Last week we saw the new mechanic that the Deep Benders provide: boosting their Common units, which both enhances their stats and unlocks their oh-so-nice abilities.  Of course, the Summoner Endrich is not content with just boosting them.  There is much more that he does, as we will now see.

Endrich, Summoner of the Deep Benders

For starters, Endrich has copied Sorgwen's Telepathic Command and can get an extra attack from a boosted unit at the end of each Attack Phase.  But the interface between psychomancy and gem magic must be less efficient, since Geopathic Command costs 1 Magic Point each time.

Teleport, Event of the Deep Benders

As is common in times of war, good ideas are copied quickly.  One ability that is in a few factions is the ability for units to exchange places. Endrich, obviously seeing the usefulness of this ability, has learned how to do it himself.

Finally, having invented the technique of boosting, Endrich has developed several ways of tinkering with its MP economy, to make it as flexible as possible.

Unlock, a Deep Bender Event

First, at times he can boost up to 2 units without the expenditure of Magic.

Kendre, Champion of the Deep Benders

Second, he has a Champion that can shift the boosted status from one unit to another.

Reclaim, a Deep Bender Event

Third, he can undo the boosted status of as many units as he likes and get back all the Magic he put into them.

When I first looked at the Deep Bender cards, one of my first thoughts was, "Why bother with boosting?  Why not just pay the higher MP cost at the start?"  This is a question some of you have had, too.  After further study, here are some answers I came up with:

  1. Without boosting, the DB Common units are fairly priced.  With boosting, they are a bit underpriced because their abilities are good.
  2. Between Kendre and Unlock, there are ways to boost units without MP expenditure.
  3. The two-tier summon/boost expense adds flexibility, allowing you to summon just a basic unit if that's all you need or can afford.
  4. Boosting also makes the units eligible for Geopathic Command and Teleport.
  5. Reclaim lets you take back the boosting if you need the Magic more.

Can you think of any others?

Next week we'll see that boosting is not all the Endrich can do. Until then!


Comments


CupidsArt commented:

Bance!!


Posted on 2014-09-08.

blackholexan commented:

First! Wooooot

Posted on 2014-09-08.

tristak commented:

Awesome art! It seems teleport might be built often, but I am probably wrong. Haha

Posted on 2014-09-08.

blackholexan commented:

D'oh, CupidArt hit first :P

Posted on 2014-09-08.

ZeeJr commented:

Endrich's art is the most realistic and impressive in the game so far.

Looks like Kendre can take a boost from a 1-boost-coster and give it to a 2-boost-coster. Or even 3, if an unrevealed champ offers that choice.

Then reclaim can build magic at the higher price.

Posted on 2014-09-08.

Saucy_Salem11 commented:

Really surprised with the new unit stat lines! It seems to me that this is becoming a theme of alliances. Is this to encourage less magic building and more common summoning? And in this scenario to encourage more boosting?

Posted on 2014-09-08.

Clarissimus commented:

I notice that some of the powers that interact with boosting refer to boosted "Units" not just commons. It leads me to believe we will see a champion unit that can be boosted.

Posted on 2014-09-08.

sitnam90 commented:

I say the end analysisbis a bit off. The unboosted units are overpriced since they have no stats, and fairly priced when boosted.

Posted on 2014-09-08.

Irisches Glueck commented:

I think this makes Geopaths more versatile. You summon them at the beginning when there are fewer walls and their 5 range is more useful. Cause lets face it, having the ability to hit for 4 at 5 range is sweet! Then, later in the game, REDISTRIBUTE their boost to one of the high boost cost cost units to save on magic.

And if you really want to get techy, then summon Piclo to clean up the leftover, unboosted, Geopaths and get the 2 magic investment back! With Kendre and Piclo you could save a decent amount of magic!

Posted on 2014-09-08.

Olivier commented:

Ok so now I know that Kendre is the lithe sorceress referred to in the battle report, which is useful in that I otherwise would have thought that this is a guy!

Posted on 2014-09-08.

killercactus commented:

Maybe that is a guy. I might not have looked closely enough at the art to really tell. Also I'll preempt the Sorgwen to Endrich comparisons by reminding everyone that an ability is way better when it starts on the board

Posted on 2014-09-08.

Olivier commented:

At first I though it was a guy, then I read the ability and guess it must be her. Now when I look closer, the face does look feminine to me. My bet is on girl.

Edit: for your comment about his ability, I couldn't agree more. We all know how Sorgwen has always been a prime target for a hero is born. The main issue will be to keep Eldrich alive until he teleports for the final blow. And he better doesn't miss one these final rolls!

Posted on 2014-09-08.

Uncleeurope commented:

Let us have a moment of "Aw" for Kendre's cape.

Posted on 2014-09-08.

sitnam90 commented:

My only problem with Endrich/Sorgwen compatison is something similar wasmt done for Samuel, nullifying anything Coleen coilda done for him. That and you guys missed an opportunity to make Transformation apply to her

Posted on 2014-09-08.

Transplanar commented:

So... can you combo Endrich off of Sorgwen? To have a Geopath attack for 6 at 5 range?

