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Thread: When to use a Mind Witch

  1. #1
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    Default When to use a Mind Witch

    I find the Mind Witch a particularly intriguing unit because of the myriad of different ways she could be used. Oftentimes, she can even use another unit’s ability in a way that is more useful to her than to that unit, since she is ranged and has a higher AV than many units.

    To help decide more quickly whether to build her into a deck, or whether to summon her after I draw her, I wanted to make a comprehensive list of how much potential use you could get from a Mind Witch depending on which faction you are playing against. The results are pretty interesting. Against some factions, like the Jungle Elves she can mimick everybody. Against factions like the Fallen Kingdom, she is almost useless. This list also sheds some light on all the factions.

    Within the factions, I’ve arranged the units into three categories:
    Definitely Useful: The MW should be able to use that unit’s ability with little stipulation.
    Possible: Using that unit’s ability is legal, but only useful to the BD player under uncommon circumstances
    Not Useful: Either that ability is not allowed for the MW, or it cannot possibly benefit the BD player.

    OTA stands for “Opponent’s turn ability”, or an ability that only applies during the opponent’s turn, and is therefore out of the Mind Witch’s jurisdiction.

    Let me know if I’m wrong about any of these. Or if any should be reclassified.



    Phoenix Elves
    Definitely useful
    Archer ~ Get an extra long range for the MW
    Elien ~ Precise 2 damage within two spaces
    Fire Beast ~ Potentially wound several units, but kill your MW
    Fire Drake ~ Possible precise hit through multiple cards
    Guardian ~ A precise 2R attack
    Laleya ~ Potential 3M attack
    Maelena ~ 2R+1 attack
    Rahlee ~ Greater Flight
    Warrior ~ Send the MW back to one of your walls

    Not useful
    Fencer ~ OTA
    Holleas ~ Shouldn’t be a Fire Beast in the BD hand or draw pile.
    Kaeseeall ~ Can’t mimic abilities from the beginning of the turn.



    Tundra Orcs
    Definitely useful
    Fighter ~ Furious MW
    Charger ~ Potential extra moves
    Grognack ~ Attack opponents adjacent to BD walls.
    Krung ~ If MW happens to be adjacent to multiple enemies
    Ragnor ~ Fury
    Rukar ~ Possible 4 wounds

    Possibly Useful
    Smasher ~ If you want to kill your own MW for some reason, making her sluggish will guarantee the kill



    Not useful
    Bragg ~ Even if Tacullu has mimicked a Freeze event from Grognack, you could make it more expensive to remove. But only on your turn. And only if the MW can manage to mimic Bragg on every turn. Since the TO don't yet have any positive defense abilities (except Thwarter, but why would you freeze a common?), the TO player would just wait for your turn to end and remove the freeze for its normal cost. Ice Walls cannot be taken using the mimic event, so the wall part of Cold Snap doesn't apply.
    Blagog ~ Disability
    Gruggar ~ One wound kills a MW
    Shaman ~ Disability
    Thwarter ~ OTA



    Cave Goblins
    Definitely useful
    Beast Rider ~ Rider movmement
    Berserker ~ Assault if MW happens to be adjacent to multiple units
    Climber ~ Move over walls. Does not benefit from Climber’s defensive ability
    The Eater ~ Feed the MW!
    Fighter ~ Potential 4 or 5 attacks* (Note that many players have interpreted that CG Fighter's Relentless ability cannot be mimicked because the ability specifies Cave Goblin fighters, and the Mind Witch would be a Bender Fighter.)
    Krag ~ Extra move, plus longer move
    Reeker ~ Potential 1 extra attack
    Blarff ~ Potential 6R attack at a time when it can be game-breaking. Downside: The extra attack power only lasts one turn and you may not be able to reuse on future turns. You're also leaving a huge stack of magic underneath the MW, who is easy to kill.

    Possible

    Mook ~ More accuracy if BD player happens to control a CG unit.
    Sneeks ~ Could exchange with if BDs happen to control a CG unit.

