Mercenaries

Eight Summoner Wars Second Summoner decks are now up for pre-order in the PlaidHatGames.com store! You can buy them all separately, OR for a limited time, if you pre-order all eight together, get them for $59.95, $20 off the MSRP! Pre-order today!

Welcome everyone, to the last preview for Farrah and the last preview of the final 8 Second Summoners! It’s been fun previewing all of these cards, and its very exciting to know they’ll be ready for all of you in just a couple weeks!

So far we’ve seen how Farrah uses the power of persuasion and information to outwit her enemies.  The cards remaining for her aren’t so stealthy. Well, except this one which has a lot of very interesting uses.  The Runesmith is a spy for Farrah within the ranks of the Guild Dwarves and, if you’re a fan of the SummoNerds Channel, you’ve already seen these guys in [very limited] action!

Rune Smith

I’m always a fan of 2R/1 for 2 Units, and the Runesmith does 3 different excellent things for Farrah. First, they allow you to recycle your Undercover Agent and Disguise Events, whether they’re under the Runesmiths (easiest way) or an adjacent units (pro use). That’s the most straight-forward thing they do, but the second thing is they allow you to recycle Changelings. Changelings get a cost discount by using their ability to change into a Runesmith, and then when its eventually killed, that Changeling will bounce back to your hand to summon again, and deny your opponent a magic! Slick! And the third thing is that Runesmiths can help a bit with Farrah’s hand clog. She starts with 1 on the board and, if you draw Disguise early without any use for it, its nice to dump it under the starting Runesmith to free up your draw a bit, knowing you can always recycle it.

And don’t forget about Bolvi and Hogar! Bolvi can station a Runesmith behind his stationary Towers to recycle his very powerful Upgrade cards, which is a great benefit in and of itself. But they really shine in Hogar, being able to recycle his excellent Runes and also use those runes themselves!

The remaining 3 cards sure up holes in Farrah’s ranks. This guy, for instance is a very solid choke-point holder:

Khan Carne

The former ruler of the Dugalla looks very similar to his overthrower in stats. His BETRAY ability shows that he doesn’t always like to play nice with the band of misfits that Farrah has assembled. It will give him some additional survivability at the expense of some rabble, and can allow him to hold important positioning. 

And speaking of that band of misfits, even though Khan Carne might not always want to play nice, Farrah has learned how to coordinate these varied troops to get the most out of them. 

Band Together

This Event, which Farrah has 3 of, is how she can deal with big enemy Units. A lot of the time you can get caught up in the stealth of Farrah’s deck and find that you need some punch. This Event gives you that bit of punch you need.  It requires you to vary the Faction Symbols on your Units, but that shouldn’t be too hard for Farrah to pull off. This Event also makes Undercover Agents and Invaders (or pro tip – Disguised, Undercover Ice Golems!) that much more dangerous. With those guys around, Champs and Summoners can get surrounded out of nowhere.

I’ve saved what I think is one of Farrah’s most interesting cards for last.  Let’s see if you agree:

Lukestor

The Ornitharian Lukestor is a situational champion, but he can be a very strong one when summoned in the right situation.  First of all, the combination of range and flight is already solid.  Most Units that can move through other cards can only attack adjacent Units, so Lukestor already has an advantage there.  Now though, add in that melee commons just straight-up can’t attack him. Remember that Lukestor doesn’t have a Faction Symbol, so he can be deckbuilt anywhere. He’d certainly be a solid counterdraft against a Mountain Vargath deck, for instance. And against anyone, if you can focus on eliminating the ranged threats, Lukestor can rule the battlefield from the sky.

Welp, I hope everyone has enjoyed reading these previews as much as I have enjoyed writing and talking about them! Now you’ve seen all the cards for the remaining 8 Second Summoners. Origins is just a few weeks away – let’s get ready!

Eight Summoner Wars Second Summoner decks are now up for pre-order in the PlaidHatGames.com store! You can buy them all separately, OR for a limited time, if you pre-order all eight together, get them for $59.95, $20 off the MSRP! Pre-order today!

