One last Alliance faction. The Tundra Guild.

The Tundra Guild

Woah. That is a frickin cool card back. Let's see some cards.

Hogar

Hogar's ability appears ordinary at first. You'll have to wait until next week to see some of the fun synergy that comes with this guy. Nonetheless: Behold the beard.

Hogar's event set works somewhat like Marek's Event Abilities. Hogar has 7 event cards that are Rune Events. Like Event Abilities, Rune Events are placed under a unit for some kind of effect, and Rune Events specify on the card that they are discarded when the unit is destroyed. However, Hogar's Rune Events can be put under any unit, friend or foe. Here's the full rules:

Rune Event Rules

The extra twist with Rune events is that a unit can have more than one, but a player can get rid of ALL the rune events under a unit during their turn, for a cost. Let's look at a couple examples:

Rune of Heroism

Well heck, that's useful. With only one copy of this card in the deck, it's more of a one-time-use than Oldin's Heroic Feat. But it lasts from turn-to-turn unless your opponent pays magic. Lots of tough choices to make for your opponent.

Rune of Power

This increases the attack intensity of your unit once again, but in a much more Rukar-ish way. Let me repeat that you can combine Rune Events, so a unit could have this AND heroism. Of course, your opponent is much more likely to spend two magic at that point to discard them, so it gives you some tough choices to make as well.

I'll be straight up: My two favorite decks in this set are the Fallen Phoenix and the Tundra Guild. The Tundra Guild has some REALLY cool synergistic design, which includes Hogar himself. We'll get to a ton of those details next week, but just for a preview, here's one of his commons, who benefit in a special way from Rune Events:

Marauder

When the Tundra Orcs and the Guild Dwarves combine, be afraid. Only two more weeks left of previews! I can't wait until this set arrives officially.

Click here to pre-order the Summoner Wars Alliances Master Set.

Cave Filth: Part 1, Part 2, Part 3
Deep Benders: Part 1, Part 2, Part 3
Fallen Phoenix: Part 1, Part 2, Part 3
Jungle Shadow: Part 1, Part 2, Part 3
Sand Cloaks: Part 1, Part 2, Part 3
Swamp Mercenaries: Part 1, Part 2, Part 3
Tundra Guild: Part 1, Part 2, Part 3
Vargath Vanguards: Part 1, Part 2, Part 3


Comments


glenn3e commented:

Something wrong with the text on Rune of Heroism. The term "Underneath"...

Posted on 2014-10-16.

blackholexan commented:

Underneath....uhm
And the part "If the chosen Unit is..." is in different position in the two revealed rune events

Posted on 2014-10-16.

Adam commented:

I did not expect to be impressed by this alliance, but I must say this sounds fun and boy do those cards look nice.

Posted on 2014-10-16.

Nburghardt commented:

Great art!!!

Posted on 2014-10-16.

killercactus commented:

Here's to hoping these are all early text versions. All Runes were cleaned up to go under guys, and I thought I matched the wording up, too. But hey... maybe that's just a really important Underneath..

At black hole - I think that's on purpose though since Power grants an ability.

Lets stop discussing grammar and start talking about Gror with these events :P

Posted on 2014-10-16.

Thing 2 commented:

I like the way Hogar works a lot more than I thought I would...

When are pre-orders opening again? :P

Posted on 2014-10-16.

joepinion commented:

These are all about 10 weeks old or so, yeah, I think some text has been cleaned up since then.

Posted on 2014-10-16.

sitnam90 commented:

I think this will be an alliance very similar to Sand Cloaks. Not mechanically (Though Runes/Event Abilities have some similarities) But more in the fact I don't think alot of the stuff we see with Hogar will be exportable, atleast not to Grogs and Oldin. Hopefully the hints of Bolvi and Torgan getting a new toy or two are true

Posted on 2014-10-16.

xMagox commented:

I'm sure that these maraudes are somway the key commons of many tricks from the TG.

I wasn't expecting a new mechanic, even being one that's looks like another one of the same set, but it may add a new level of complexity to the game... and that's cool for me.

The art... looks nice, very nice till now.

Posted on 2014-10-16.

tortugatron commented:

In Oldin fashion, Hogar's ability is boring. But that's ok. Love the conglomerate symbol!

