If you are surprised to see another preview so soon, you must have missed the announcement: we are previewing all the remaining units in the upcoming Reinforcement Packs, since early copies of them will be available at Gen Con.  The poll results are in, and the most-desired unit is the Filth's new Common Unit, the Anointed:

Anointed, Common of the Filth

It is definitely a step up from the original Commons.  The Zealot and Cultist are the weakest Units in the game -- zero-costers with negative abilities -- whereas the Anointed has the positive ability of removing any wounds at the start of each turn.  This regeneration is something that may be easy to forget about, though, so be warned.  

The Anointed also has something new for a Filth Common Unit: a non-zero Summon Cost.  I might as well answer the obvious question this raises: "When Mutating an Anointed, can I subtract the Anointed's cost from the Mutation?"  No.  If you reread the Mutations Rules Card, you will see that subtracting the previous cost only happens "when summoning a new Mutation onto a Unit that already has a Mutation".  This may be sad news, but we can take comfort in having the option of a Common Unit with a bit of real ability, as well as range.  

 

The second place in the poll was occupied by the Time Mage, something we have been wondering about ever since it was mentioned on Mundol's card.  What can a "Time Mage" do?  It turns out that it can "Blink"!

Time Mage, Common of the Mercenaries

In this case, Blinking refers to its ability to flit about very easily: it can move diagonally as well as orthogonally, and it can move through other cards!  (As always with "through" movement, it must end on an unoccupied space.)  This movement, combined with its range, make the Time Mage one of the best Units available for infiltrating and striking hard-to-reach cards!

 

Until tomorrow!  (Cast your vote for it here.)


Comments


BTBAM commented:

Both of these previews are amazing.

Posted on 2012-08-14.

Shockma Ranyk commented:

Anointed isn't as powerful as I hoped it'd be. I really liked (PePe's? Anoir's?) idea that any mutant summoned on an Anointed would cost less. This version just has to be focus fired on, like a mutation. It doesn't force a faction to do anything it doesn't already expect to have to do against Filth. Huh.

I was expecting some kind of draw manipulation for the Time Mage and it to be a support unit, not in direct combat, like an Owl. But this is much better. Watch out, Ret-Talus.

Posted on 2012-08-14.

tristak commented:

Nice! Im liking the filth's reinforcements! And the Time mage could help get some hits on Prince Elien.


Posted on 2012-08-14.

Grungebob commented:

Both of these units are really awesome.

Posted on 2012-08-14.

glenn3e commented:

Things I noticed: The Stoneflesh Mutant appears to use the Anointed as base. Her uses the Cultist. Horrifyingly, Vomitus also seems to be using the Cultist base, which means that thing is female....

Posted on 2012-08-14.

chardris77 commented:

Anointed works with SotH well. Charge with him while you have one in hand, if he takes one wound, let him take it, but block it if he's hit by two.

Posted on 2012-08-14.

Barliman commented:

I was going to say that Vomitus is not a Mutation, but a Champion; but of course the Champions are Mutations -- except for Her, probably.

The important point is that although Common Units are seen as either male or female in their images, any individual Common could be either gender, which is why "it" is used in their descriptions, rather than "he" or "she".

Posted on 2012-08-14.

glenn3e commented:

Yeah Chardris, I was rereading the SoTH text to ensure it works with Anointed and it really does. A filth deck can really outlast the enemy by using SoTH and autohealing with Anointed. Meanwhile, Dema can spend his time drawing free from the discard pile.

Posted on 2012-08-14.

Quintaton16 commented:

Well, I got an error message when I tried to vote for tomorrow's preview, but on the upside, this site has the most hilarious error page I have ever seen! This is the first time ever a 404 error has made me happy. I highly recommend everyone else check it out. Great job PHG!

Posted on 2012-08-14.

PePe QuiCoSE commented:

ok, but what about the wounds on the anoited? Does they translate too to the mutation?

Posted on 2012-08-14.

Barliman commented:

Quintaton: Sorry, but I fixed the link :).

