This Tundra Guild preview is pretty intense, so take a few deep brreaths, close your eyes, and center yourself.

If you review last week's preview of Hogar, you'll be reminded that his walls take 4s or higher to hit, and that most of his events are Runes that go under Units to have an affect. That was just the tip of the iceburg. Behold, Ice Golems:

Ice Golem

Ok, there's a lot going on here. The BUILT ability was used in Bolvi's Guild Dwarf deck, but it is irrelevant what that ability actually says, because the Ice Golem doesn't actually have the BUILT ability. It is just affected by other cards that affect BUILT cards. Keep reading this preview to the end to see why that matters in this base deck.

Meanwhile, this Ice Golem is an Ice Wall when it has an Event card under it. The obvious play here is the Rune Event cards. (There is a rules card to explain Ice Walls, but essentially they are just walls.) When the Ice Golem has a Rune Event on it, it can only be hit by rolls of 4 or higher (thanks to Hogar), and you can summon directly from them--they're moving summoning points!

If you don't like to deckbuild, that's all you need to know. If you do deckbuild, you're already thinking about the possibilities with the Tundra Orc and Guild Dwarf second summoners: With Torgan, if you have an Ice Armor event under the Ice Golem, you can synergize with some of Torgan's ice-oriented units, and even move Ice Golems over units with Glacial Shift. From Bolvi's deck, Ice Golems, since they are affected by cards that mention the BUILT special ability, can be influenced by most of Bolvi's events, can be healed by Architects, and they become moving Walls when they have an upgrade card under them.

Craziness.

But the Ice Golem's home is here in Hogar's deck, where it has seven whole Event cards to place under it and where its defense is strongest. Not only is it protected by Hogar's ability, it also gets access to this particular Rune:

Rune of Shielding

That's a familiar ability to both the Tundra Orcs and the Guild Dwarves! (And there are 2x copies of this one.) And the Ice Golems ALSO survive longer due to one of Hogar's non-Rune events:

Hailstorm

That's just cool. These Ice Golems can sometimse last until Hell freezes over.

Alright, the fun's not over. Who's up for FREE Ice Golems?

Vognar

This guy is a beast with 8 life, and has a chance to get a free Ice Golem every turn, without giving up his attack.

And if you don't think Vognar is quite strong enough, just pair him with Scribes and send your opponent back to the ice age:

Scribe

Wow, there's a lot to soak in with this deck. Get excited for the preview wrap-up next week! I'm getting a cold chill just thinking about it.

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


blackholexan commented:

Amazinggggggggg!! I used to hate both TO and GD, now I'm going to love TG!

Posted on 2014-10-23.

jwalker commented:

Wow Icegolems are an awesome design. Like them a lot.
Vognar sounds a bit OP in Bolvi but lets see.
Didn't like the "rune of shielding" event as I generally hate the Shieldblock/ice shield mechanic (just increases dice swingingness and can completely ruin a tactical game).
Overall looks like a very interesting,solid faction that also has one of the best artwork so far.

Posted on 2014-10-23.

massimo commented:

Finally, Owl Familiar have found a deck / a Champion they can synergize with :-) Besides that, Vognar seems pretty strong to me, but also very dependant on a lucky draw, which I don't like.

And I really like Ice Golems in Torgan, fun things you can do with them.

Posted on 2014-10-23.

GoldenJellyFish commented:

Do ice walls count towards bolvi's ability? Could he be going up to 8av potentially?

Posted on 2014-10-23.

glenn3e commented:

Woah

Posted on 2014-10-23.

ZeeJr commented:

Whoa. So many creative, cool, and unexpected ideas.

Jwalker, I generally agree with your sentiment regarding the shield ability. I do like the way this rune was implemented, though. It can only be placed on commons, and it is removed if a hit is landed. So that encourages common play from you, and 1 AV attacks from your opponent. Plus, having two of them discourages Hogar from building too many Thwarters into his deck, since this event is useless on them.



