire), Shadow and Jungle varieties. The closest we get to a unique offering are the Mountain Vargath which are goatmen… from the mountains. So, bonus points for representing goatmen which don’t see ubiquitous fantasy representation but it’s not like we really ran off with the idea here.

Even worse is that the themes of these factions is absolutely lazy and thoughtless. My biggest gripe with the game is that I detest the art. And I don’t mean this just from a style perspective. Though, style is one of my biggest issues. The direction they went with is a very simple, painterly direction. There’s few details and each card is over dominated by the three primary colours used to distinguish each faction. The event cards for the summoners show a zoomed in section of their face which just further highlights the basic design. You could argue that this helps to place the emphasis on the text but Summoner Wars, as mentioned, isn’t a particularly complex system and if Netrunner and Magic: the Gathering can afford to have some rather beautiful art than so can this game.

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Best part about the jungle guard is that they’re supposedly reclusive hermits on the fringes of their society, eschewing the rest of their people’s ways and luxuries… while looking the exact same as their kin.

But outside of the direction, I think the biggest problem with this approach is that it makes all the cards from one faction blend together. Distinguishing between an Jungle Elf Archer and elite Jungle Guard is based more on posture than unique silhouette or form. Summoners and champions lack visual punch to really make them stand out amongst the crowd as well. And this isn’t even broaching the ridiculous use of high heeled battle boots on the few females that show up either.

This bland art flows directly from the rudimentary theming of the factions. I almost can’t blame the artists for providing little visual interest in their designs when they are given something to work with like Glurp the champion of the Swamp Orcs. Course, this isn’t an excuse, for a talent artist would be able to design something from practically nothing. If the art is uninspire, however, the theming is just downright apathetic. The Swamp Orcs main feature is that they grow vine walls across the battle field. Let me throw some emphasis on that last sentence: the Swamp Orcs grow vine walls.

I don’t know if the designers at Plaid Hat Games have seen a swamp so let me link some pictures to demonstrate:

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I’m even being generous with this one. It’s a mangrove swamp and could have worked with their design theme if they’d just chosen to go with Root Walls instead.

Not a vine in sight. I’m not sure why the Swamp Orcs are focused on vines but the Jungle Elves are not. In fact, the Jungle Elves are equally contentious with the majority of their faction filled with elephants, hyenas,  rhinoceroses and lions. For those not fluent in basic ecology, all these creatures are to be found in African  Savannahs, not the tangled undergrowths that are typically associated with jungles. To top it all off, their second summoner about to be released is wrapped in a white wolf pelt because apparently the artists can’t even be bothered being remotely close to the faction’s theme (yes, I know it’s to keep with the white primary of their faction but they didn’t even need to choose white as one of the three distinguishing colours of the Jungle Elves in the first place).

This gets back to my earlier complaint about how fantasy seems to be drowning beneath the cliches of its genre.   On one hand, Summoner Wars attempts to subvert the tropes of typical fantasy by giving some of their races uncharacteristic ecological backgrounds. But then, when I look at the Tundra Orcs, there’s nothing that really makes them unique from a standard orc other than they have blue skin. They’re still barbaric savages decorated in bone and scraps of cloth. Why aren’t the Tundra Orcs wrapped in hides and furs to keep them warm? It seems like such a logical conclusion from their name.

To finish, I just want to include a picture of a dwarf from the upcoming Obsidian game Pillars of Eternity. Little has been revealed about the setting but I think the image will do most of the talking for me.

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Concept art for Pillars of Eternity copyright to Obsidian.

At the end of the day, Summoner Wars isn’t ruined by it’s poor art and horrific faction themes. But it’s not made better by them either. Other games are celebrated for their different factions and spend the appropriate time developing them and distinguishing them. The Corporations in Netrunner are all very well realized and I think it makes the game as a whole a lot better for it.