PePe: Yes. (Good question!)

Posted on 2012-08-14.

Shockma Ranyk commented:

@PePe: There won't ever be any wounds on the anointed before your summon phase unless it's negated.

Edit: Never mind, movement phase. I thought it was beginning of turn.

Posted on 2012-08-14.

glenn3e commented:

Hmm, good question Pepe. This could be avoided if the Anointed removes its Wounds at the beginning of the turn rather than movement phase....

Posted on 2012-08-14.

This comment has been deleted.

killercactus commented:

Anointeds are another good way to make use of the Rocky. They're very good at surviving for a while in enemy territory with SotH and their Life / Ability.

Anointed's aren't really made to be mutated right away though - it's not worth the 2 magic unless you can get it to survive for a while. Nice to have the ranged attack, too.

Posted on 2012-08-14.

lildrummahboi34 commented:

Can the Time Mage move one space diagonally and one space, say, forward?

Posted on 2012-08-14.

PePe QuiCoSE commented:

double post, the refresh didnt work quite well for me.

Posted on 2012-08-14.

MtS commented:

@lildrummahboi34: I think so. If I understand "Blink" ability correctly, it covers the same amount of spaces as "Greater Flight", but it has different radius:

Greater flight
---x---
--xxx--
-xxxxx-
xxxOxxx
-xxxxx-
--xxx--
---x---

Blink
-------
-xxxxx-
-xxxxx-
-xxOxx-
-xxxxx-
-xxxxx-
-------

Hope I'm correct.
EDIT: Tried to improve the picture a bit...

Posted on 2012-08-14.

joepinion commented:

Yeah, I agree, you lose those 4 spaces a full 3 spots away, but you gain the corners. The other difference is that, thanks to diagonal movement, you are sometimes avoiding Fear, Vine Walls, etc., when Greater Flight wouldn't.

Posted on 2012-08-14.

killercactus commented:

Yes, you can move diagonally and then straight in the same move. Very versatile, but also very expensive.

Posted on 2012-08-14.

Shockma Ranyk commented:

Yes, especially for 1 attack. Don't know if I'll ever use them without Mundol. Against PE though, they can chip away at Elien.

Posted on 2012-08-14.

joepinion commented:

Considering they can appear out of nowhere from any deck as mercenaries, I'd say the high cost is well-reasoned. With Mundol they have great potential, but even on their own, once again every deck is getting better at assassination with Rath, Duggle, and now these guys. There's no hiding. The sun is setting on the Elien Empire.

Posted on 2012-08-14.

Shockma Ranyk commented:

Yes indeed. The Oldin Onslaught is unfazed though. :P

Posted on 2012-08-14.

killercactus commented:

Yeah - I was just going to say "there's also this one idiot that has Reinforcements to make them free, plus Heroic Feat to put 3 dice on their summoner...." Usually I'll let people ping at my summoner all day unless I'm Elien or Ret, but tossing 3 dice at me if I'm down to 2 life is bad...

Posted on 2012-08-14.

PaybackJack commented:

Both of these are garbage. Both are too expensive for what they do, as many people mentioned the time mage is great for playing against the current Phoenix Elf summoner but that still makes him worthless against 60% of the rest of the Summoners out there.

This game is 80% use of your Champions, neither of these is effective in the slightest against enemy champions as they only have 1 attack die. If you're lucky you can sneak in some lucky rolls with a Time Mage, but you're the same strategy as the Cloaks do with Gunners and we can see that how effective that is.

The biggest issue I have with the Anointed is that the strategy I've found most effective for beating the Filth is to keep the pressure on them. Because they lack things like Magic Drain and Summoning Surge you overrun them if you start pouring on the units, particularly champions. There's not a big shortage of units that can do two damage, even ranged ones.

Posted on 2012-08-14.

killercactus commented:

I'll admit that Time Mages and Anointed aren't MY favorite units for my playstyle, but...

