This is a lot to think about, and we'll discuss the possibilities of these new troops soon.  But first you need to know about the new broods of monsters that Mad Sirian has at his beck and call.  

Pay close attention.  We've all heard scary stories about these creatures since we were pups.  But now that they have been mustered for battle you'll find that most of what you've heard is flat-out wrong, and most of the rest is even worse, close enough to the truth that it will mislead you.  If you want to know how to fight these things, you need to know what they can and cannot do.

Vampires, for instance.  True, they like blood, but they won't infect you, so don't panic if one bites you.  They are not very tough, either.  I mean, they can hit pretty hard, but one solid blow will kill them.  The most dangerous thing about vampires is their ability to fly.  They are fast and cunning.  One of their favorite tactics is to swoop out of hiding, attack, and fly back to safety before you have a chance to harm them.

Vampire, Common of the Fallen Kingdom

Warlocks on the other hand cannot fly, whatever you may have heard.  They do cast spells, though, including battle spells that wound from a distance, so keep your eyes open for them.  Our analysts have concluded that these Warlocks are normally costly to summon, but they have a spell that can summon them immediately if the summoner is willing to wound himself in the process.  And we already know that Sirian is both mad enough and clever enough to be willing. 

Warlock, Common of the Fallen Kingdom

There is also a powerful sorcerer travelling with Sirian named Hirud.  We don't know his background yet, but besides being a strong fighter he weaves a kind of spell that interferes with the summoning of Champions.  This pernicious spell seems to affect everyone nearby, both friend or foe, so that is a small comfort, but be prepared to go for longer periods without Champion support.  

Hirud, Champion of the Fallen Kingdom

Now we come to Ghouls.  The spells used to raise Ghouls gives them a greater strength in combat than other undead like Skeletons, Zombies or Reavers, and it also fills them with a terrible hunger for killing.  Unless they kill quickly and repeatedly this hunger feeds on the Ghouls themselves and they die.  Again.  Whenever one appears we need to either match its ferocity and dispatch it quickly, or deprive it of its food and let its hunger devour itself.  

Ghoul, Common of the Fallen Kingdom

Sirian has a special liking for Ghouls, and he has adapted the spell so that he can cast it on his entire army.  For short periods they all will feel that hunger and attack with greater ferocity, and also all suffer the consequences of it. Only the sick mind of Sirian Waters could come up with something that hurts his army and even himself.  But his forces are very dangerous while the spell lasts, so beware. 

Forbidden Ritual, a Mad Sirian Event card

Another apparent invention of Sirian's is the Corpse Wyrm, a truly hideous monstrosity made up of the parts of many dead creatures, human and otherwise.  It is repulsive, large and hard to kill, but the most dangerous thing about it is that it acts as a focus for summoning, a moveable Wall if you will.  Do not let it penetrate your lines.  It is pretty weak in its attack, so it is easy to stand up to it if you don't let its appearance unman you. 

Corpse Wyrm, Champion of the Fallen Kingdom

Before we start discussing our strategy for dealing with these new developments, good and bad, I want to tell you something.  At first this news about the Fallen Kingdom troubled me deeply, but the more I thought about it the more my resolve grew.  We will not be paralyzed by fear, or drown in despair.  We will not be provoked into foolishness, or succumb to rage.  We will stand firm, act with prudence, and trust in that Providence that has never abandoned us.  We will persevere and pay any necessary price until these evils are wiped off the face of Itharia, and the descendents of all the free peoples can truly live free.  

Posted by Bryan Stout


Comments


Aleph commented:

Amazing! Love Corpsy and Hirud, Vamps will offer a lot of positioning control for Sirian, and Warlocks are lovely with Sirian once lane control is established.

Also, Ret loves Warlocks. Greater Raise FTW.

Posted on 2013-08-05.

kalrhin commented:

Incredible!! Look forward to playing with this deck! Instant favorite!

Posted on 2013-08-05.

joepinion commented:

Yeah keep in mind Raise/Greater Raise of warlocks does not wound Ret.

However, obviously, he's unlikely to ever use their ability (well, occasionally you just can't resist), so they're not quite worth 3 magic to him. Still, they'll become an important card for Ret.

Posted on 2013-08-05.

tortugatron commented:

There's my 2 AV Commons! KC was right to laugh when I asked :)

Posted on 2013-08-05.

Aleph commented:

You mean, all of them? :)

I get that Warlocks aren't quite worth 3 to Retty, but man, do they punch compared to original FK.

Posted on 2013-08-05.

sitnam90 commented:

Okay, Corpse Worm is amazing. As I uderstand it, Spawn allows for Raise the Dead to summon on him? Awesome. Hirud is interesting a if not a tad costly. I could see him being a prime target for Searching the Stone so you can get him out before an opposing champ. Sounds like a good guy to have in the back row all game until ready
to summon.

