As a fairly new playtester myself, I am not spilling any beans until I have the actual product in hand, both to keep the spirit and letter of the NDA, and to make sure I know what the final text and stats for each unit are.
As a fairly new playtester myself, I am not spilling any beans until I have the actual product in hand, both to keep the spirit and letter of the NDA, and to make sure I know what the final text and stats for each unit are.
Come on folks! No speculation? No guesses as to what that TENTACLE mutation does? :P
I can't speculate... But what I will say is you have some very interesting takes up there, Seth. Very interesting indeed.
I'll also say that the Filth and Mercs are my two favorite factions in Summoner Wars right now. It could be because they're new to me, but I don't think so. The Filth take SOOOO much thought and planning, and the Mercs are all about controlling the board through superior positioning. I find both of those aspects of the game very appealing.
They both also have some wicked combos between cards, and I love combos.
Last edited by killercactus; 02-22-2012 at 09:55 AM.
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a lot of speculation was already done when they first put the description in the shop section.
What I remember...
1 The Abomination -- no idea, but i bet this is an "enabler" type of champion, something that makes your other stuff better in some way
1 Horror Mutant -- yeah, Fear for this
1 Bestial Mutant -- Fury
1 Edible Mutant -- similar to the eater, or complete opposite
1 Claw Mutant -- Fatal Slash/Power Surge like
1 Tentacle Mutant -- Assault
1 Winged Mutant -- Flight
1 Spew Mutant -- Already previewed
1 Corpulent Mutant -- Sluggish
I have no idea though and am waiting for the spoiling.
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good to know they are more original. Hope they are not just misleading names though.
btw, this is the thread I mentioned about speculation:
http://www.plaidhatgames.com/sum_for...?t=870&page=22
And re reading a bit of that, probably should go over the DR Filth character to try to be more accurate with predictions.
I hope not to see reused abilities on the mutants, I think colby/bistro knows these guys are to cool to give them old abilities...
Two thoughts, maybe the edible dude can be killed and heals the attacker (common/mutant or champ) that means he's also reusable because mutations go to the magic pile along with the common under them.
I also noted that the demagogue's "Mutagist" ability allows for a tundle "meditate" like opportunity. Sure you can get that mutation for your units, but you could get one, and build it as magic. Each turn that you don't need a particular mutation (and can survive on two attacks) you can search for a mutation from your discard, put it back in to your hand, build it, then repeat.
Yeah, lots of management with the Filth... Build all the mutations you don't need immediately. Spend them to use a mutation you need right away, then use Mutagist to bring them back into your hand when you need them. Switch a new mutation in, and build the old mutation as magic. When life gets low, kill the common to get the mutation back into your magic pile. Spend it, take it back... re-use, recycle.
joepinion
2 AV, 7 Life, 5 Summon Cost
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Mutagist costs an attack though, so sometimes you can't use it every turn. Plus it's during your attack phase, so you have to plan ahead.
It's so fun.
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I need to update this signature. While I do that, go listen to A Doug's Guide to Summoner Wars - the podcast!
My guesses:
1 The Abomination -- A combination of all Mutation abilities on the board.
1 Horror Mutant -- Fear
1 Bestial Mutant -- Fury
1 Edible Mutant -- When killed, grants a lot of bad things to the person killing him.
1 Claw Mutant -- High Attack low hitpoint.
1 Tentacle Mutant -- Holds cards in place like Engage of the GD.
1 Winged Mutant -- Flight or Greater Flight
1 Spew Mutant -- Already previewed
1 Corpulent Mutant -- Cannot move but range attack?