Posted on 2014-10-23.

massimo commented:

Ice Golems really like Bragg. So you can maybe build a fun Ice Wall focused deck with Torgan.

Posted on 2014-10-23.

joepinion commented:

Yes, Bolvi could have an 8AV in theory.

Posted on 2014-10-23.

TriforceHearts commented:

I don't feel Vognar would be that great in Bolvi, even though it seems like the obvious summoner to put him with. It's just that Vognar costs 7, and his ability isn't that amazing without scribes, and if you put scribes in Bolvi's deck you'd probably be replacing architects, who are amazing. If you replaced Oathsworn instead, you'd lose the ability to position the enemy so they get punished by your towers.

Just sayin', I think Vognar belongs here, with Hogar.

Posted on 2014-10-23.

glenn3e commented:

Scribes.... can't see much use of them in Torgan or Bolvi since they only have 3 Events that utilize their ability and definitely not on the first Summoners.

Posted on 2014-10-23.

This comment has been deleted.

Saucy_Salem11 commented:

Holy cow, this is going to be one fun faction to play! Can't wait to see the remainder of the deck! Just curious, how many Ice Golems are in the deck?

Posted on 2014-10-23.

glenn3e commented:

I was thinking that Ice Golems would be a Conjuration. Glad to see that I was wrong; they are much more interesting as a Common with their current ability.

Posted on 2014-10-23.

Nburghardt commented:

Amazing ideas in this deck!

At least rune of shielding can be removed by spending two magic, right?

Posted on 2014-10-23.

joepinion commented:

Last I heard, 7x Ice Golems, 6x Marauders, 5x Scribes.

Posted on 2014-10-23.

Adam commented:

That is one angry scribe. Maybe he spilled his ink.

Posted on 2014-10-23.

killercactus commented:

Uncleeurope and I have discussed a towerless Bolvi deck once Ice Golems are around, which is something I can't wait to try.

And yeah - Scribes aren't great in the old decks, but Owls can help Vognar out.

Just having one Scribe out though allows you to draw a card when you play Ice Armor or whatever.

Posted on 2014-10-23.

Syurtpiutha commented:

Wow... This looks awesome! Ice Golems are amazing. I love how they are way more useful for Torgan and Bolvi than Grognack and Oldin.

I do hope to see more orcs next week.

Posted on 2014-10-23.

glenn3e commented:

Vognar uses his enemy's remains as material to construct Ice Golems. Also he beats them to death with a Wrench.

Posted on 2014-10-23.

joepinion commented:

Yeah that wrench looks lethal.

Posted on 2014-10-23.

jwalker commented:

Oh wow true you can upgrade Golems to even give them ranged attacks and trample. On top of that they count as walls and can be brought in game for free using expand. Lots of funny stuff you can do with them and Bolvi.
Btw. Happy day for Growden - you will stay in my MV deck for sure ;)

@Zeejr thx for pointing out the 1 AV wound would remove the shield, that's actually easy to counter and looks like a good compromise.
@TriforceHearts I can see Golems+Tower alone with only 2-3 Architects work well in future Bolvi as you can summon on upgraded Golems and use expand on Golems to position towers deep in enemy territory. This means that 1/3 of your cards have the build rule, so it should trigger at least once considering Vognar has 8 life and the ability works on friendly and wall cards.

Posted on 2014-10-23.

glenn3e commented:

Nice wording there preventing Vognar from bringing in Grundor's Tower for free lol.

Posted on 2014-10-23.

Lets play a game! commented:

I think just having a 10 tower bolvi deck would give you good enough odds for Vog to work, he only really needs to free summon one unit to be worth it.

Besides imagine your frustration if you had sleeved cards and the first attack you got with Vog had you draw an owl.