    Not useful
    Scagg ~ Beginning of turn ability
    Slinger ~ Disability



    Guild Dwarves
    Definitely useful
    Ballista ~ Extra range and extra damage against walls, but can’t attack if she moved
    Engineers ~ Extra damage against a wall
    Gror ~ AOE attack
    Grungor ~ Extra moves
    Spearmen ~ 3M attack

    Not useful
    Baldar ~ OTA
    Defenders ~ OTA
    Guardsman ~ OTA
    Halvor ~ One would kills a MW
    Oldin ~ OTA
    Thorkur ~ OTA
    Tordok ~ OTA
    Last edited by ZeeJr; 08-19-2012 at 10:44 PM.

  2. #2
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    Default

    Vanguards
    Definitely useful
    Sera Eldwyn ~ Spend magic to heal 2 wounds
    Archangel ~ Greater Flight
    Raechel Loveguard ~ Could force opponent to discard
    Jacob Eldwyn ~ Heaven’s Rain
    Leah Goodwin ~ Potential 6R attack if you can afford the magic on the turn when you mimic her.
    Priests ~ Heal (although few BD units could benefit from healing)
    Angel ~ Flight
    Cavalry Knight ~ Rider

    Possible
    Stalwart Archer ~ Can only benefit if two MWs mimic an archer. Or if you happen to control another Stalwart Archer.

    Not useful
    Guardian Knight ~ OTA
    Coleen Brighton ~ OTA
    Kalon Lightbringer ~ One wound kills a MW



    Fallen Kingdom
    Definitely useful
    Ret~Talus ~ Can raise a FK common
    Anica ~ Drain upon destroying
    Phantom ~ Potential permanent possession

    Possible
    Reaper ~ Bonus to attack, but cannot be used on the same turn it is obtained, and only useable if a Reaper can be mimicked on a later turn.
    Zombie Warrior ~ Could raise a zombie if you have one in your discard

    Not useful
    Dragos ~ One wound kills a MW
    Elut-Bal ~ Summoning ability
    Skhull ~ OTA
    Skeletal Archer ~ OTA
    Cultist ~ OTA
    Reaver ~ OTA



    Cloaks
    Definitely useful
    Dagger ~ Possible 5R attack (easier for MW to use than for Dagger himself)
    Scam ~ Escape
    Violet ~ Shoot through units
    Hawk ~ Send the Hawk
    Sin~Sin ~ Control a common
    Thief ~ MW could pull off a steal
    Gunner ~ Extra movement if the MW is the only mover
    Slasher ~ Potential extra damage, but only if the MW attacks adjacent
    Sniper ~ Extra range if MW moves one or less

    Possible
    Scrapper ~ Can only use if the BDs happen to control a Scrapper. Also, remember that Blindside can only be used with an adjacent attack.

    Not useful
    Vlox ~ Event phase ability
    The Admiral ~ OTA



    Jungle Elves
    Makeinda Ru ~ 4R attack if MW doesn’t move
    Miti Mumway ~ Trample with a MW
    Shikwa ~ Two separate 2R attacks
    Kadara ~ Long range
    Archer ~ 2R attack through other units
    Lioneer ~ Rider
    Lioness ~ Additional moves
    Gorilla ~ Extra 2R attack if no misses on the first
    Elephant ~ Trample
    Jungle Guard ~ Diagonal attack for 2, or adjacent attack for 3

    Possible
    Abua Shi ~ Could buff a JE unit if you happen to control one



    Deep Dwarves
    Definitely useful
    Tundle ~ MW could meditate, but you only get 1 attack that turn
    Lun ~ Move a common adjacent to the MW, if you pay
    Kynder ~ Move a unit, but she cannot move herself, if you pay
    Sprog ~ Move a wall, if you pay
    Scholar ~ The MW could boost another of your units, if you pay
    Gem Mage ~ MW could beef herself, or teleport, if you pay
    Piclo ~ If the MW destroys a unit, pay yourself an extra magic. And buy a frosty.
    Deep Troll ~ Chew some walls for 3R, but if you heal her, you're cheating.
    Crossbowman ~ 3R attack if you played any BD events this turn.

    Possible
    Miner ~ A MW could only tunnel if another MW has also mimicked a miner, or if the BDs happen to control a miner.