Second Summoner Previews:
Kynstri's Mission
Saturos: Part 1, Part 2, Part 3
Natazga: Part 1, Part 2, Part 3
Malenatar: Part 1, Part 2, Part 3
Scraven: Part 1, Part 2, Part 3
Little Meda: Part 1, Part 2, Part 3
Shiva: Part 1, Part 2, Part 3
Brath: Part 1, Part 2, Part 3
Farrah: Part 1, Part 2, Part 3


Comments


LemonMerchant commented:

These look beautiful. Congrats on capping off the Second Summoners and thanks!

Posted on 2016-05-30.

Prelate commented:

Lukestor makes Immortal Elien cry.....until he can get some Burning Skeletons out that is....

Posted on 2016-05-30.

prometheuslkr commented:

What would be the point of Undercover Ice Golems? They'd lose their ability as soon as they became Undercover Agents.

Posted on 2016-05-30.

Prelate commented:

take off undercover - and because they still have disguise you can spam invaders off of them, then play Band Together for pain :)

Posted on 2016-05-30.

Skydragon222 commented:

I have to say, all 8 decks previewed have been amazing.

I sincerely hope this isn't the last were seeing of summoner wars.

Posted on 2016-05-30.

killercactus commented:

@Prelate - not just Invaders, but any Unit.

Posted on 2016-05-30.

MightyToenail commented:

@skydragon

There's so much content out there, that I would be super surprised if this wasn't the end.

Posted on 2016-05-30.

umbrageofsnow commented:

@KC - Do you know what day will be the last that the 2nd Summoner preorders are going to be up? For that matter what about DoW and SeaFall?

I want to preorder too many things and thus far haven't gotten around to preordering any of them because they're all competing. So how long do I have to decide?

Posted on 2016-05-30.

jtberman commented:

But there's more content coming. Or at least Dara has another song yet to come.

Posted on 2016-05-30.

zfs commented:

Agreed with others that I hope this isn't the end of the road, but if it is, it's been a great journey. There's really no obvious continuation point from here, but maybe let the game lie dormant for a bit (a couple years, maybe) and then release a reprint down the road with some fan-voted balance changes and maybe some new cards (Alliance reinforcements?) to encourage people who already have all the factions to buy the new release.

Posted on 2016-05-30.

Nburghardt commented:

Carne with wraiths might be fun.

Posted on 2016-05-30.

wjy1987 commented:

Yes. I think even if no new summonner will come out in the future, some cards in old factions need to be re-designed badly, especially GD1 and CG1. For example, Heroic Feat, are you kidding me? Alliance reinforcements are very necessary for making the SC stronger, and also the VV is too strong now. This is really a good game, but it's not good enough for competitions due to the balance of some factions.

Posted on 2016-05-30.

killercactus commented:

Try Sneeks with 6x Lurker and I think you'll find him just fine. Also, SC is one of the strongest Alliance factions.

Posted on 2016-05-30.

Harlow commented:

The game is honestly not that badly balanced, and I can really tell the designers of these decks wanted to bring up some weaker factions (Shadow Elves, Mountain Vargath) while also making the boring, stronger ones have funner options (Deep Dwarves, Swamp Orcs). How can you even say a faction.is too strong with cards you haven't played with yet?

Posted on 2016-05-30.

zfs commented:

Harlow: No one is saying it's poorly balanced. For having 32 factions (and soon to be 40) that all have a lot of options, it's actually extraordinarily well balanced. But even KC would admit that the game has come a long way and some of the early cards could use a tweak - after all, he started the "Errata/Changes for after 2nd Summoners" thread on the forums. And if you check that thread, you'll see most of the cards people want changed are early cards - most of the newer stuff is considered balanced, with a few notable exceptions (Jujugara being a big one).

Posted on 2016-05-30.

Dr. Cheesesteak commented:

@zfs what 32 and then 40 factions? Aren't there 24?

As for the mortality of this game, I hope it lasts. I think PlaidHat pushing Ashes hard and having other board games to support, SW will be on the backburner. Possibly just releases like this once a year? Unless they've announced otherwise (obviously i'm in the dark about the apparent extra factions)?