First of all, you haven't seen all of the new Filth units yet. A couple of them in particular gel very well with the Anointed, with one that can be especially good I think in certain situations (now, before I get jumped on about it being situational, realize that everything in the Filth is situational, which is why they're so versatile). Secondly, think about how annoying Thwarters are when you're facing them with 2 AV units. Anointed are just as tough, plus they have Shield of the Hopeful, plus they can just decide to turn into something big and nasty if you ignore them. Thirdly, do you really want to spend 2 attacks on this wussy common, or on the Winged Mutant? Anointed force the opponent to make decisions about how to spend their attacks. But anyway, just wait a couple days until the rest of the mutants are out.

Posted on 2012-08-14.

Phoenixio commented:

Garbage? I would really doubt that. I really suggest waiting for the other Filth previews before judging them too much. The Anointed make a huge difference in comparison to Cultists and Zealots: they have life, and no drawback. Your opponent isn't going to play the same way when facing them. As for Time Mages, you need to think at how much they can be unpredictable with their diagonal move, plus the synergy with Mundol Scary, really. They both are far from overpriced: they're too good to drop their costs.

Posted on 2012-08-14.

PaybackJack commented:

@Killer Cactus, I'll admit I haven't seen the rest of the previews so I can't comment on potential synergy for either unit. Syngergy is obviously very important, but not having seen anything that is going to make this better, I calls it like I sees it.

Thwarters are very good but they also only cost 1 magic, in a faction that it's very easy to get and build magic with. The Filth have a somewhat easy time getting magic from their Summoner, but not from killing units as their commons have such low AVs. In a Tundra Orc deck I can still afford to drop the occasional common and it won't slow my build towards a champion. As the Filth are already slowed down building towards a champion because their using their magic for mutations, I don't see this helping them.
Thirdly, I would always target the Winged Mutant because that's a key card for the Filth, so I'm not sure what you're point here is. If this healed at the beginning of turn so I wasn't potentially mutating a damage unit.

Posted on 2012-08-14.

BTBAM commented:

Replace Thorkur for Mundol at 1 additional magic, throw in a few Time Mages...brutal.

Posted on 2012-08-14.

glenn3e commented:

Killing Thwarters will be easy with Anointed and Her. If you get overwhelmed, Heretic's Rebuke can turnaround easily. The FL just needs to weather out the TO's onslaught. A camping TO is food for FL to eventually overwhelm them. Also, Horror Mutant stops their onslaught easily.

Posted on 2012-08-14.

killercactus commented:

"The Filth have a somewhat easy time getting magic from their Summoner, but not from killing units as their commons have such low AVs"

.....nevermind.

The thing about the Filth though is they don't always need to build towards a champion. They just need to build towards mutations, which are a lot cheaper. And Mutations, by the way, have way better AVs than most faction's commons do. The point about Winged is that the Filth can force you into attacking that juicier target while hatching out a plan for their common.

Posted on 2012-08-14.

PaybackJack commented:

I would attack the Winged mutant anyway because the Winged mutant is a more threatening card. What is your master plan for your 1 AV common unit?

You are right that you don't need to build towards a champion and that mutations are better than other common units but they also cost more Magic.

You want to argue that it's easy to get magic with two 0 cost commons with 1 AV each?

Sure, I'm not going to dispute that you can drop a mutation on them to make that easier, but you still need to get magic going to play that mutation and every mutation you put on the board might never come back to you if I kill the unit on my turn. Are you really going to risk your winged mutant just to kill a common? That's an awful waste of a powerful mutation in my book.

If you've having to play 2 cards(a common and a mutation) just to handle 1 of mine(a common) that's a bad deal. Particularly when I'm getting 2 magic for killing yours and you're only getting 1 for killing mine.



Posted on 2012-08-14.

This comment has been deleted.

Shockma Ranyk commented:

Served.

Posted on 2012-08-14.

PaybackJack commented:

@Jexik what cards would those be?

How about rather than making a one line, sarcastic reply, you point out what cards you're referring to. I'm guessing you mean SotH, but if you're referring to a card that's not previewed. How about you not be a dick about it and just say "There's another card coming that might change your mind about how good this card is."