    Not useful
    Gren ~ OTA
    Battle Mage ~ MW already has a ranged attack. Mimicking this ability and paying for ranged attack is only recommended if you're about to lose the game and you just want to have some fun with your last few turns.


    Mountain Vargath
    Quen ~ Two separate 2R attacks, if you pay
    Growden ~ Two auto~hits on a wall
    Torodin ~ Trample
    Brute ~ Could knock back a unit
    Rusher ~ Extra moves if the MW begins on her own side
    Warrior ~ 3R attack against a common if the MW is on the opponent’s side
    Storm Mage ~ Destroy your MW to put two wounds on an adjacent unit.

    Possible
    Sunderved ~ Could only use if the BDs happen to control a Common Vargath
    Varn ~ Emboldened only applies to friendly Vargath, so it can boost your MW's attack if you control any Vargath


    Not useful
    Warden ~ OTA
    Bellor ~ OTA
    Luka ~ Luka takes the MW's power before she can mimic. And if you try to get around that by summoning a brand new MW, there won't be any units who started their turn within three spaces of her, so a mimicked disruption field would be useless.


    Sand Goblins
    Definitely Useful
    Krusk ~ Sandstorm
    Silts ~ MW could exchange at any time from the movement phase on
    Shaman ~ Escape
    Stink ~ Out-Stink him by re-rolling one of the die you attack him with.
    Sand Wyrm ~ An extra space to your move, plus moving underneath other units, but two or more spaces will reduce her attack to zero. I assume that zero is rock bottom for AV. Otherwise, moving 4 spaces would reduce her attack to -2. (Would that mean you roll dice to heal your opponent???? Or to attack yourself???)
    Bomber ~ Medium chance of scoring an extra attack. Large chance she blows herself up.
    Slayer ~ 3R attack against a unit with any wounds.

    Not useful
    Kreep ~ Disability
    Biter ~ Disability
    Scavenger ~ Benefits of the extra cards work during the opponent’s turn. Chance of benefitting from shiny is too small to consider.
    Javelineer ~ Opponent’s turn ability
    Tark ~ OTA



    Shadow Elves
    Xaserbane ~ 2 extra spaces if only the MW moves
    Hydrake ~ Attack multiple units if the MW is adjacent to multiple
    Ranger ~ Could destroy a unit, then make an extra attack
    Swordsman ~ 1 extra space
    Taliya ~ Return a common unit adjacent to your MW to its owner's hand
    Melek ~ Rider
    Blade Master ~ Two separate 2R attacks

    Not useful
    Selundar ~ Beginning of turn ability
    Malidala ~ OTA
    Scout ~ Beginning of turn ability
    Kuldrid ~ Disability
    Hunter ~ Summoning ability


    Swamp Orcs
    Glarg ~ Allows vine wall movement, and extra AV
    Shaman ~ Cannot benefit from defensive ability, but can allow vine wall movement
    Hunter ~ Allows vine wall movement, plus extra AV
    Mugglug ~ Grants vine movement, but BDs cannot place Vine Walls
    Splub ~ Grants vine movement, but BDs cannot place Vine Walls
    Murk ~ Extra dice against the Swamp Orcs who are on or near their own walls. Also, vine movement.
    Splack ~ Vine movement, but BDs cannot place Vine Walls.
    Conjurer ~ So devious! Destroy the SO's Vine Walls AND get an extra dice for doing it. AND vine movement.

    Possible
    Blerg ~ Can only benefit from stacked cards if Blerg can be mimicked at a later turn

    Not useful
    Savager ~ OTA
    Glurp ~ Disability
    Swamp Beast ~ BDs can't place Vine Walls. Also, OTA
    Last edited by ZeeJr; 08-21-2012 at 11:00 PM.