Shame, really. I was hoping PH would push SW like they are pushing Ashes, before Ashes was released.

Posted on 2016-05-30.

zfs commented:

40 Summoners. Obviously some have shared pools of common and champ units, but they all have unique starting setups, Summoner abilities and events.

For whatever reason, it seems SW just never caught fire with a large enough audience. It has a small but very dedicated fanbase that can hopefully keep it alive even if PHG stops releasing new products. Like I said above, I hope that sometime down the line they can re-release some of the early factions and try to capture some new market share.

Posted on 2016-05-30.

wjy1987 commented:

killercactus:are you sure? If we raise a worldwide game now, I think no one will use CG1 and SC. And even if they use them, they won't win long. SC is a faction which only seems strong and needs luck badly compare to other factions. So does CG1. But, what about GD1 and VV?

Posted on 2016-05-30.

yurisu commented:

Khan Queso (cheese in Spanish), Khan Carne (meet in Spanish)
Plaid Hat joke.

Posted on 2016-05-31.

killercactus commented:

SC has an amazing amount of tools, and very, very strong units. Fielding a champion set of Spider, Dinky and Bauble along with having SG Shamans, Scholars and CL Renegades is sick by itself.

Posted on 2016-05-31.

Carthoris commented:

I don't see why this should be the last development for SW. I mean, if it is, it still makes for a really terrific, well-elaborated game. But I think the logical next step would be "Second Alliances." These would be eight summoners, each combining two factions differently than the existing Alliances Master Set. It could be a boxed set, or it could be individual decks. The previous Alliances rules would apply for designing decks, but no Alliances summoner could include a member of a different Alliance in his deck (not even with overlap, say, using a Jungle Shadows unit in a Shadow Cloaks deck). SW isn't the sort of game where having a partial collection puts you at any significant sort of disadvantage. So I don't see any real argument for "capping" the expansions, unless PHG just prefers to concentrate efforts elsewhere.

Posted on 2016-05-31.

Pr0xz1098 commented:

Does the Ruin Smith save just one card or multiple ie, changeling turns into a reaper and takes 2 more cards before destroyed?

Posted on 2016-05-31.

killercactus commented:

It saves all cards.

Posted on 2016-05-31.

Carthoris commented:

Oh, I just want Rune Smith in about half a dozen decks. He's good for Marek (event abilities), Bolvi (upgrades), Demagogue (common units from under mutations, right?), Krusk (for Scavengers), Ret-Talus (for Reapers), Natazga (for Skull Takers), and, of course, Hogar (rune events!).

Posted on 2016-05-31.

killercactus commented:

Well, remember that since he has a Guild Dwarf Symbol, he can only be included in Oldin, Bolvi and Hogar outside of the Mercenary Summoners (Rallul, Farrah and Glurblub).

Posted on 2016-05-31.

Carthoris commented:

Ah, well. Bolvi and Hogar are the best of the lot. And Glurblurb with Skull Takers could be fun too.

Edited to add: Hm, would this work? Skull Taker kills enemy unit, say, a TO Fighter, and puts it under him. Skull Taker gets killed while next to a Rune Smith, so the Glurblurb player takes the TO Fighter into his hand. Can he then summon that Fighter next turn?

Posted on 2016-05-31.

killercactus commented:

Yep. Pretty cool, huh?

Posted on 2016-05-31.

Crimson commented:

Lukestor is so cool. Man I can't wait to see if he makes appearances in other summoner's decks.

Posted on 2016-05-31.

zfs commented:

That is indeed a neat little trick for Glurblurb and Farrah, and I'm glad only they can pull it off.

Farrah can do the same thing with other units that put cards under themselves when they destroy them - Reapers, Scavengers, etc. A combo of Rune Smiths, Reapers and low-cost 1 health units (Apprentice Mages would definitely fit the bill) seems potentially scary - get a Reaper to cannibalize the Mages as usual, and make sure it's always next to a Rune Smith when it goes into the fray. Works for magic denial and potentially can snag an enemy champ.

Posted on 2016-05-31.

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