Posted on 2014-10-23.

sitnam90 commented:

Wow awesome preview i really feel Ice Golems make the deck for Hogar. Giving them all Tough ia pretty simple and awesome. Vognat mixes well with them and Bolvi I think. He doesnt have a great chance to get them out, though a couple of scribes or owl familiars could chance that. I also like scribes n either second summoner aince I feel both can have hand cloggage issues.

Posted on 2014-10-23.

Khayzhard commented:

Very very awesome previews, today!!!!
No additional words than ... ... Happy Birthday to Torgan and Bolvi !! :D

Just 1 thing:

with the Ice Golems that can be treated as "Built" Units (so, I think that they can be also affected by Vognar for a free summon), what are, now, the reasons to pack Assault Towers in a Bolvi deck?

Only for the AT's ranged attack? Isn't there a risk to see these Commons as becoming a bit useless?

Just a thought.

Posted on 2014-10-23.

glenn3e commented:

Ice Golem moves forward into enemy territory. Then plonk down ATs on their side with Expand. Assault Towers still have their uses since they hit harder and from Ranged compared to Golems. Once enough are in the opponent's territory its hard for them to kite around them.

Posted on 2014-10-23.

Khayzhard commented:

@glenn3e
hmmmmm, I don't know.

Because Ice Golems can benefit of all Bolvi's Events (included the 2 that grant ranged attack options), I think that I might renounce to a +1 on my AV and the Bow symbol (the advantages granted by an AT), to gain the chance of moving my "Built" Commons (that is, using Ice Golems instead of ATs).

I guess I have to think more on this, honestly.

Posted on 2014-10-23.

Obsidian commented:

Remember that Ice Golems are not going to be a guaranteed summoning spot. Your opponent will have to pass up a chance to remove the rune during their event phase before it comes around to your summon phase again.

There are some mustard events that could help with this in Bolvi's deck (Expand, Accelerated Construction). Those only get out other Built units, though. There might be some events like that in Havor's deck, too.

I'm digging this faction so far. Looks like some really dynamic choices in game-play and fun deck-building options.

Posted on 2014-10-23.

Khayzhard commented:

@Obsidian
Yes, sure, I understand what you mean.

But my thought is only about the usefulness of ATs in a Bolvi deck, now that we have Ice Golems (IG can move compared to AT, and can benefit of all "Built-specific" Events).
Are the Bow symbol and a +1 to AV enough, in order to still choose to pack ATs in a Bolvi deck?

That's my doubt.

Posted on 2014-10-23.

WOOKIE commented:

Ice Golems + Ice Armor + Glasier Shift 😬

Posted on 2014-10-23.

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sitnam90 commented:

@khaz: I think ranged 2av vs melee 1 av is enough reason to use towers

Posted on 2014-10-23.

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Irisches Glueck commented:

I love imagining how Ice Golems were thought up:

Guy 1: Ok, we have one common spot left and we need a unit that works with both Torgan and Bolvi...
Guy 2: Well Torgan likes Ice walls and Bolvi loves built units
Guy 1: Well Bolvi likes walls for his events but i don't think just making a unit act as a wall will be enough.
Guy 2:... hummmmmm...
Guy 1: I GOT IT! Lets have Ice Golems turn into ice walls AND be treated as having the built ability!
Guy 2: BRILLIANT!

Posted on 2014-10-23.

CupidsArt commented:

Khayzhard, that happens when you refresh the page after making a post. Once you've made a post go back to the home page and return.

Posted on 2014-10-23.

Khayzhard commented:

Why so many copies of my post?

And why I can't delete them? (each time I do it, they reappear)

Posted on 2014-10-23.

Obsidian commented:

@Khayzhard
I wasn't trying to speak to your concern. I was just noticing people getting excited about summoning from the golems when it might not happen as often as people might think.
Now to speak to your concern: It seems like all of Bolvi's upgrades benefit a 2 AV unit that can't move more than a 1 AV unit that can move. Colossus lets a cheap 2AV, 3 life common move and trample, Mortor's explosion is less likely to splash damage on 1 AV, and spending 1 magic with Turret seems to be better spent on 2 AV. Basically, I think the 2AV is a bigger deal than you might think. Now, I haven't played with Ice Golems at all, so I'm just theorizing at this point. You might be right, but that's just my hunch.

