
Originally Posted by
esper88
No
Kalon? You've got some splainin' to do.
Sure. Kalon sucks because he's not 4 Attack all the time, and without the proper barricades, he can be killed quite easily, like any other champ. However, with the barricades, you're not doing a lot of damage yourself.

Originally Posted by
chardris77
As impressive as this is, what is your win/loss%? That makes it more impressive.
9 wins, 5 losses. (2 losses to TO, 1 loss to SG, I forget what other two factions this deck lost to.)

Originally Posted by
chardris77
A
Grubs + Mal/Jac combo would be sweet, but how often can you get that out? Do you ever get all 3 champs out?
I've gotten all three out with Spear Grounder back up twice, and all three out with Priest and triple Holy Judgment back up once.

Originally Posted by
chardris77
GK. A bit much, but ok.
Priest. Wait a sec, then what is this heal fest you speak of earlier?
SG. Why one?
SA. Again, a bit much, but ok.
The deck's not completely optimized yet. I'm trying to figure out the right numbers.
I'm thinking of moving it to 6 Guardian Knight, 6 Stalwart Archer, 3 Priest, and 3 Spear Grounder.
SAs are for taking down Walls, Priests are for when you need defense, GKs are for protecting champs and early game shenanigans, and Spear Grounders are end-game surprise shock troops.

Originally Posted by
Ranior
With that though...it was a close round. There is a high damage output with say 3 SA's on the map, and tns was having a good heavy build rate, as he only held onto Champs and SS I'm guessing. Holy Judgements were thrown aside, very reasonable for this deck, and he brought out a champ when needed. If you have the wall set up right, and are pushing with your guys, a GK will almost always make sure that your champ will not get flanked and can only be attacked by one unit.
Part of the reason that I had to do something different than the deck was originally intended to do (mass champ spam, common back-up) was because it was Tundra Orcs, the deck with Freeze. It is by far this deck's worst matchup. Considering that minus the whole reinforcement trouble, neither of us really had bad dice, I would say that the worst matchup looks to be quite winnable if our game (and two others) is anything to go by. I still feel I lost that by operator error; Grubs should have been summoned, not Malevolence.

Originally Posted by
esper88
Wait, what's new about TNS's deck? The fact that it's champ heavy? Weren't we all already playing
Vanguards like this? If you're going to have a hefty magic pile anyway, why not use
Leah?
I'm just a tad confused about what we're talking about here.
The New Vanguards is just a title; the Vanguards are probably the most adaptive faction with deckbuilding. Stalwart Archers, however, are a card I consider a faction-definer, not Priests. I will not and cannot run this deck without at least 3 Stalwart Archers in the deck. Not if I'm running this in Five for Fighting, anyways.
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.