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Showing posts with label board game. Show all posts
Showing posts with label board game. Show all posts

Tuesday, June 17, 2014

Summoner Wars: Alliances















After a long break, we are back! It is times to take a look at the big news in the world of Summoner Wars, a new box set to release in October, Alliances. As you might have guessed, this set is going to be similar to the Master Set as it will contain 8 brand new pre-constructed decks that each combined two of the existing factions into one allied deck. Beyond giving us 8 full new decks to play with, you may also use any cards from either of the combined factions to deck build. This is going to give you an amazing amount of choices when deck building an Alliances deck.

Here are the confirmed alliances.
Phoenix Elves - Fallen Kingdom
Vanguard - Mountain Vargath
Cloaks - Sand Goblins
Guild Dwarves - Tundra Orcs
Shadow Elves - Jungle Elves
Filth - Cave Goblins
Deep Dwarves - Benders
Swamp Orcs - Mercenaries

Some of the pairings have some obvious synergy. Vanguard and Mountain Vargath both use a lot of formation tactics. Deep Dwarves and Benders just to sit back and pull off some magic combos. Both shadow and jungle elves like to work an assassination strategy. However some of the pairing as less obvious, such as Filth and Cave Goblins (which I've read that in the story line the Filth have actually enslaved the Cave Goblins.)

For now there is not much else to do other than wait for some previews. One important thing to note is that this WILL be the next Summoner Wars release, which means no more second summoners until after October. I have seen multiple confirmations that every faction will still be getting a second summoner, but they will just not be released until after Alliances.

Another smaller bit of news, Summoner Wars is now available for download on Android devices including kindle fire! the app is also cross compatible with the iOS app for apple products, so you can play your friends no matter which platform they enjoy.

Hope to post again soon and keep a more regular schedule of updates, as always thanks for reading.

Monday, March 17, 2014

Faction Breakdown: Filth Part 2

We continue with our Faction Breakdown of the Filth. Our last faction post covered the summoner and his events. This time we will be looking at the commons and the champions for the Filth.

The Commons

I find that Cultists can be quite useful even without being mutated. They are great for finishing off units at range, while staying towards the back of the board. Remember that every common you lose that wasn't mutated denies you an extra mutation that you could have summoned. No commons, no mutations. 


Because Zealots are only melee attackers, they are much harder to use safely when not mutated. I also find their negative ability, Bloodlust, surprisingly restrictive. All in all, when I want to summon a common and immediately mutate it, a Zealot is what I use. However, Shield of the Hopeful works well with Zealots, as it gives you a blocker or an extra attacker than you can protect from being killed.


Anointed come in the Filth's re-enforcement pack and they are the only Filth common that doesn't cost zero to play. I have yet to use any Anointed, as I find they are a bit expensive in a deck that has so many summoning options at all times. On the other hand, a ranged unit that can heal off a wound every turn might be powerful. I can see Shield of the Hopeful being very powerful with the Anointed. Use it to save them from being killed off before they can heal.

Champions 


What a fun champion! The abomination is all about the extreme. A high cost of 8 magic, for 7 life, and anywhere from 1-6 attack per turn. Try not to rely on getting a high attack value roll every turn, as it is unlikely. The Abomination is also sure to get focused on by your opponent. Use this to your advantage by placing Abomination where he can lure out enemy units. This should also give your other more fragile units more freedom to more and attack without getting focused down. Also if you only have the base deck this is the only champion for the Filth that you will have available.


Her is the first of two champions that come in the Filth re-enforcement pack. Her is a very powerful champion that is frequently seen in Filth decks. The strategy here is simple, summon her in the back and sit tight while you ping off the enemy commons or finish off champions every turn. At 6 magic and only 3 life, you need to protect her for a couple of turns to be able to get value out of her. It is much easier to gain back the magic used to summon her against an enemy with a large amount of 1 life units. 

I don't typically run Vomitus in my Filth decks, as I find Abom and Her more fun. At only 5 cost, he is a cheaper option in a champion spot then the other two, and he works well with the typical Filth strategy of sitting back and attacking from afar. Like with Her, you are going to want to summon Vomitus in the back of your board and pop out to get line of sight for a long range attack. However, Vomitus can handle direct combat much better than Her can, since he sports 2 attack and 5 life.

Well that covers all the commons and champions available for the Filth, part 3 will cover all the Mutation units that are unique to the Filth Faction. Check out the previous faction breakdown on the Sand Goblins and be sure to leave a comment.