Last edited by sitnam90; 12-01-2011 at 06:45 PM.
After all said and done, I do much favor an open deck list format, and I hope one day Colby and team would make it an official way to play SW. Sort of like Five for Fighting.
I dare say, most of the fun in SW is to know what your opponent has and plan according to them, and yet players can still hide information away from your opponent by either hide in their hand or hide in their magic pile... and with open format, a 0 cost Merc will not be that bad of an idea (I still wish not to have one though)
Having a close format promote turtle to the extreme and favor some faction so much more than other (ie: JE gain so much more in close format, I lost to my first tourney to a close format because my enemy was JE and I just have no clue what to expect, and lost because I cannot push without giving my enemy huge advantage)
+100 vote for open format please
Starcraft : War of the Summoner
You can't talk about the open/close format without linking to the type of game that is being played. For a tournament I would 100% endorse open-logged decks just to reduce the chances of cheating (swapping units depending on the faction you are playing against).
For casuals, I like open for the reasons stated above AND because if not it just gives and advantage to the one that has done some deck building. Right now, for me, there are too many factions and too many Match-Ups so it's common to just use what comes in the deck to figure out stuff while playing. Open decks mitigate that advantage (since we both know what's in deck, not just the one who is not playing out-of-the-box deck).
With MU I am familiar with I would be much happier with a undisclosed deck.
This thread started with how certain Mercs did very well in certain factions. With the new decks & reinforcements out, new combos are being found.
Bounder- The best at surprise placement. Hulgorad also has 3 move but can't Leap over units. Bounders would be great with GD's Heroic Feat.
Demon Hand- Their 3 life combo well with VG's Greater Healing, Divine Strength & Healing. Why do evil units like Malevolence & Demon Hand work so well with the ultimate good faction?
Stone Golem- Their 3 life also combo well VG's healing.
A sturdy unit for the Benders. Use Telekinetic Blast to move them like gates. Could a Golem move 1 space, attack & later get moved with T. Blast?
Apprentice Mage- Everywhere!
Seriously though, they would do well with Swamp Orcs since you want cheep fodder for vine walls.
Mundol & 5 mages- Decks with A Hero is Born. BD, GD, PE, TO, VG, & even JE(Salvation). A mini team within a faction.
The Seer- A cheep champ with card control. The Filth & FK would benifit from control & certain ones in discard.
Chant of Haste them into a leapable position.
Sera usually wants every single bit of life she has. I don't know if 6 life is high enough to afford losing a few to Demon Hand destruction.
Deep Dwarves for literally free 1 Ranged Attack (WTFG) or 2 Melee, and boosted even more with Mundol.
Summoner Wars Compendium Stats
Total Games Played: 6,569 (49.21% overall win rate)
Regular Games Played: 2,241 (57.6% win rate)
Custom Games Played: 3,417 (40.6% win rate)
Other: 911 (61.0% win rate)
(Updated May 10)
The night's shadow exists, not sleeping at all,
The toil of the light is its only call,
Behind the scenes lurking with shadowy gall,
Its face never showing; height never too tall.
I LOVE Rune Mages. Right now, DD is the deck that really intrigues me with them. Sprog moving walls into spots where they can Siphon forever is just sick, they help fuel all those abilities that cost magic, and you can do it on the same turn as Meditate without giving up your attack. A few Scholara can help out as cheap, sturdy blockers to keep guys off of them. Illusionary Warrior, Mage Push, and SS + Wall can all put a Rune Mage into a spot where they can Siphon right away, too. I just love the deck.
Last edited by killercactus; 03-18-2012 at 10:09 PM.