@ Shockma Ranyk: You seem like a decent poster, but that's really childish. This isn't a dance competition.


Posted on 2012-08-14.

chardris77 commented:

Check news article 81. That might give some hints.

Posted on 2012-08-14.

killercactus commented:

Paging Loudmouth and Shifty...

Posted on 2012-08-14.

Scapemage921 commented:

I absolutely love both of these previews!

Posted on 2012-08-14.

This comment has been deleted.

thenightsshadow commented:

I would suggest that for the sake of civility that the ad hominems be dropped, on both sides.

Time Mages are actually one of my favorite looking cards, but I don't think he'd play well. Unless you're making an Oldin/Abua Shi infiltration deck, I don't see how you'll get Time Mages consistently in range of Mundol without being overshadowed by Rune Mages. Even in the Mercs.

As for Anointed, I'll wait to see what Loudmouth and Shifty are. Filth is one of those factions where you need to have everything in order to make a judgment. This at least gives us the third common in the Filth arsenal, and I can see some uses tactically, though it's minimal right now. I've been told, however, that Loudmouth is awesome with Anointed, so I'll wait and see what that one is.

Posted on 2012-08-14.

BTBAM commented:

I agree with tns, Time Mages would probably move a bit further away to use full ability than Mundol's reach. It's a shame Abua can't CoG the Time Mage, but very cool that he could CoH several of them.

Posted on 2012-08-14.

Shockma Ranyk commented:

Oh yeah, the only comments that get deleted are the ones with sarcastic one-liners. C'mon, those were the best part... :P

I think it can be summed with both of these units are less than great, but neither are garbage. Time Mages add to the assassination strategy of any deck, and Anointed can combo with SotH to stick around longer than your opponent bargained for.

Posted on 2012-08-14.

glenn3e commented:

My guess is loudmouth or the other reduces the enemy's AV or -1 to die rolls? Could be a good combo with Anointed, who is already hard to kill so you can use them to plink Walls to goad and all out assault.

Posted on 2012-08-15.

Veniel commented:

From the little story of the SO vs Dema we here is my guess for Loumouth: instead of attacking with incanter mutant put a wound counter in a Filth common unit to have it gain 1 or 2 AV. Something like that...

Posted on 2012-08-15.

joepinion commented:

Lol what happened here last night? Record number of comments? James imply something about the other mutations? Was at a concert and missed all this. And yet the other mutations are losing out to mercs and Wardens in the poll. Delightful. :D

Everyone be nice. :)

Posted on 2012-08-15.

chardris77 commented:

Above "served" Jexik referenced an enabler mutant in a sarcastic way.

About the time mage, though. Blink is a great power, and these mages are really cool, but I was expecting a turn manipulation or enabling power. Instead, this is one unit that, kind of like RM, I have to now try to defend against 24/7.

Posted on 2012-08-15.

TheOne commented:

There has to be a reason why the Anointed is costed at 2 and not 1. Might put Time Mages in my assassination JE deck to see their worth. Not putting Mundol in, though.

Posted on 2012-08-15.

killercactus commented:

Well, standard 1/2 melee units are costed at 1. Anointed is 1/2 ranged with a positive ability, and you can mutate it. I think the only other 1/2 ranged unit out there is the Rune Mage, who is also a 2.

Posted on 2012-08-15.

joepinion commented:

Also Stalwart Archers. So it's a weird stat niche that from the formula makes sense but SA's aren't beloved units, while RM, with a crazy ability, are (actually everyone hates them but YKWIM). Considering, as you said, an average positive ability and the ability to mutate, the cost is just right.

Obviously, we all need to wait and see what else is coming, hence the playtesters' relentless arguing for these guys.

Posted on 2012-08-15.

Jexik commented:

SO Hunters are 1/2 for 2 as well. I think it can become one of the more common stat lines for ranged units over time.