  3. #3
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    The Filth
    Definitely Useful
    Demagogue ~ The BD player shouldn't have a mutation in his draw pile, but he's likely to have one in his discard. YOu may only play a mutation onto a Filth unit, so you couldn't use it unless you happen to control one. But you can always build it for magic
    Tantacle Mutant ~ Usuing the aiblity actually shortens the MWs range, but it may be useful to pluck an opponent off the other side of a wall.
    Bestial Mutant ~ When wouldn't you want to move 4 spaces?
    Winged Mutant ~ Greater Flight
    Spew Mutant ~ The MW is just as likely to roll 2 hits as the Spew Mutant herself
    Edible Mutant ~ You could heal a BD unit, but it would kill the MW
    Claw Mutant ~ Up to 5R attack, depending on the starting vitality of your target
    Absorption Mutant ~ Snag a mutation from the Filth's discard pile. But if you can use this ability, that means Absoprtion Mutant is on the board, and he can just pull it back (unless he's the one you destroy).
    The Abomination ~ Up to 8R attack, if you're a lucky roller.
    Her ~ Throw two dice at any common or champ
    Vomitus ~ Chance of extending your range. If you roll a 1 or 2, the MW can still shoot her normal 3 spaces.

    Possibly Useful
    Incanter Mutant ~ Give an attack bonus to Filth commons you happen to control
    Void Mutant ~ Wall-warp Filth commons you happen to control
    Spellsucker mutant ~ For the most part, your opponent will only be playing event cards on his own turn, so the MW cannot nullify spells. However, you might get lucky enough to nullify Shield of the Hopeful, since you Filth opponent would be casting that on your turn. This would be especially useful if your MW if posed to attack a Filth common. There are other events, such as Shadows, which could also be prevented, but only in a four-player game.

    Not Useful
    Cultist ~ Disability
    Zealot ~ Disability
    Horror Mutant ~ OTA
    Corpulent Mutant ~ OTA
    Anointed ~ One wound kills a MW
    Stoneflesh Mutant ~ Summon phase ability


    Mercenaries
    Definitely Useful
    Rallul ~ Wound a wall and draw up to two cards
    The Seer ~ Manipulate a player's deck if the MW is adjacent to a wall
    Etch ~ Wound walls and retreive magic, again, if the MW is adjacent to a wall
    Rune Mage ~ Magic Drain 1 if the MW is adjacent to a wall
    Apprentice Mage ~ Pay 1 for a 3R attack
    Khan Queso ~ Plague
    Grubs ~ Move the MW next to Tacullu. The downside of Grubs’ ability does not apply here.
    Spear Grounder ~ Diagonal attack, or +1 AV adjacent
    Vermin ~ Plague
    Owl Familiar ~ Tutoring
    Malevolence ~ Could kill the MW if you are in a situation where doing so would be advantageous. (The wound happens after the attack)
    Sairook ~ Could return the MW to your hand if she is in a position where she is likely to be killed. She does not benefit from the removing wounds since the MW couldn’t have been carrying any wounds. You would have to pay to re-summon her.
    Rygos ~ Take another shot with 100% accuracy
    Demon Hand ~ MW gets the extra chance to wound an adjacent. The negative aspect of the Dark Pact ability only applies if she happens to die on your turn for some weird reason (Maybe she missed a fencer. Or maybe you killed her, in which case, stop playing Summoner Wars and go get a copy of Candyland)
    Hulgorad ~ Move 3 straight spaces. If you're able to do so, the MW gets a 3R attack, where poor Hulgorad's attack is still melee.
    Bounder ~ Tuck in the Mind Witches skirt and jump over some units.
    Duggle ~ Shoot a common (enemy only). Pay 1 to move and shoot again.
    Rath ~ Move adjacent to a common you've wounded, then shoot from there. Useful for a summoner shot.
    Saella ~ Make your 2R attack precise
    Urick ~ Since you're shooting and throwing two dice, you have a very high chance of moving your target.
    Bow Grounder ~ Move an extra space
    Rogue ~ If you can shoot an opponent from behind, your attack is 4R
    Time Mage ~ Diagonal and through movement

    Possible
    Mundol ~ Beef up your mages, if you happen to control some. In this case, having mages is more likely than many of the other abilities that are classified as "possible" because the BD player could build them into her deck.

