Sand Goblins Faction
Sand Goblins are masters of survival. They come from a land where they were the lowest link on the food chain, and as such, they know how to adapt. Sand Goblins rely on a combination of trickery, denial, and brute force to overwhelm their enemies.
The Sand Goblins are survivalists. A Sand Goblin player knows how to wriggle out of a tight spot. Sand Goblins are much hardier than most opponents would expect, and a good Sand Goblin player knows how to use that to their advantage. Like any goblins, Sand Goblins enjoy surrounding and ganging up on their foes, but like other goblins, the Sand Goblins do this with their high life values instead of superior numbers.
Summoners
- Krusk
- Duck and Cover
- Mirage
- Shiny
- Taunt
Champions
- Biter
- Kreep
- Sand Wyrm
- Silts
- Stink
- Tark
Commons
- Bomber
- Javelineer
- Scavenger
- Shaman
- Slayer
Recent Unit Comments
killercactus commented on Scavenger:
Actually, I believe the Mutation goes under the Scavenger, and the common goes to the Magic Pile. It's the same as if a Reaper kills one.Brancifer commented on Scavenger:
The same thing that happens with any other common, it's placed under him. If it's a mutation, normally the mutant and the common are placed into the magic pile, so with a scavenger I think they would both go under him.TKMatCauthon commented on Scavenger:
What happens if a Scavenger kills a Filth common?joepinion commented on Sand Wyrm:
The rules say that repeated abilities don't stack, (so that Goblin Horde Attack doesn't create 40-dice scenarios, etc.) But you can have multiple DIFFERENT abilities.Caleb Wolfbrand commented on Sand Wyrm:
The person who taught me this game made it extremely clear that cards couldn't have multiple abilities. Really wish there was a clearer ruling than that, it made sense to me. I mean, in my brain, I looked at the card and instead of seeing BURROW I would see DUCK AND COVER. sorry for the confusion :/Joseph commented on Sand Wyrm:
Actually, that is not right. camoflague is IN ADDITION to burrow, not replacing it. that's why you get 2 extra fighter attacks even when you play GHA and GRALord Brighton commented on Duck and Cover:
Alas, that's not how this card works. Giving a unit a temporary special ability with an event card does not cancel out the unit's inherent ability, (rulebook, p.14). You just have to battle with the Jungle Elves and hope that Abua Shi calls down a Chant of Negation on you. With that said, I haven't found Duck and Cover particularly useful, although I don't doubt there are good situations for it.Caleb Wolfbrand commented on Duck and Cover:
Unless you need Krusk, Silts, Shaman, Slayer, Stink, Tark to keep their abilities that turn, DaC can really help get around some of your units' annoying abilities. For instance, Biter can move freely and Kreep doesn't need to worry about discarding himself. If you need scavengers to score a kill and NOT put the card under them, DaC helps there too. Honestly, I am so focused on the ability-changing aspect for my turns that I forget that I'm also immune to ranged attacks during their turn.Caleb Wolfbrand commented on Sand Wyrm:
He no longer has Burrow as an ability, he has Camoflauge, which means he has the same rules as any normal unit, and no reduction in his attack, again, because his ability is Camoflauge. Duck n Cover is the best card for getting over his and Biter/Kreep's weaknesses without resorting to Silts.Joseph commented on Sand Wyrm:
How so?Sand Goblins Card List
Summoner
- Krusk
- Duck and Cover
- Mirage
- Shiny
- Taunt
Champions
- Biter
- Kreep
- Sand Wyrm
- Silts
- Stink
- Tark
Commons
- Bomber
- Javelineer
- Scavenger
- Shaman
- Slayer
Bio
FAQ
Strategy
Comments