Deep Dwarves

Programming Note: Due to the large number of cards to preview, we are starting the previews before the pre-orders are available. Pre-orders will be up soon. Plus, Preview Monday will be twice as nice as usual, with TWO Summoner Wars previews per day. TWO!

It has been speculated by some that there is a power even stronger than that of the summoning stones. Perhaps even a source of power strong enough to end the Summoner Wars. When asked what power this may be, they say it's the Mother Gem. We know little about it, but a band of Deep Dwarves have made it their life's mission to explore the tunnels beneath Itharia in search of this power, and you know something? They may have found it.

Gem Golem

The Gem Golem is rumored to actually be birthed of the Mother Gem. The creature seems peaceful at first but it would appear that Brath, the new summoner of the Deep Dwarves, has worked with these creatures for some time now and turned them into unpredictable and impactful units in battle.

Most obvious is their HARVEST ability, which provides an aura of protection to other Commons fighting alongside them. Not only that, but if that power happens to be what is sustaining a Common Unit and it is taken away, their spirit returns to the Mother Gem. While it isn't gaining you the magic like Gren might, magic denial for your opponent should never be underestimated.

Gift from the Mother Gem

You can further see Brath's deep understanding of these units and the power they bring. With Gift of the Mother Gem you can heal 4 Wounds from Units you control. While on the surface it seems like a reverse Magic Torrent, it has more of an impact than that. You're are capped at 4, but you are not limited to 1 Wound per Unit like you were in Magic Torrent's damage structure. This might be exactly what you need to keep a critically positioned Gem Golem around a bit longer or, heck, even healing a Champion. It does come at a cost though, and Brath is a bit more conscious of her magic than Tundle was.

Brath

You can easily see, Brath is a powerful Summoner. She throws 3 dice at range, and has 6 life. Her DEEP MAGIC is very strong, allowing you to put a card into your magic at any time. Readers... this will allow you to immediately trigger most Deep Dwarf abilities... THAT. IS. AWESOME.

Now, there is more to it than that. Brath doesn't have unlimited resources like Tundle does. In fact, you might find Brath going through her deck much faster than most summoners. Having to build that magic from the hand is typically not an issue, and actually can be incredibly handy to help clear a spot. It's the risk/reward that comes from burning a card off the draw that is both terrifying as a player, yet taps into the Mother Gem's power.

If she uses DEEP MAGIC from the draw pile, all Gem Golems increase Attack Value for that turn. You might not think a 1 AV Golem is very frightening, but once you play this deck you'll think anything but... and pray it's your enemy that thinks that way instead. We'll explore much more about that in future previews, but I'll go ahead and give you a little taste of it now.

Will of the Mother Gem

When a Summoner is wounded, no one seems to hesitate walling them in for safety. A Spear Grounder never seems more powerful than when a surprise summon lands the final blow through an exposure opening in those "safe" walls or through some beefy blockers. Likewise, Will of the Mother Gem gives the Gem Golem reach that very few units in the game have. A strategically played Will of the Mother Gem can be detrimental, but perhaps its full potential won't be realized until you see the deck as a whole.

Back to the Deep

A little worried about discarding from the top of your deck with DEEP MAGIC and losing a super important card? I totally get it. (Hey, throw in some Owls.) There IS a way to assist though, if you were to lose a crucial card. Actually, 2 ways: two copies of Back to the Deep.

This is a versatile event card as you have two ways to play it. For starters, collect a card from your discard and shuffle it back into your draw pile, which allows you to get around a card you might have otherwise held on to as a result of DEEP MAGIC; this also gives you the option TO build a card from your hand instead of clogging, knowing you can get it back OR to reclaim your favorite events to play, to draw into them again later.

The other option allows you to throw a Unit card on the Battlefield back into your hand. This is not unlike Sairook if you opt to save a Champion, though I won't lie and say it doesn't also come in handy to bring back a wounded Gem Golem. Again though, all this might make more sense once the previews are complete. Just know that Brath's Deep Dwarves are not short of incredible combos, and might just be one of the most frightening summoners of this release.

Second Summoner Previews:
Kynstri's Mission
Saturos: Part 1
Natazga: Part 1
Malenatar: Part 1
Scraven: Part 1
Little Meda: Part 1
Shiva: Part 1


Comments


joepinion commented:

This deck is one of my favorites!! Great job by Brian and Frank on it.

Posted on 2016-04-04.

jouster07 commented:

Sup. Being a big fan of the 2v2 format, i noticed something in the text of "Gift from the mother gem". Can i heal an ally/enemy's unit if that unit is within 2 spaces of a golem i control ? Really hope this is the case for advanced co-op play :)

Posted on 2016-04-04.

killercactus commented:

Nothing stopping you from healing an ally or even enemy Unit with Gift, as long as its within 2 spaces of a GG you control.

Posted on 2016-04-04.

MightyToenail commented:

This. Is. Awesome!