    Not Useful
    Stone Golem ~ Disability
    Khexhu ~ One wound kills a MW
    Magos ~ Draw phase ability
    Naan'nashi ~ Summoning ability
    Stonecloak ~ Summoning ability
    Kogar ~ OTA
    Sword Grounder ~ OTA



    Benders
    (Mind Witch can only mimic enemies, so these only apply to mirror matches)
    Tacullu ~ Counter summon a unit
    Sorgwen ~ Give extra attacks to another friendly common
    Gulldune ~ MW could take control
    Kalal ~ MW could manipulate either deck
    Breaker ~ Force a discard or magic payment
    Controller ~ MW moves a unit
    Gwalark ~ Grant levitation to the MW and any close-by allies

    Not useful
    Deceiver ~ Beginning of turn ability
    Talu/Kalu ~ Summoning ability
    Parasite ~ One wound kills a MW

    Incredibly, astoundingly, breath-takingly useful
    Mind Witch ~ The most devious tactic of all: Mimic a mimic, creating an infinite loop that will un-create the universe.
    Last edited by ZeeJr; 09-18-2012 at 03:38 PM.

  4. #4
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    Change Sneeks to possible. The Benders can use Mind Control or Gulldune to take Cave Goblin units. And Malevolence should be in one of the other categories, too. The Mind Witch doesn't die until after the attack, so you get the attack and the magic. Mugglug and Splub both let you move over Vine walls.
    Last edited by Ryujin; 02-26-2012 at 06:47 PM.

  5. #5
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    well, this made me realize something... Scagg wound is at the beginning of your turn, before movement.

    Also, the Benders screw SO much over the VG and FK now... it's sad.

  6. #6
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    Great list, Mind Witch is such a game breaking (in a good term) card!

    I would suggest perhaps add a tier for each faction that showcase which card is best to copy with. This way, player can take note on which unit to aim copying.

    Also there is a slight mistake. Scout ability is start of turn, I remember reading somewhere that Mind Witch is not Scout at the start of turn, thus Scout ability will not activates. (some one correct me on this otherwise)

    Scout ~ Extra moves if the MW is on the opponent’s side
    ---

    Another thing is CG's Blarf. Copying him can win game, and/or create giant swing. MW can becomes a 6R unit and even attack for 12R under Sorgwen commend! Catching opponent off guard with that will win you game. (on top, Bender can always kill their own MW to regain all the magic back... so there's that)
    Last edited by Sauam; 02-26-2012 at 11:26 PM.

  7. #7
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    Mugglug/Splub grant vine movement, Sairook allows magic denial/give you one more magic to build if the MW would have been destroyed.
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  8. #8
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    Great breakdown, ZeeJr.

  9. #9
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    Quote Originally Posted by Ryujin View Post
    Change Sneeks to possible. The Benders can use Mind Control or Gulldune to take Cave Goblin units. And Malevolence should be in one of the other categories, too. The Mind Witch doesn't die until after the attack, so you get the attack and the magic. Mugglug and Splub both let you move over Vine walls.
    Fixed, fixed, and fixed. Thanks.
    Can't believe I missed that on Mugglugg and Splub when I got it for the others.

    Quote Originally Posted by Sauam View Post
    I would suggest perhaps add a tier for each faction that showcase which card is best to copy with. This way, player can take note on which unit to aim copying.

    Also there is a slight mistake. Scout ability is start of turn, I remember reading somewhere that Mind Witch is not Scout at the start of turn, thus Scout ability will not activates. (some one correct me on this otherwise)

    Another thing is CG's Blarf. Copying him can win game, and/or create giant swing. MW can becomes a 6R unit and even attack for 12R under Sorgwen commend! Catching opponent off guard with that will win you game. (on top, Bender can always kill their own MW to regain all the magic back... so there's that)
    I fixed the Scout and Blarf. I will be adding the tier as you suggest.

    Quote Originally Posted by esper88 View Post
    Mugglug/Splub grant vine movement, Sairook allows magic denial/give you one more magic to build if the MW would have been destroyed.
    Fixed. Thanks.

    Quote Originally Posted by mrkurtb View Post
    Great breakdown, ZeeJr.
    Thank you.

  10. #10
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    Updated for Filth, Mercenaries, Piclo, and Taliya

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