Game 3: Ranior (Deep Dwarves) vs. Eric (Mountain Vargath)
So this was a good game though. Early on my goal was to avoid his tough attacks, and keep Tundle safe. However he charged through my early units, and a Brute knocked me around in a bad spot. I had to be careful, but wound up getting Tundle (with only 1 life left) in a safe spot, protected by some walls.
And that's when I just turtled. I kept using meditate, and just attacking anything that was in the way--which wasn't much. He spent a turn or two to build up and get Quen, who slowly beat on my wall. I had got a good shot on Sunderved earlier, leaving him sorta weak at like 3-4 life. Anyhow I built up to a large magic pile. He summoned up Torodin though and with Torodin's Advance snuck into my area. I pulled up my champions, and attacked. The next round or two utilized my Magic Statisis to hold the Mountain Vargath back and prevent Quen from double attacking, while Wake the Father Game helped me get some really good attacks from Gem Mages. I managed to kill Torodin, wound Sunderved (yeah Illusonry Warrior for a Rusher!), and have Quen at one life.
I slowly was able to beat through, and killed most of his stuff. He summoned his last 2 cards, a Warrior and Rusher and came forward. I only had a little bit, but I did have a Gem Mage in hand whom I summoned and got a shot at Sunderved due to his poor position. Overall though it was pretty close, and Tundle was very near death. It was a fun game, and I certainly like the Deep Dwarves more than I thought. Still though I don't love the defense nature, and love to go on the attack. And I wish there were some better one cost units...Miners just don't really cut it for me for whatever reason. Overall it was fun to try out the Deep Dwarves, but I'm not sure they are for me.
And then just to make a quick review on the Master Set though: I love it! Great factions, once again they all feel really unique and have their own benefits, but none of them seem to be weak or anything. Great balance, great combination with the old sets. I wonder why we are seeing such unusual starting set ups now though--I kinda liked the more traditional centered ones, but it still is interesting I guess how it sets up.
The quality of the cards and the art/design is superb still. The only thing I dont' like yet is the wound markers--and this is a very minor complaint, but they are opposite of the other wound markers I have. So when I subconciously go to put them on, by feeling the rounded edge, I wind up putting 3 wounds down instead of one, and vice versa. Not a big issue at all, but I do keep doing it without thought. Just something kinda odd I noticed.
Otherwise though, there simply isn't a better way to get into summoner wars. 6 factions and a board for 50 bucks is amazing. The only other thing then though--these 6 factions are harder to understand than some of the others. Makes sense we were introduced to other factions first, these guys certainly have more wrinkles and "break" more rules. Overall though, definetly a great game! Can't wait to get a lot more use, and try out the Swamp Orcs and Benders (2 factions I haven't used yet!)
And I want to get some more games in with the Mountain Vargath and some with the Shadow Elves. I think the Vargath are awesome and I really want to get some more plays in with them.



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