Posted on 2014-10-16.

killercactus commented:

A note - James Sitz designed these guys, and he and I worked together on all of the card changes. The way runes work was a lot different before, where some went on top and some went under guys, and they all had different ways to be removed. That made it very easy though to stack them up on a champ and wreck stuff. Now, you can still stack them but only get a 1 turn benefit if the opponent can spend some magic to kill them, Ala Freeze. A much better decision here though - Freeze you kinda have to pay. Here, you might just wanna kill the guy.

And Hogar's ability only seems boring until you go back and re-listen to the last SW PHG podcast. And also, I promise Torgan and Bolvi will he happy, and Oldin and Gros at least get something to think about.

Posted on 2014-10-16.

glenn3e commented:

I suppose Scribes will have sort of the same use as the Sand Cloak's Scholars in that they can pick the Runemetal Events back up from discard?

Posted on 2014-10-16.

ZeeJr commented:

These particular runes are interesting in how similar they are, but in how many differences I can think of. Heroism adds 0.67 to the target's expected damage, and Power Surge ads 0.33. Hero is the more optimal against a unit with low life. They're equally effective against a card with high life. Power is more effective against a shield defense, like Baldar.

Edit: On second thought, Power adds 0.33 PER die. So a unit who already has 3 AV gets a .99 boost.

Posted on 2014-10-16.

BuckWilde commented:

Those are some sick looking cards. Hogar definitely gets my pick for favorite Summoner art in this set. Plus, the snow fall on the Marauder is pretty sweet.

Posted on 2014-10-16.

Kcchiefs31 commented:

So, if you have runes on your own units your opponent can pay 2 magic on their turn and discard ALL of the runes that are on a targeted unit of yours?

Posted on 2014-10-16.

Iliad_Keys commented:

So far this looks like one of the coolest factions! Love the art, love the abilities and possibilities. With certain deck builds Hogar's ability could prove VERY useful!

Rune of Power seems like one of the most powerful ways to boost a unit in the game.

Posted on 2014-10-16.

LemonMerchant commented:

I have been looking forward to this faction very much. I just love the thought of having a bunch of thwarters and Balder in the same deck.

I like the concepts of Runes (and event abilities). Curious how this faction uses/abuses walls.

Posted on 2014-10-16.

sitnam90 commented:

Rune of Power+Rune of Heroism+Ragnor. That's the combo I wanna use

Posted on 2014-10-16.

TrueLink commented:

Sure, applying six runes to Gror seems crazy, but why wait to get him out. Apply six runes to your summoner right away and go ballistic with the unit they never expect! Best of all, your opponents abilities to respond don't work on summoners! Muh-ha-ha-ha!

This is my favorite matchup.

Posted on 2014-10-16.

jwalker commented:

Great Artworks here.
Oh a Marauder with both events under him has a ranged attack with 3 average damage? Uff that will allow for some big surprises. Honestly I'm a bit worried about permanent 3 average damage Gror ...
I actually don't like the discard rules in aliance. The original rule gave both cards as magic and this is kind of a contradiction. If you allow champ boosts via events I see no reason to deny the opponent the double magic.

Posted on 2014-10-16.

ZeeJr commented:

Oh, and Grungor and Ugg just passed up Rukar as the highest potential damage-dealers in the game. And only because they can combo both of these runes.

Posted on 2014-10-16.

Khayzhard commented:

Hogar's artwork is spectacular. I love him. Marauder's artwork is also very good (in particular the detail about the faction symbol on its Axe and kilt).

About the cards:

- Runes cards, and mainly Runes mechanic, are very good (I love this type of things; in fact I used something similar in some of my customs). However, if I could change just 1 thing (but just for personal tastes, not for balancing issues), I would have written that a player must spend 1 Magic to discard each Rune, and not 2 Magic to discard all Runes (in fact, if I wanted boosting my Unit with 7 Runes, just as an example, I would have to spend 7 Events, that is 7 cards, so I think it is more correct that my opponent have to spend the same number of cards).

Not so good their wording (but I think it depends from the fact that the runes are very generic as mechanic, whereas, each Rune has a specific effect and can be applied to specific cards).

Marauder's stats and ability are very good.

Posted on 2014-10-16.

joepinion commented:

Zee: Plus Blagog.