Even if that's not possible, my first impression here is that that is an insane amount of power for a low cost common. Then again they do have expensive units and a very squishy summoner...

EDIT: Typo. Meant "6 attack at 5 range"

Posted on 2014-09-08.

Redbandana commented:

I would assume that Endrich and Sorgwen don't work together simply because with both of them you have to choose and immediately attack.

That said, if I am wrong this is OP

Posted on 2014-09-08.

umbrageofsnow commented:

Endrich just says "at the end of your attack phase", you can totally combo him with other things that happen then.

But I'm glad PHG can keep up the long tradition of every card being simultaneously over-powered and useless-compared-to-what-has-come-before.

I can't wait to order 8 more OP factions to go with the 20 OP factions already around.

Posted on 2014-09-08.

Transplanar commented:

@Redbandana @umbrageofsnow

True. Strategy games tend to have two models of balance I've found:
* Moderation - Nothing is super powerful, but nothing is worthless (Starcraft 2, Chess)
* Arms Race - Some things are amazingly powerful, but are balanced by amazingly powerful stuff existing for other factions (Dawn of War 2, Cosmic Encounter)

I prefer the latter, as even though things *seem* OP, they actually aren't, making for more exciting battles. The downside is that a casual observer may think its OP and write the game off. It also tends to lead to power creep with new expansions/content (a fine line PHG seems to be walking decently so far).

I'd have to see it in action, but I suspect you'll at best get one shot off before Sorgwen, Endrich, or a Geopath is killed, forced to move, or the shot gets blocked.

Posted on 2014-09-08.

ZeeJr commented:

Also, don't forget that both Endrich and Sorgwen need to be within 3 spaces of the Geopath to pull off that combo. And that Endrich must spend 1 mana for his turn. And that this scary combo only works with the Geopath (The baby dragon is much less scary, and the Priestess won't usually be worth spending the mana for one extra melee dice). Last week, most of us seemed to agree the Geopath was underpowered in most situations. So this grants him one limited situation to kick serious ass until your opponent retaliates and kills him for magic on the following turn.

Posted on 2014-09-08.

killercactus commented:

And you need to have Sorgwen out (no AHiB), and your opponent has to leave a champ (or a line of guys) open to it. Yeah, it's nasty, but so are Controller combos and Wake the Father Gem. Everything is relative. And @sitnam - I'm trying to help Coleen. Hopefully we'll see soon.

Posted on 2014-09-08.

BuckWilde commented:

One turn, I was able to double Unlock and Reclaim for 8 magic. Of course, I totally lost the game, but it did feel pretty sweet.

Posted on 2014-09-08.

Irisches Glueck commented:

TBH, I've actually found builds without Sorgwen, Kynder, or Lun that were basically as successful as ones with it. One of my favorites being Kendre, Piclo, and Gwalark. Piclo is a great tank when a Gem Priestess is by his side, Kendre saves magic by moving boost from Geopaths then denies it by removing it from units near death, and Gwalark lets the Deep Dragons take to the sky when this deck switches to offence. So each of these champs pair up with a common; and this isn't even mentioning any build with unreleased cards!

Point is there are lots of options and by no means is Sorgwen or anyone else to strong in this deck.

Posted on 2014-09-08.

Justantula commented:

Endrich looks amazing. Thankfully he's Bender inspired. Totally would of not used this faction if he was dwarven lol.

His stat line is unfortunate, but equally frail as Tacullu so it works.
And no love for the commons brought over from the DD and Benders since his events and ability target Boosted cards.
Kendre's art is killer too.

Posted on 2014-09-08.

Skydragon222 commented:

@Justantula Was that... was that racism against dwarves? How would one acquire a prejudice like that?

Posted on 2014-09-08.

Justantula commented:

@Skydragon222 Ha! Guess it was. Dwarves aren't appealing. Too bland. Boring really. A tall, handsome geopath wins my vote over a stout, smelly dwarf. Look at that jaw line and chin, bam. Haha

Posted on 2014-09-08.

xMagox commented:

I agree that Endrich's art is the most realistic till now, it's realy nice!! Dunno iff i preffer the way into realism or the cartoon looking cards that we're used to.

I'm somehow glad that Geophatic Comand only works on boosted units, a triple hit Breaker would be anoing, or a single controler pushing an enemy champ all along the board.

The sweet Teleport will be an great tool of versatility, as it is on other factions. escaping from harm or bringing the final blow with Endrich + GC.

Posted on 2014-09-08.

Micam commented:

I like the flexibility that boosting brings, reminds of the Filth's mutations. How well would non-boostable units work with Endrich's deck though? His ability and events are all to do with boostable units so far.

Posted on 2014-09-08.

xMagox commented:

Took some minutes to see how Reclaim and Unlock can combo to build magic fast for a champ. Nice, very nice!

Posted on 2014-09-08.

killercactus commented:

Non-boostable units don't work with his events, but the non-boostable units are some of the best commons in Summoner Wars. They don't need to. By virtue of being able to combine stuff like Lun and Controllers, that's sick enough.

Posted on 2014-09-09.

Sammer Guy commented:

interesting....


Posted on 2014-09-11.

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