Some people wanted it for another Unit that's already released with a different stat line... But we won't go there now. Maybe in a blog post.

Posted on 2012-08-15.

TheOne commented:

True. 1/2 Ranged just begs for 2 Cost, Shamans show efficiency at 2/2 for 1 with an f-up-your-attack chance to balance the design seesaw.

Posted on 2012-08-15.

glenn3e commented:

Shamans also miss more than they hit LOL. But are especially valuable cost-wise against the VG.

Posted on 2012-08-15.

killercactus commented:

Forgot about Stalwarts and Hunters, since they have ways to boost their attack... Though, I guess so do Rune Mages (Mundol) and Anointed (mutation).

Posted on 2012-08-15.

BronyHeresy commented:

Don't blink. Blink and you're dead. They are fast. Faster than you can believe. Don't turn your back. Don't look away. And don't blink. Good Luck...

Obligatory Doctor Who reference.

I actually don't like the time mages quite as well as I thought I would, but there ability is really nifty. I could see 1 or two of these guys in my deck, just for the purpose of getting a *plink* on the enemy summoner, same as the bounders. The difference between them is just that Bounders stick around longer, but these guys have a really versatile threat range. I also think that anointed are really good. At first I thought, ah subpar unit, but then I saw that they have range, and I was like, Whoah, great unit!

Posted on 2012-08-15.

prometheuslkr commented:

Rules card: Transfer Wounds when placing a mutation onto an already wounded mutation.
Interpretation: Also transfer wounds when placing a mutation onto an already wounded common.
But yet...
Rules card: Subtract summon cost when placing a mutation onto another mutation.
Interpretation: Do not, however, subtract the summon cost when placing a mutation onto a common.

This seem inconsistant to anyone else?

Posted on 2012-08-15.

chardris77 commented:

Yes, but a playtester has confirmed the first section will be reworded to accommodate multilife commons.

Edit: Barliman is a playtester, right?

Posted on 2012-08-15.

Barliman commented:

Yes, I am a playtester, but you misunderstood me. I said the first occurrence of the word "Mutated" *should* be removed. I don't know if it *will* be. I am sure that the rules clarification will appear in a future version of the FAQ, however.

Posted on 2012-08-15.

SaintManiac commented:

Love Time Mage. At worst, it's decent surprise tech against Gem Mages, Thieves, PE Warriors, SG Shamans, other Time Mages, name-your-Bender, and whatever one life common aggravates you the most. I can't overlook anything that largely ignores board state like some can. I just can't.

Annoited are a good addition for beefing up Filth's limited common slots. Could let them do some situational screening and wall crowding as well.

Posted on 2012-08-15.

joepinion commented:

One thing I think we're missing with Anointed is that if you have SotH in hand, you can save it sometimes. IE if a 2- or 3-attack unit attacks your Anointed and does 2+ wounds, you use it, if it only does 1 wound, you keep it in hand and get to use it later. It's like you just got a free SotH.

Posted on 2012-08-16.

SaintManiac commented:

Agreed, joe, it further emphasizes the value of anointed to Filth players. It can give them an extra magic that would otherwise be used to save their fragile commons.

Posted on 2012-08-16.

JanE commented:

PePe QuiCoSE commented:
ok, but what about the wounds on the anoited? Does they translate too to the mutation?

Barliman commented:
Yes. (Good question!)

How official information this is? Or should we play by the rules written on the Mutations Rules Card?

The rules say: "The Values and Special Abilities on the Mutation card override those present on its host unit." and "When placing a new Mutation ON A MUTATED UNIT, move all wound markers over to the new Mutation."

If I understand these rules correctly, the wounds DO NOT transfer, so I think the rules should be officially revised then.

We deserve to hear the Truth. =)

Posted on 2012-08-24.

prometheuslkr commented:

It's been stated that since the rules card doesn't say one way or another about when placing a mutation on a wounded common, that the wounds do transfer over. We've been playing this way with heretic's Rebuke for a while. The question's already been answered.

Posted on 2012-09-11.

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