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Thread: Card Previews

  1. #1131
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    Quote Originally Posted by sitnam90 View Post
    I can see tons of uses for this ability. I really like his theme, and he'd go great with Grubs IMO. Use his ability on a wall, and block the way with Grubs
    Feeling slow on the uptake here. Block what way with Grubs? The way to Rallul?

    And, why is Grubs so good for blocking the way in this case?

  2. #1132
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    Quote Originally Posted by Barliman View Post
    Feeling slow on the uptake here. Block what way with Grubs? The way to Rallul?

    And, why is Grubs so good for blocking the way in this case?
    Start turn with Grubs shielding Rallul.
    Move Grubs away to hit something.
    Rallul Draws Power from an opponent's wall (mabye attacks it, too).
    Grubs moves back at the end of the turn to shield Rallul.
    Repeat.

  3. #1133
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    I don't have any problem with facing Rallul if he'll just be doing that.
    I'll just summon two Lioneers from the side of the Wall, and attack Rallul for 7 dice, since we're talking Magical Christmas Land, here.
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  4. #1134
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    That's taking all the other merc units that will be on the field out of account. I don't think it'll be that easy when Ralull could be flanked on either side by a wall, units, or the boards edge.

  5. #1135
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    Yeah, I know.

    "Magical Christmas Land" is just a term meaning 'if everything was perfect'. I know that Grubs + Rallul = Cool, but I'd much rather have two Spear Grounders, both beside the wall, with him being adjacent to the Wall.
    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,
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  6. #1136
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    You know I'm not really sure what your getting at. Everyone here knows you won't be getting a Grubs/Ralull combo all the time, and the tactic of destroying enemy walls is dependant on what the opponent has on the board. But it's still a good combo, and works well with his ability

  7. #1137
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    Quote Originally Posted by Truth View Post
    Quote for awesomeness. Also Rallul looks very tall comparing to the rest of the summoner.

    The first thing cross my mind is how crazy Rallul is against the Swamp Orcs, any Vine Wall pretty much mean 2 free cards for Rallul. TO's Ice Wall is quite easily destroy by him as well. Wham-bam-thank-you-maam. Rallul dislike Orcs and he don't try to hide it.

    Rallul's ability also works so well on his wall. Hide behind your own wall, summon Stonecloak (place some wound), then use his ability to place more wound to destroy own wall for the magic, then since no wall to block Rallul, he can move out for an attack! ...With the same idea, Rallul will never have those "stalemate" situation because he will almost always win the run-around-the-wall battle.

    edit: Rofl, his ability name is the best pun in the game. Bonus point just for that

  8. #1138
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    The combo works on any Unit, not just Grubs. Have one of your Units between Rallul and a Wall. Move that Unit one space to the side. Draw Power. As the second half of that Unit's move, move it back where it started. Rinse, repeat.
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  9. #1139
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    Quote Originally Posted by Quintaton16 View Post
    The combo works on any Unit, not just Grubs. Have one of your Units between Rallul and a Wall. Move that Unit one space to the side. Draw Power. As the second half of that Unit's move, move it back where it started. Rinse, repeat.
    Which also means that you don't have to end your turn within 2 clear spaces of a wall to use Draw Power - you can do it in the middle of Rallul's move.
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  10. #1140
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    Quote Originally Posted by Quintaton16 View Post
    The combo works on any Unit, not just Grubs. Have one of your Units between Rallul and a Wall. Move that Unit one space to the side. Draw Power. As the second half of that Unit's move, move it back where it started. Rinse, repeat.
    Quote Originally Posted by killercactus View Post
    Which also means that you don't have to end your turn within 2 clear spaces of a wall to use Draw Power - you can do it in the middle of Rallul's move.
    This.

    I was puzzled at first when I saw Grubs as combo pieces, Gurbs costly 7 magic is already bad to combo with, then seeing Rallul ability activates anytime like Silt's, I don't see any point using Grubs as combo piece... maybe Grubs might have a better use once more cards are revealed, but as of now I'll rather use any common (stonecloak ftw?) as meatshield.

    Btw further proves Stonecloak is very underrated... SC is yet another card I vounch for being overlooked, players should try him more...

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