Posted on 2014-10-16.

jwalker commented:

omg power surged Blaggog will be awesome!
edit: ninja'd

Posted on 2014-10-16.

Khayzhard commented:

Continuing my comments...

Hogar's ability is strange: only 4+ to wound Walls is not so impressive, so, I think that there will be some Units (maybe Commons?) that can be considered as Walls (in the same manner as the Stoneflesh Mutation, IIRC).

EDIT.
I have read that maybe the wording is old. I hope this is true.


Posted on 2014-10-16.

Syurtpiutha commented:

I can see why you left these guys for last. Looks fun and awesome!

Marauder looks AMAZING!


Posted on 2014-10-16.

jods commented:

The look of this faction card template is really, really nice. The frozen background of the stats section is an awesome touch.

Now I am curious to see how Ice Fortress is going to be a relevant summoner ability! ?_?

Posted on 2014-10-16.

prometheuslkr commented:

Does this guy have Minor Ice Walls to make his ability useful?

Posted on 2014-10-16.

Lets play a game! commented:

Some of these combos seem wild (the two shown runes on blagog could 1 shot most champs) but there is going to be some serous hand clogging if you try and wait for that combo.

There seems to be an interesting mental game where you only ever want a couple runes on the field on, maybe on cheap commons , to discourage there removal and keep your opponent making tough choices.

I don't think anything will ever combo as hard with gror as heroic feat, so not worried about that ;)

Posted on 2014-10-16.

killercactus commented:

How bout Gror + Power + Hero?

Posted on 2014-10-16.

glenn3e commented:

Well you could go crazy with the Rune Metal to do a hard hit since they can only be discarded on the next turn during your opponent's Event phase. Or if your opponent just summoned a Champ and is broke, you could have their effects for another turn then.

Posted on 2014-10-16.

TrueLink commented:

--Accidental refresh double-post--

Posted on 2014-10-16.

glenn3e commented:

How many copies of each Rune Metal Event in deck? Are they all unique like Marek's?

Posted on 2014-10-16.

joepinion commented:

glenn: There are 5 that are 1x, and 1 that is 2x. Then two unrelated events.

Posted on 2014-10-16.

GoldenJellyFish commented:

Might just be me being hopeful he isn't still useless, but is dwaf + surge good for some cheap wall destruction? Or do the Orc champs just do it better?

Posted on 2014-10-16.

Lets play a game! commented:

power + hero synergies well and together, power + hero, are less good on gror as 2 HF and alone there quite a bit less good then 1 HF. This is of course a good thing.

The staying power of runes makes the decision of the opponent interesting though, two magic to get rid of heroic on Gror is steep but probably worth it.

Posted on 2014-10-16.

jnewby74 commented:

@TrueLink - I'm not sure what you mean about "your opponents abilities to respond don't work on summoners!" A Summoner is a unit so your opponent can still dicard runes under your Summoner for 2 magic. Unless I misunderstood what you meant.

Posted on 2014-10-16.

RMZ1989 commented:

@Prometheuslkr
What I got from Alliance box artwork and from battle report, he has something better and that is Ice(Frost) Golems. This is just a speculation, so I don't know for sure but I think that they will be treated as Wall-units, or will have ability like that.

@Jwalker
Runes can be placed below every unit, friend or foe, which means that we might actually get some debuff Runes that apply Sluggish/Reckless or something like that. Imagine you debuffing enemy unit making it almost useless, then kill it for 2-3 magic. It would be almost as bad as Freeze going to magic pile if you kill unit that is frozen.

What can I say, amazing faction, really like the mechanic of them and they are looking great! And that Marauder, amazing job CupidsArt! The only thing I dislike is that Marauder being common, that artwork is champion material artwork. :D

Posted on 2014-10-16.

Sammer Guy commented:

How in the world did they make this Alliance work??? This is great!

Posted on 2014-10-16.

ZeeJr commented:

Haha. How could I forget about Blagog?

Posted on 2014-10-16.

Irisches Glueck commented:

I am loving the blizzard look to the cards. I think this is a great touch!

Posted on 2014-10-16.

WOOKIE commented:

The Marauder is an Orc that wields Dwarfen metal, is the good part. A great example of their alliance.

