card back

Last week we revealed Immortal Elien, the Fallen Phoenix summoner who can spend magic to increase die results during any attack phase roll. Between ensuring that attacks hit, teleporting Warriors, conjuring Skeletons, and burning opponent magic, we saw a myriad of uses for Elien's Will.

This week we've got one more important piece to the Elien's Will puzzle. Introducing Immortal Elien's third common unit, the Fallen Phoenix Cultist:

Cultist

This Cultist's ability is similar to the Cloak Slahser's Fatal Slash, but the extra wounds require wounds on the Cultist as well. (Note that due to the way the ability is worded, if a Cultist has two wounds on it at the time it rolls a 6, it can only add 1 extra wound to the target, then dies itself.) Elien's Will can ensure a Cursed Slash for the right price as long as at least a 3 is rolled.

But Elien's Will is just the beginning of the deck's Cultist synergy. Read on:

Forced Conversion

(Note, there is a small extra "it" on this card, that typo has been corrected for the actual printing.)

This event, which also works with Fallen Kingdom Cultists, makes going after a Fallen Phoenix Cultist a dangerous proposition. If you fail to destroy it, you risk the fate of either a Cursed Slash or a Forced Convert coming after a key target that you thought you had protected. And that convert will not miss its mark.

(For those who aren't aware, the PRECISE ability is a frequent Phoenix Elf ability that causes a unit to do damage equal to its attack value rather than rolling dice while attacking. A rules card will be included to clarify this for those who don't own any previous Phoenix Elf decks.)

Through Cultists and Forced Conversion, the old Fallen Kingdom sacrifice-for-power mechanism is coming through. Immortal Elien further embraces this theme with Purge:

Purge
Indeed, wounding a 2+ life common unit without finishing it off leaves one in a precarious spot. The 3 life points of the Cultist makes them especially apt for this kind of job, and this all works together to make the Cultist a capable, even feared unit. But I don't just consider the Fallen Phoenix Cultist a good card; it's one of my favorite cards in the whole Alliances set. And Helkar is the reason why:

Helkar

I won't pontificate too much about Helkar; I'll let you work out the implications of the power she grants summoners, especially Immortal Elien. She rocks. (Yes, her ability works on Fallen Kingdom Cultists as well.)

Next week we wrap up the Sand Cloaks and Fallen Phoenix. I look forward to the chatter in the meantime!

Summoner Wars Alliance Previews:
Sand Cloaks: Part 1, Part 2
Fallen Phoenix: Part 1


Comments


JanE commented:

Is it just me, or are the abilities of the units becoming a bit more complicated than in the earlier factions.
Or at least they are wordier.

And cultists have 5 space reach with Helkar... interesting.

Posted on 2014-08-21.

madslaust commented:

Not just you. But often I still lose the complicated factions to the earlier ones, so it works out.

Posted on 2014-08-21.

joepinion commented:

I remember reading Blerg for the first time and The Seer for the first time and having to re-read them several times to make sense of what they did. I don't think it's gotten any more complicated than them, although a larger percentage of the cards are that complicated.

Posted on 2014-08-21.

killercactus commented:

As more cards come into this game, it gets tougher to design simple cards without repeating things. I still think there are a lot of really cool, simple cards in this set. But there are also cards with some text. I actually changed one of the VV events to something I think is way less cool than it could've been because I wanted to cut the text down. I'm still regretting that.

Posted on 2014-08-21.

Hilgendwarf commented:

And Helkar gives us the long awaited Ranged FK Champion! She might not have a high AV, but her ability makes up for it, and she can still pack a punch with Forbidden Ritual!

Posted on 2014-08-21.

tristak commented:

Man, I am loving the color schemes and art of alliances so far. Alliances only gives me one worry, are the alliances going to be so cool/so much more fun to play that the non alliance factions barely get played anymore?

Posted on 2014-08-21.

JanE commented:

This is the result of the complexity:

I read the ability of Cultist. I though that when a 6 is rolled Cultist would receive 2 wound markers and the opponent only 1. Now when I re-read the card I realize that they both receive 2! (Or 1 if Cultist have only 1 life left.)
But that's nice!
Anywhere 5 spaces from your wall, there is a threat. Just summon Helkar, move her 2 spaces, call Cultist, hit with 2 dice and boost one to 6 if needed... 4 possible wounds.

Posted on 2014-08-21.

ZeeJr commented:

Holy Cow!

Beware the board-hopping, 2 AV/3 Life, Possessing-with-precise Cultist!

Posted on 2014-08-21.

Irisches Glueck commented:

Also beware of the other board-hopping version with 3 AV/1 Life, Possessing-with-precise and death cursed Cultist...

Posted on 2014-08-21.

ZeeJr commented:

Ahhhh!

Posted on 2014-08-21.

Caleb Wolfbrand commented:

SO cool. I love these cards... Ohhhh the wait is painful! I want to see all my deckbuilding options and get to work ;D

Posted on 2014-08-21.

sitnam90 commented:

Man these two units are for sure going to see alot of non-Alliance deckbuilsing. Those new Cultists would go real well with ny current Ret deck, and Helkar might fit there too

Posted on 2014-08-21.

jwalker commented:

@Irisches Glueck precise works only on Attacks.
However the double used name of cultist is a bless here. Old cultists indeed work great here as well.

Posted on 2014-08-21.

killercactus commented:

Just in case there's any confusion, your deck can include 10 FK Cultists and 5 FP Cultists (same goes for Warriors). The 10 common limit is not based on name - it's based on the unit.

