Dark Sacrifice is harder because they have to live 1 turn, but as Reaper food, of course, just like Vermin are after they do their plague/attack turn.
Dark Sacrifice is harder because they have to live 1 turn, but as Reaper food, of course, just like Vermin are after they do their plague/attack turn.
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They don't have to live one turn - you summon one and then Dark Sacrifice it immediately to heal a champion.
It's really cool with Summoned by Blood, too. If you need a unit to sacrifice, you're coming out ahead (or at least even, depending on your PoV) by summoning a Phantom and killing it immediately for Elut.
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It's even, since it's 1 magic and 1 card for 2 magic less for Elut. If you factor the opportunity option Elut gives you to then it is better, but not more efficient.
The DS thing would be better if you were not spending a card to play it. You end up paying 1 cards for 1 life (2 cards for 1 life actually, but you gain 1 magic) plus the event. That means IMO that it needs a plus to make it worth it, like taking your Champ out of the kill zone for the next turn. If not the aim is always Greater Raise into it.
Cosigned. Best 2 cards tempo combo by far in the game (along with VG's conditional 3 cards; Wall, Hero is born, Summoning Surged Archangel... SS is the conditional part)
I would say summoning and use said unit for Summoned by blood is consider as "ahead" move; because although in card economic is the same, you are cutting cost instantly rather than building it and wait for next turn for that 2 magic reduction. So in tempo sense you just jumped one turn ahead
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I took over a full health Makeinda Ru my first game using these guys. Needless to say, I'm now a huge fan.
But I've been pondering a bit, and it's pretty much only useful to take over champions. As in, you would probably favor sending out a Zombie or something else when facing a common. Paying the Phantom's cost and then not getting the magic from that common offsets the advantaged of a takeover. But against champs, phantoms are incredible.
Their greatest strength is that they could be summoned and if so they could take over your champion. And if that happens one game, you're going to be more careful in the next few. Losing a full life Kalon to one of these guys is just scary, and just happened to me this game.
Naan'Nashi was surrounded by the Cultists, and Sera was being charged by Kalon and Elut-Bal... *shudder*
Yeah, mercenaries have a way of just be placeholders for cards that haven't come out yet. Like Calvalry Knights have taken over the spots Spear Grounders were holding for them in the Vanguards. But Spear Grounders will forever be a default 2/2/2 common for those decks which lack this class of common.