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  #41  
Old 07-29-2010, 12:19 AM
gamjuven gamjuven is online now
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I am liking most of the natural builds of the decks as usually there are situations where I could see myself using any of the units, but some changes I think I will be making once I get the FK and Vans are as follows:

For the FK I think I will be maxing out on zombies. The ability to keep on bringing back units is huge, and having more of them means getting more out there, having them die, only to have a limitless pool of more zombies to get. I would not be too afraid to trash some to pay for summons either. I think I would get rid of at least one reaper, but mostly the skeletal archers to bring the zombies to 10. I think it would work really well (especially against CG). I can't wait to try them out.

For the Vanguard I think I would drop the priests and put in 2 guardian knights (max), then keep adding archers in. I just don't like healing in Summoner Wars. I don't think it's worth it, and I'd rather have Guardians. There is a chance I might keep the priests in favor of archers but I know I want as many guardians as possible. I also think the vanguard are likely to be the faction where I will try out mercenaries first as well. But perhaps I need to play them more first.

Edit: Now that I'm thinking about it I might want to drop the engineers (from dwarves) in favor of a combination of the other commons in that faction. The wall-busting strategy is devastating if it works, but I think it is too reliant on really good luck to be a proper strategy and I have only once come even close to pulling it off (still didn't actually ever deny the option of summoning). I just don't think you should rely on it in a game and it would be much better to have spearmen or guardians.

Last edited by gamjuven; 07-29-2010 at 12:22 AM.
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  #42  
Old 07-29-2010, 12:39 AM
Jexik Jexik is offline
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Quote:
Originally Posted by gamjuven View Post
Edit: Now that I'm thinking about it I might want to drop the engineers (from dwarves) in favor of a combination of the other commons in that faction. The wall-busting strategy is devastating if it works, but I think it is too reliant on really good luck to be a proper strategy and I have only once come even close to pulling it off (still didn't actually ever deny the option of summoning). I just don't think you should rely on it in a game and it would be much better to have spearmen or guardians.
I agree that engineers might go on the chopping block in my decks, but disagree about wall destruction. I've seen it come up a lot.
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  #43  
Old 07-29-2010, 11:02 AM
darkbladecb darkbladecb is offline
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Quote:
Originally Posted by gamjuven View Post
I think I would get rid of at least one reaper, but mostly the skeletal archers to bring the zombies to 10. I think it would work really well (especially against CG). I can't wait to try them out.

For the Vanguard I think I would drop the priests and put in 2 guardian knights (max), then keep adding archers in. I just don't like healing in Summoner Wars.

The wall-busting strategy is devastating if it works, but I think it is too reliant on really good luck to be a proper strategy and I have only once come even close to pulling it off (still didn't actually ever deny the option of summoning).
I just want to throw out the following:
1) I'd replace Reaper before I replaced Skeletal Archers. Their magic denial abilitiy is second only to Dark Sacrifice in terms of importance to the FK, in my opinion. It is devastating and can be absolutely infuriating to kill 3, 4, 5 archers and have NO magic from them while your opponent kills your units back and builds an enormous magic surplus ... and then brings them all back to life. You can stock up on Zombies. I just think Reapers are less important.

2) Do remember you need a FEW Priests, as otherwise some of Sera's event cards will be worthless (as they boost Priests' attack ... which can be pretty awesome when played at the right time).

3) Whenever I play any faction not the Guild Dwarves, I get really sad that I don't have any copies of Besiege the Walls in my deck. Breaking walls is awesome. Once your opponent's start realizing they only need as many units on the board as they can attack with, there are turns when you are only going to be able to attack 1 or 2 units ... making a free attack on a wall much more appealing and blowing it up that much more fun. =)
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  #44  
Old 07-31-2010, 09:17 PM
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Quintaton16 Quintaton16 is online now
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I agree completely with maxing out Zombies for several reasons. First, Infect requires you to have a Zombie in your Discard pile, and why wouldn't you want a free 2-cost Common? Second, Ret-Talus' Raise the Dead costs 2 no matter what you Summon, so you want plenty of Commons that are worth 2.

The question is what to drop for the extra 4 Zombie Warriors. I'm leaning toward

2x Skeletal Archers (required)
10x Zombie Warriors
6x Reapers,

but I'm not yet sure.
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