Posted on 2016-04-04.

-Sarge- commented:

Wow. Fantastic job on these new Summoners. I find it hard to pick a favorite.

Posted on 2016-04-04.

This comment has been deleted.

Syurtpiutha commented:

OK, very intriguing... Really curious about the rest of the deck now. I can even see Tundle packing a Gem Golem or two for Extra Life Gem Mage shenanigans (tm :p).

Posted on 2016-04-04.

Crimson commented:

Does will of the mother gem work on all gem golems that attack that turn or only one?

Posted on 2016-04-04.

BTBAM commented:

it says all Gem Golems you control.

Posted on 2016-04-04.

Irisches Glueck commented:

I love how Brath's and Tundle's abilities are so close and yet complete opposites. They really are two sides of the same coin which creates completely different styles of play while holding true to the Deep Dwarf theme. Nicely done!

Posted on 2016-04-04.

Crimson commented:

Thanks! It said "with a gem golem you control" and I just wasn't sure if the singular "a" was just highlighting the unit or literally meant "one".

Posted on 2016-04-04.

jwalker commented:

Wow poor Selundar, now everyone overshadows his power as a fighting Unit. These 3/6 ranged summoners are really strong!

Posted on 2016-04-04.

Skydragon222 commented:

Brath's art is absolutely fantastic. Kudos to the artist that drew it.

BTW: The link to the preview of Little Meda is wrong, it redirects to the Frostwalkers from Dead of Winter.

Posted on 2016-04-04.

Khayzhard commented:

As normal as it is, I'll wait until all decks will be fully revealed before giving my opinion on them, but if what we have seen until now are the premises, I guess the final result will be extremely good for all decks. Well done.

P.S. Just a joke: I think that Brath's faction is the Itharian version of the Illuminati ;) (in fact we may "clearly see" the symbol of their God on Brath's chest, the All Seeing Eye inscribed inside a pyramid, although that pyramid is upside down).

Posted on 2016-04-04.

Lets play a game! commented:

landing the final blow on your own champ seem like the better way to use Back to the Deep. Then you could use it during the attack phase and spend it as magic before returning it to your hand.

Posted on 2016-04-04.

Divljan commented:

i sure wish someone would take my money for these...

Posted on 2016-04-04.

killercactus commented:

@LPaG - remember that if you get a card back from the Discard Pile with Back to the Deep, it doesn't go into your hand. It gets shuffled into your Draw Pile.

Posted on 2016-04-04.

commandercool commented:



Posted on 2016-04-04.

jwalker commented:

only one Summoner today?

Posted on 2016-04-04.

BTBAM commented:

There will be two.

Posted on 2016-04-04.

commandercool commented:

Gem Mages will be really good here. Obviously the increase in health with Gem Golems, but also to combo with Brath. Hello 6 AV range combo (using Kynder) OR to protect Brath after attacking w/Brath. Or how's this: add a Scholar to the mix and you could get an 8 AV range combo. Play Will of the Mother Gem, discard from the top of your draw pile using Deep Magic, attack with a GG, too, and you can get a 10 AV range combo.

Wasn't excited at first, but with all of the deckbuilding options to add to Brath (Lun, Kynder, Gren, Gem Mages, Geopaths), in conjunction w/Brath's ability, it really seems that with Brath you can do whatever you want on the board, as long as you can foot the bill, so to speak.

GGs will also be incredible in Endrich. Deckbuild a couple. Probably more natural there than Puppets.

Posted on 2016-04-04.

Prelate commented:

Ah! My sweet Brath, so many combos to pull off with her. One thing no-one's mentioned about 'Back to The Deep' yet - you can use it to pull one of your units out of the way to allow another champ to move/shoot through the gap. That, and a dozen other uses that will become clear in the future. It is easily one of the most flexible and versatile events in Summoner Wars!

Posted on 2016-04-04.

Iliad_Keys commented:

A lot of new summoners are very dependent on certain units. Don't know if I like that.

Posted on 2016-04-04.

Prelate commented:

You mean like Elien is dependent on Warriors, or Tundle on Gem Mages, or Krusk on Shamans? :P

Posted on 2016-04-04.

Crimson commented:

Haha, I get where you're coming from prelate, but the only one that really fits the bill that you mentioned there is the gem mages in tundle. Because there are event cards that specifically list a unit and you'd be crazy to build them out of the deck. And for brath it's "worse" because her ability specifically mentions that one unit. But for Iliad's sake I think it'll be cool in this deck. Sort of like Scholars in Marek's deck, but cooler because they have other uses besides their ability.

Posted on 2016-04-04.

Prelate commented:

You would be crazy to build warriors out of Elien!! They protect him and synergise with PoTP really well....

Posted on 2016-04-04.