Posted on 2014-10-23.

Khayzhard commented:

@CupidsArt
Oh, sorry !!! I didn't know it. Thanks a lot, Cupid !!! ;)

Is there a chance to remove all my mirror posts?

Posted on 2014-10-23.

prometheuslkr commented:

Especially since I think Assault Towers benefit much more from Upgrades than Ice Golems would. Turret lets an Ice Golem roll 2 dice/turn, but an AT roll 4 dice/turn. Mortar is a lot more useful when you have two dice (and thus a better chance of getting explosions), and Colossus is less of a benefit to something that can move already. Edit: Although I suppose IG's do get the summoning-spot bonus out of the upgrades, and AT's don't...

Posted on 2014-10-23.

Obsidian commented:

@prometheuslkr: Great minds think alike!

Posted on 2014-10-23.

Khayzhard commented:

@Obsidian, prometheuslkr
Hmmm ... maybe both of you might be right.

Maybe I'm just too overrating the "mobility advantage" of an Ice Golem compared to the "attack advantage" of an AT.

Posted on 2014-10-23.

glenn3e commented:

Furthermore IGs need to waste an upgrade under them to be able to turn into a mobile Wall.

Posted on 2014-10-23.

killercactus commented:

I think they both get cool benefits, which is why I liked it so much. I was very excited when James and I came up with allowing BUILT stuff to work on Golems and then tying Vognar into all BUILT stuff. Also love the Ice Armor trick. Ice Golem might be my favorite Alliance unit.

Posted on 2014-10-23.

GoldenJellyFish commented:

Ice golems seem fun to use, and I think its good that AT's and golems have advantages and disadvantages, it means neither is obsolete and makes bolvi interesting because you can make that choice.. So well done with the ice golems..
I'm really happy about this preview, bolvi is one of my favorite summoners and this seems to make him even more fun :D
One question: are ice golems able to be summoned next to architects, and if not, why not?

Posted on 2014-10-23.

Irisches Glueck commented:

@GoldenJellyFish
It cannot be summoned adj. to an arch on its own because other cards are treating it as if it has the 'built' ability even though it doesn't actually have it (it is the 'built' ability itself that lets them be summoned adj. to an architect).

Posted on 2014-10-23.

joepinion commented:

They do not have the Built special ability, they are only affected by other cards as if they have them. Being summoned next to an architect is part of the BUILT ability rather than the architect ability. Similarly Ice Golems are not restricted from moving.

Posted on 2014-10-23.

GoldenJellyFish commented:

Ok, that makes sense, thanks guys :)

Posted on 2014-10-23.

Kemott commented:

I guess Vognar can attack - kill an unit and then if he reveals an AT, place it on the space destroyed unit occupied and then attack with the Tower? ;d

Posted on 2014-10-23.

RMZ1989 commented:

Really really good preview. I am in awe how many things Ice Golems have covered, they alone pretty much buffed Bolvi and Torgan and that is amazing, these two definitely needed some love.

Now I am not tester, and I don't know how good Vognar will be, but with 8 HP, 2 attack for 7 and ability to produce free towers/ice golems, he definitely seems OP at first glance, especially when combined with Owl Familiars/Scribes.

Good job on the design guys, this seem like a really cool and fun faction!

Posted on 2014-10-23.

killercactus commented:

Actually, most players found Vognar to be on the weak side. What you gotta remember is that some of the strongest champions in the game play for these two factions.

And yeah, Vognar can put a Tower or Golem in the place of something he killed, and it can then attack if you have an attack left.

Posted on 2014-10-23.

prometheuslkr commented:

So this means that out of the 8 decks in this master set, 6 of them have at least one way to get units on the board even if all 3 walls have been destroyed. I have to wonder if wall crowding is still going to be all that effective.

