If you like to play Summoner Wars against live opponents it's generally a good idea to not crush them their first three games or those will likely be the last three games of Summoner Wars they'll ever play. So what is the best way to avoid this?
Previous discussions on handicapping play have focused on such options as reducing hand size, playing dumb, and giving oneself in-game objectives - such as wall destruction. More recently, I have been trying to pair the three card hand limit with the worst decks and matchups I can come up with.
Experience has taught me that the Cave Goblin events are hard to manage properly using a three card hand limit. Consequently, in a recent game I decided to also use some Cave Goblin units that had previously played or looked somewhat underwhelming: Climbers, Beast Riders, Berzerkers, and Skagg. However, I later realized that since these guys aren't reliant on the CG event cards, this largely negated the three card hand capacity handicap. Oh well, back to the drawing board.
So, what then is the worst deck in Summoner Wars (assuming a 3 card hand limit)? Here is what I've got so far:
1. Base Cave Goblins setup with Blarf, Skagg, and Reeker as champs. (worst matchup vs. PE)
2. Firebeast, Guardian, and Archer Phoenix Elf build that lacks Holleas; champs: Rahlee, Sairook, and Khan Queso (worst matchup vs TO? or GD?)
3. Base Vanguard Deck w/Khan Queso subbing for Kalon Lightbringer and Sairook subbing for Archangel; perhaps Vermin subbing for some Guardian Knights. (worst matchup vs. PE)
It really speaks to the quality of the Summoner Wars gamesystem that it is difficult to come up with a really horrendous deck even when you consider the 3 card hand handicap.
So what's the worst you got? No free build suggestions please.


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