I really like the new commons, and I find it cool how Ghouls and Vamps look like undead CG, though the clothing doesnt fit. Ravenous is especially awesome for..well every FK unit. No longer will a single av zombie ruin for plan for amassing an army of the dead. And Warlocks are awesome for Ret, since he can summon them on the cheap without taking a wound.

@Joe: i'd say Warlocks are useful for Ret, being as they are 2/2 ranged!

Posted on 2013-08-05.

joepinion commented:

Oh yes, warlocks rock. They'll be in every Ret deck I make from now on. But I won't put 10 in there or anything.

No, Raise/Greater Raise/Reanimate are not summoning ("place" instead) so they don't synergize with the Corpse Wyrm. Still, at 9 life... that healable wall is def in my Ret deck as well.

Posted on 2013-08-05.

jwalker commented:

Commons with "in line" stats for Ret - here we go ;)I was very close with my Corpse Worm guess, I however like my "units placed on the battlefield after the summon phase" ability more. Hirus ... nice artwork not my type of Champion however.

BTW Warlocks help a lot vs SE

Posted on 2013-08-05.

Filth4ever commented:

Amazing love the new FK units and the Corpse Worm


Posted on 2013-08-05.

TheOne commented:

Hirud would have been awesome at 3/5/7/R instead of 3/5/6/S, but I guess that's a bit too awesome.

I love how Warlocks interstice with Ret, while being mechanically more comfy with Sirian. Good job, PHG! *mwah*

Posted on 2013-08-05.

tortugatron commented:

Can we officially change the name of Corpse Wyrm to Human Centipede, or will that infringe on copyright laws...?

Posted on 2013-08-05.

freezinpee commented:

Oh my possibilities, I think bringing elut bal out to clear some commons before playing forbidden ritual is a good way to avoid hurting to many units. Does forbidden ritual affect sirian? I think so

Posted on 2013-08-05.

Adam commented:

Vampires! That ability!

Does Hirud affect the summoning cost of champions on the field, or just while summoning? Inquiring goblins and bendy people want to know.

Posted on 2013-08-05.

I LIKE TAU! commented:

It would be on the field as well.

Posted on 2013-08-05.

glenn3e commented:

Wow, nice! I totally called out correctly the Ghoul's and Vampire's ability in the Sirian vs Samuel preview!

Posted on 2013-08-05.

Clarissimus commented:

So Chant of Negation + Forbidden Ritual = attack bonus without consequence?

Posted on 2013-08-05.

freezinpee commented:

Oh my possibilities, I think bringing elut bal out to clear some commons before playing forbidden ritual is a good way to avoid hurting to many units. Does forbidden ritual affect sirian? I think so

Posted on 2013-08-05.

glenn3e commented:

I must say Hirud's and Corpsy's artwork are my favourite in this set.

Posted on 2013-08-05.

thenobleknave commented:

Hirud is pretty awesome, as Sirian and Ret both prefer a Common-heavy battle to feed their respective Abilities.

@glenn3e: Nice job deducing the powers! I will admit, I was less coy about their powers than in previous Teaser Battles since the Previews were so turbocharged and nearly over.

Posted on 2013-08-05.

sitnam90 commented:

Oh man I really liked the idea of long range Raising. Now I"m kinda having trouble seeing that much usage now. Well I can still see it, with a zombie or vampire push. I think i'd like him with Ret just for dark sac healing

Posted on 2013-08-05.

Recna commented:

That Corpse Worm looks like it would fit right at home with the Filth too.

Can't wait to get these in the mail.

Posted on 2013-08-05.

Caleb Wolfbrand commented:

Hirud. What a boss.

Great job on the cards as usual guys. Just got mine in the mail, about to open them :D

Posted on 2013-08-05.

Jannic commented:

Forward Corpse Wyrm + Elut Bal + Enemy Summoner = Profit. Love love love this for FK. Totally feel like subbing Warlocks in with Ret; also really feel like trying Zombies with Forbidden Ritual, to really spread that lovin' plague around :D

Posted on 2013-08-05.

tortugatron commented:

What does Corpse Wyrm have to do with Elut? You can't summon champs off of him. Just commons.

Posted on 2013-08-05.

Barliman commented:

Along with several others, I got my copies yesterday. I have just compared all the cards to their preview images and am happy to report that I found no differences between them.

Posted on 2013-08-06.

stutzkraft commented:

Played a first run through of Samuel's VG vs. Sirian's FK last night. Had a blast and really enjoyed the comeback of the commons. We only summoned one champ between both players. It really felt like a good implementation of the meta-game design on having commons be a viable strategic option. Nice work designers/play test team!

Posted on 2013-08-09.

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