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Thread: Deep Dwarves Strat Minute (Combo pt 2)

  1. #1
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    Default Deep Dwarves Strat Minute (Combo pt 2)

    I read this one live on episode 56 really really quickly. If you didn't catch it:

    A minute ago I talked about how the Mercenaries are A combo deck.

    The Deep Dwarves are the other main one.

    It all starts with Wake the Father Gem. It just begs you to hold it for that epic turn where your Gem Mages are bouncing around and rolling 4 dice thanks to Insightful Scholars and all of your targets are set up by Kynder or Lun taking your opponent's dudes and shoving them into disadvantageous positions. Bonus points if you play Magic Stasis and the other guy can't react by summoning units on their own turn.

    Summoning Surge is a tricky event to set up, but my favored way to get that first 3 cards into my discard is to use that initial Scholar and Gem Mage's abilities pretty often early game, while forcing my opponent to kill my guys and advance to take out the sneaky Gem Mage.

    All of these tricks can be supported by Mercenaries such as Magos and Owl Familiars for draw manipulation, or even Rune Mages for extra magic to do what you want.

    While you're sitting back and plotting your big turn, you can have Tundle just happily meditating. Your opponent will want to press the issue. That is when you pounce!

  2. #2

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    My favorite faction.
    Don't think scholars are just magic for more gem mages. They're cheap beefy units who shine defensively and up your damge output signifiantly.
    Using Lun offensively rather than turtling and bringing gem mages to the opposing summoner is a lot of fun. A great change of pace for a notorious turtle team.
    No one is safe from Kynder for long.
    Gren gives any DD unit magic lock for a greater magic advantage.
    I could go on but i'm sure others will chime in.

  3. #3
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    Quote Originally Posted by Someonelse View Post
    Gren gives any DD unit magic lock for a greater magic advantage.
    I think of it more as Shadows (SE event). Pity he's always at the bottom of the deck the few times I have used him

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    Quote Originally Posted by PePe QuiCoSE View Post
    I think of it more as Shadows (SE event). Pity he's always at the bottom of the deck the few times I have used him
    Heh, i always get him first. and then, kynder is at tthe bottom, which sucks. I also fondly remembered a game where both summoning surge and 3 champs were my first draw. that truly sucked, cause i couldn't build at all. I would have been screwed if it weren't for meditate.
    I shall mutate you.

  5. #5
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    To me, Tundle feels like one of (if not THE) most versatile deck in SW. He has weapons to go on the offensive and the defensive. Most summoners can build a deck that tries to do one of those things, or generally excels at one of those things, but Tundle and his DD can do both well, and his deck can switch back and forth mid-game very fluently. Lun is an excellent example. He can sit behind walls defensively and yank commons in to kill, or he can blitz by yanking your own units up supported by Stasis and apply pressure.

    One of my favorite decks by far.
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  6. #6
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    the filth, i feel, are far more versatile. Though, i would hope so, its their theme. every mutant is both offensively and defensively useful. squiddy can sit behind a wall on D, plunking units, or on offense, hit those summoners or champs hiding behind units or walls. even bestial can be good on defense, his mobility allows him to quickly get to where the opponent is applying pressure, and he rocks for potshots on offense. Deep dwarves are 2nd most in game versatile. Kynder can push units into position to block on d, and shove them forward on attack. Gren helps both cases, sprog can be crucial in blocking where your opponent can attack or taking walls over and destroying them. all the commons work well too. The only reason they don't take the cake is every filth mutation is good somewhere, and deep troll is not good at ALL on defense.
    I shall mutate you.

  7. #7
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    Quote Originally Posted by killercactus View Post
    To me, Tundle feels like one of (if not THE) most versatile deck in SW. He has weapons to go on the offensive and the defensive. Most summoners can build a deck that tries to do one of those things, or generally excels at one of those things, but Tundle and his DD can do both well, and his deck can switch back and forth mid-game very fluently. Lun is an excellent example. He can sit behind walls defensively and yank commons in to kill, or he can blitz by yanking your own units up supported by Stasis and apply pressure.

    One of my favorite decks by far.
    I agree with that for the most part, but it's hard for them to be aggressive early. It seems like they usually need a few turns to power up. Early game is when it's possible for some decks to really get at Tundle.

  8. #8
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    Fair point, though I think he can usually delay a rush long enough with all that life that begins on the board. I typically like to kill one of the miners myself early and build up magic fast in the early game, so I guess it does take them some time to get going.
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  9. #9
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    Filth has a slower build-up rate and can only offer to build 1 - 2 commons, and would always keep their events. I'd say the Deep Dwarves can aggro up faster than Filth, but are equally versatile.

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