(Karthos, Harbinger, Conjure Gorgon, Enlist, Vognar, Ice Golem, Vinemancer Sow on Glurblub, Shadow Weave on Melundak)

Posted on 2014-10-23.

Ad Hoc commented:

At the rate of this awesomeness, we will never have all the factions on iOS! Can you imagine trying to program all of this correctly?? I barely know how to program a remote...

Posted on 2014-10-23.

ZeeJr commented:

@Prometheus. My read of Shadow Weave is that you must first summon the unit adjacent to a wall, then you can place it elsewhere. That's the same way I've always interpreted SE Hunters. I could be wrong. I hope the ruling hours that way, though, because I want wall-crowding to be powerful. The game needs more aggressive strategies to be powerful.

Posted on 2014-10-23.

Jexik commented:

I'm glad people like this deck so far.

I originally really wanted IG's to be 2/3 for 3, but good old Reinforcements made that impossible. Like Marauders, I wanted people to have good reason to put Runes on commons, and I wanted the TG to have ways to make Ice Walls, so turning into a wall (much like Stone Golems do in Rallul) seemed like a natural fit. Then I came up with Ice Fortress as a compromise between walls of ice shard and the GD wall-oriented mechanics. Vognar originally just made Ice Golems, and I liked the idea of subbing in card-draw luck for the die-roll luck of the old TO. It was also a stealth OF buff, but I don't know if it's enough...

At some point, I casually said, "part of me wants these guys to be affected by built stuff," and KC really liked that idea, and then expanded Vognar's ability too.

These guys really hate Besiege the Walls though. Watch out for other GD!

Hailstorm might have been the first card I designed out of everything.

Posted on 2014-10-23.

stohot commented:

Considering we dont have any new iOS factions for over a year, I dont think they are even planning on finishing the 1st summoners ever, which is a same. Sometimes iOS is the only way i get to play the game. I would love for some Alliances and 2nd summoners there, which all seem more fun than the original sets. The game keeps getting better and more fun as it goes!

Posted on 2014-10-23.

tortugatron commented:

They are planning on finishing 1st Summoners. Soonish maybe even! All I know for sure is that we will be getting Swamp Orcs before too long. Probably more.

Posted on 2014-10-23.

Sujoah commented:

Will this next update also fix some of the major problems, such as Plague only working on the owner's turn (Knock Around should activate Plague, right?) and Freeze during the turn it's played, or will these still be left in the game?

Posted on 2014-10-23.

joepinion commented:

Plague should only trigger when you (the owner) move a rat, actually. I wish they'd change Freeze. (After all, they already interrupt play for The Admiral.)

Posted on 2014-10-23.

fainez commented:

torgan and bolvi just got a lot more interesting. I think ice golems might become the most used unit in the game.

Posted on 2014-10-23.

Sujoah commented:

@Joepinion: Fair enough on the Plague! But why is it only when the owner moves him? If he were next to a Defender or another unit with Engage, he wouldn't be able to be moved, correct?

Posted on 2014-10-24.

jnewby74 commented:

Hawk get's to use his ability after a Brute Knocks him around. Why doesn't Plague work that way, the wording is the same "When you move"

Posted on 2014-10-24.

joepinion commented:

Hmm, maybe I'm thinking about this wrong. Post it on a forum and try to get a response from kc.

Posted on 2014-10-24.

killercactus commented:

The app is wrong. You can only activate an ability you control. So if someone else you don't control moves your guy, you can't activate the ability because you didn't move him, and they can't activate it because they don't control it.

Posted on 2014-10-24.

Setharillius commented:

Guild dwarves are ironically a really nasty counter to ice golems. (Besiege the Walls... *shudder*)


Posted on 2014-10-27.

BuckWilde commented:

Last day of previews tomorrow...so bittersweet...

Posted on 2014-10-29.

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