Posted on 2014-08-21.

glenn3e commented:

Ooh, very nice indeed. Helkar is sort of a Corpse Wyrm that can shoot and buff her summons.

Posted on 2014-08-21.

umbrageofsnow commented:

So did you just spoil that the starting setup is 3 units (or 4 with 1 Cultist), KC? Or did you pick 15 at random? Or won't you say?

Posted on 2014-08-21.

glenn3e commented:

Ooh, very nice indeed. Helkar is sort of a Corpse Wyrm that can shoot and buff her summons.

Posted on 2014-08-21.

umbrageofsnow commented:

Ahhhhh, delete isn't working and it doubleposted me on either side of Glenn3e!

Posted on 2014-08-21.

fainez commented:

awesome combos, love the double cultist options that let you work the combos but with more deck building variety

Posted on 2014-08-21.

Skydragon222 commented:

Just realized this. Elien, due to his jealousy over his mother's power and influence, has now literally become a green-eyed monster.

Edit: After learning that the person sitting next to me, did not know what that expression meant. People sometimes attribute their envious urges to a "green-eyed monster" inside them.

Posted on 2014-08-21.

Iliad_Keys commented:

One thing I've always appreciated about Summoner Wars artwork is that it depicts its plethora of female characters in realistic, non-floozy outfits. It seems the majority of fantasy games go for fanservice outfits, but characters like Helkar, I mean that's just awesome looking AND it makes sense in a combat situation!

Posted on 2014-08-21.

xMagox commented:

Almost, she's with a high heel.

Posted on 2014-08-21.

froembum commented:

Helkar reminded me of Laleya from PE a bit so I reread her bio. Laleya is a member of a secret cult from withing the PE, Heart of Fire, and has similar stats. So is Helkar Laleya? Or just the leader of the Heart of Fire?

Posted on 2014-08-21.

sitnam90 commented:

Speaking of, I like how Helkar almost mirrors Valentina. Sikilar pose, opposite directions. Almost looks like you can pose the two across each other

Posted on 2014-08-21.

killercactus commented:

Helkar's stats aren't even close to Laleya's, but they both have fiery hands and are cult leaders. It's possible that Helkar is actually undead Laleya, but I doubt it.

Posted on 2014-08-21.

thenightsshadow commented:

So basically we still have two Events and two Champions to go.

- One event won't have a lot of fanfare.
- One event will cause a few people to cry overpowered.
- One Champion will make everyone reach for their Magic Point Wallets; it's that good.
- One Champion will have every offensive and defensive Summoner scared. Mid-range will be okay though.

Posted on 2014-08-21.

Skydragon222 commented:

@Iliad Keys: Yeah, I've always appreciated that too. (Granted those metal high heels don't exactly look practical)

Posted on 2014-08-21.

m_glenn commented:

Wait, so does the Cultist deal 2 wounds or 3? I read it that I roll a 6 and do one wound, then deal cultist two wounds and give the target another two wounds for it. So they're crazy one shot champion killing machines. And Helkar means i could get up to four wounds out of them.
Is that right?

Posted on 2014-08-21.

tortugatron commented:

Yeah, 4 woulds from a Helkar'd FP Cultist. And you only need to EW one of the dice to get to a 6 for two of those wounds to trigger. Pretty nice. And good magic denial from the FP Cultist.

Posted on 2014-08-21.

m_glenn commented:

Because Helkar could then slay her own Cultist after they wound.

I'm still trying to picture how FP will play - they seem to be about big splashy moves rather than a consistent strategy like assassination or turtling.

Posted on 2014-08-21.

umbrageofsnow commented:

Isn't assassination a big splashy move by definition?

But yeah, I can't quite figure out how they will play either. I think it will be fun though.

Posted on 2014-08-21.

NinjaKnight commented:

You mentioned that Helkar's Ability works on FK Cultists. In the event that Helkar is teamed up with Kaeseeall, would the ability in theory work with Filth Cultists as well?

Posted on 2014-08-21.

Justantula commented:

Helkar kind if looks like Scorpion from Mortal Combat with the face mask, hood and color scheme.

Not much shown that can really help the Queen and Prince however.

Posted on 2014-08-21.

BuckWilde commented:

@NinjaKnight Yup,it sure does.

Posted on 2014-08-21.

Justantula commented:

Oh and I wanted to mention Fire Dancers, Reavers, Reapers (with a fat stack of cards under him) and kinda maybe Firebeasts would love being Purged at the right moment. Fun stuff

Posted on 2014-08-21.

killercactus commented:

Yeah - Blaze Dodge is basically the perfect Purge combo.

Posted on 2014-08-22.

Iliad_Keys commented:

The other cool thing about these new factions and Second Summoners is that each faction now has male and female summoners, which is also cool.

Posted on 2014-08-22.

tortugatron commented:

@Iliad Keys

All? I doubt the Tundra Guild has a female Summoner. If you include all 5 Summoners under the Alliance and each individual first and second Summoners associated with that Alliance, so far 3 of 8 have female Summoners. I believe that number will at least jump to 5 of 8 after the rest of the second Summoners are released.

Posted on 2014-08-22.

bmwrider commented:

I think complexity is just the effect of trying to expand a game some much.
I love this game, I do think some of the abilities and events could be getting harder to set up for, but at the same time I have plenty of easy to use factions so now I will have a faction for every mood, count me in as loving it.

Posted on 2014-08-25.

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