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 unitís 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, Iíve arranged the units into three categories:
Definitely Useful: The MW should be able to use that unitís ability with little stipulation.
Possible: Using that unitís 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 ďOpponentís turn abilityĒ, or an ability that only applies during the opponentís turn, and is therefore out of the Mind Witchís jurisdiction.
Let me know if Iím wrong about any of these. Or if any should be reclassified.
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
Fencer ~ OTA
Holleas ~ Shouldnít be a Fire Beast in the BD hand or draw pile.
Kaeseeall ~ Canít mimic abilities from the beginning of the turn.
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
Smasher ~ If you want to kill your own MW for some reason, making her sluggish will guarantee the kill
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
Beast Rider ~ Rider movmement
Berserker ~ Assault if MW happens to be adjacent to multiple units
Climber ~ Move over walls. Does not benefit from Climberís 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.
Mook ~ More accuracy if BD player happens to control a CG unit.
Sneeks ~ Could exchange with if BDs happen to control a CG unit.
Scagg ~ Beginning of turn ability
Slinger ~ Disability
Ballista ~ Extra range and extra damage against walls, but canít attack if she moved
Engineers ~ Extra damage against a wall
Gror ~ AOE attack
Grungor ~ Extra moves
Spearmen ~ 3M attack
Baldar ~ OTA
Defenders ~ OTA
Guardsman ~ OTA
Halvor ~ One would kills a MW
Oldin ~ OTA
Thorkur ~ OTA
Tordok ~ OTA