Posted on 2014-10-16.

jnewby74 commented:

This is the alliance I was most skeptical about, not sure how dwarfs and orcs come together. That being said, this factions looks AWESOME!!! The art, events, mechanics, it all look great. I'm much more excited about this faction now than I thought I would be. Thanks for the great work.

Posted on 2014-10-16.

Justantula commented:

Hogar looks rugged. I like the frost on his beard and in his hair. And that polar bear.

Probably my favorite color combos. The faction symbol is nice.

The Marauder says on top or underneath... Will that be fixed to say just underneath or are there runes that go on top of units?



Posted on 2014-10-16.

freezinpee commented:

I assume there are runes that have negative effects and can be put on enemy units. I also assume that those negative rune events are put on top of the unit to replace the current ability. That's my guess

Posted on 2014-10-16.

tortugatron commented:

As KC stated they all go under now. These cards had old wording, but yes you can put them under enemy units too so I think some negative ones will be coming.

Posted on 2014-10-16.

Anoir commented:

Hogar will always be Kolbi to me.

Posted on 2014-10-16.

Clarissimus commented:

So far these Rune events seem to be fully compatible with Mercenaries.

Posted on 2014-10-16.

TrueLink commented:

@jnewby74
Yes, they can do that. Then you have a very effective magic drain, because if they are dumping their magic to remove your runes then they are not using it for strengthening their board.

What I was referring to is other methods of control that come from enemy targeting abilities and events which almost always target "a common unit" or "a common or champion unit." When you are able to front-line tank with a summoner, these abilities are useless against them.

Posted on 2014-10-16.

BTBAM commented:

I have the proofs at the office. I'll double check the text soon.

Posted on 2014-10-16.

m_glenn commented:

I'm disappointed that runes attach to characters and not places on the board. This feels too similar to sand cloaks to me. Aren't runes squiggles that you put on a wall or the floor?
It would have been awesome to put down mine runes or defensive turrets or healing zones. That would have been a blast.

Posted on 2014-10-16.

Viegon commented:

Love, love the art for these guys; the combined symbol is perfect! Definitely a very fun faction.

Posted on 2014-10-16.

Andre Wemmers commented:

@m glenn I agree that would be amazing. It hardly fits these factions though. It seems more like something the SwampOrcs would do with their emphasis on area control. I hope that their second summoner would have some area effects like that.

I also like how the Marauder looks stubbier than the average Orc.

Posted on 2014-10-17.

killercactus commented:

Remember, Marek didnt start the trend of putting events on or under guys. Grognack does it, Torgan does it, and Bolvi does it. Seems to fit to me. Plus, Tordok has the Rune of Protection always on him.

Posted on 2014-10-17.

Jexik commented:

When I designed these guys, a lot of stuff wasn't even designed yet. It predates Marek by quite a bit; I thought of the core concept (and a non-Rune event) pretty much right after I thought about what this Alliance could mean. I looked at Torgan, Grognack, and Tordok and then had a little epiphany. There'd be cards that could attach to pretty much anyone and it would have a positive or negative effect, but could be removed by your opponent. They've been standardized a bit now and that's probably for the best, but a lot of the core ideas are still there.

As for Clarissimus' comment about them working with Mercenaries, I thought it wouldn't make sense for the TO and GD to suddenly start caring about faction with their events.

Posted on 2014-10-17.

BuckWilde commented:

So, BTBAM, how do the proofs look? Good? Or do we have another Rahlee situation on our hands?

Posted on 2014-10-17.

JanE commented:

@BuckWilde
What do you mean, I have read the comments, but I somehow missed what you meant. What is going on? Old text in a card or...?

Posted on 2014-10-18.

BuckWilde commented:

@JanE Yeah, there have been times in the comments where the designers have mentioned that these are old cards and aren't sure what actually went to press. Old text, new art, that kind of thing.

Posted on 2014-10-18.

Edgemaster101 commented:

Ummm... So when exactly do you want to take my money?

Posted on 2014-10-20.

BuckWilde commented:

Only one more unit to preview until all the ones on the box have been shown!

Posted on 2014-10-20.

LemonMerchant commented:

How effective would built units work in this deck? The runes are basically upgrades, so i see some feasibility in using them.

Posted on 2014-10-22.

killercactus commented:

They aren't bad, but I'd rather have a Marauder with one less life that can move. Still gets range with a Rune.

Posted on 2014-10-22.

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