Roufus commented:

While reading, I couldn't help but read the following:

It has been speculated by some that there is a power even stronger than that of the summoning stones. Perhaps even a source of power strong enough to end the Summoner Wars. When asked what power this may be, they say it's when PlaidHat finishes developing new content for this game.

*meta tear*

Posted on 2016-04-04.

commandercool commented:

Roufus, I think this'll be it for SW. Otherwise, I don't think there would have been a push to include "fixes" for the weak summoners in Farrah.

Posted on 2016-04-04.

Iliad_Keys commented:

What do you mean commander cool?

Posted on 2016-04-04.

commandercool commented:

Prior to the previews, KC hinted that several of the weaker summoners would be getting boosts in this release of second summoners.

Now, on Farrah's preview, we get the Invader and the Changeling. The Invader is definitely a "fix" for Torgan, to try and make him stronger--he's generally considered one of the weaker summoners. I don't know much about Queen Maldaria, but there's a lot of talk on the forums that she's not that strong, and there's been talk on the preview and in the forums that the Changeling should help Queen Maldaria. So it seems that we really are getting some fixes for the weaker summoners.

Why would fixes for the weaker summoners be included in a mercenary deck if we were going to be getting more reinforcements, summoners for those factions, or second summoners for alliances? As cool as Farrah is (this isn't a rip on her--I think she'll be my all-time favorite summoner), doesn't it seem more natural to include a fix in just another Alliance, or a third summoner

Posted on 2016-04-04.

ZeeJr commented:

Because the DD now have a decent amount of life, their healing might even be more effective than The Vanguards. At least for commons.

Posted on 2016-04-04.

Justantula commented:

I... do not like this faction.
:D



Posted on 2016-04-04.

glenn3e commented:

Nobody going to complain about Gem Golems in Tundle? :-P

Posted on 2016-04-05.

killercactus commented:

Really glenn? I was having a good day today so far.

Posted on 2016-04-05.

glenn3e commented:

Well, isn't it best to address the elephant in the room? In this case this elephant appears to have used Undercover Spy and remain unnoticed.

Posted on 2016-04-05.

killercactus commented:

Well, I don't think its really an elephant. So they give Gem Mages an extra life point. Quite honestly, I don't really think it changes much, but I suppose time will tell.

Posted on 2016-04-05.

glenn3e commented:

I like them better with Battle Mages. 2 to 3 life is a huge difference in longevity.

Posted on 2016-04-05.

prometheuslkr commented:

I'd almost want to include golems in endrich, just to make those geopaths less fragile. Maybe they can replace my scholars. Similar cost, but the gem golems don't have to position themselves so far forward for their buff to be useful. Of course, now I'm picturing Endrich, Sorgwen, and a gem golem all tripping over each other trying to stay within 3 spaces of the front line units...

Posted on 2016-04-06.

commandercool commented:

Gem Golems will be huge in Endrich I think. I'm envisioning Geopaths, Deep Dragons, Gem Golems, and Controllers. Probably don't need to pack many GGs. Likewise, I've never found a need to pack a ton of Controllers.

Boosted Deep Dragons get pretty scary w/the GG buff, Sorgwen, and Endrich.

Economically, don't GGs break even just by adding 2 health points total to other commons? Beyond that, you're coming out ahead economically. The GG-Gren combo would make me gnash my teeth as an opponent, BUT, I'd rather have Lun and Kynder to join Sorgwen.

Posted on 2016-04-06.

prometheuslkr commented:

The annoying thing about playing GGs in Endrich is going to be that they don't affect Bender commons. So no super tough Deceivers, Controllers, or Puppets. They also won't help Gorgons at all.

Posted on 2016-04-06.

Crimson commented:

Yeah I'm not sure how easy it'll be to pull off, but I love the idea of boosted Deep Dragons with 4 life running around for a total cost of 4 magic (assuming 2 deep dragons are unlocked). And just tons of chances to deny them when they have wounds (move the GG, reclaim, gren, normal killing them youself)

Posted on 2016-04-06.

prometheuslkr commented:

It's hard to argue with Scholars, though. A 2-cost common with 3 life that can easily (in Endrich) drop 3 or 4 extra dice on an enemy champion? I doubt I'll permanently swap that out for a life boost.

Tundle doesn't have the attack multipliers to make Scholars really devastating, nor does he have Benders and Conjurations to worry about, so I think he's the more likely place to see Golems outside of Brath.

Posted on 2016-04-06.

glenn3e commented:

When Tundle uses GGs, he's going to have to forego Summoning Surge a bit.

Posted on 2016-04-06.

commandercool commented:

@glenn: b/c he probably has more commons on the board?

Posted on 2016-04-06.

Prelate commented:

Deep Dragons become very daunting with Gem Golems indeed...

Posted on 2016-04-06.

glenn3e commented:

@Commandercool Yup. He needs a few more Commons to keep the GG alive and take advantage of their +1 life buff.

Posted on 2016-04-07.

Roufus commented:

I do believe this will be it as well. No game system lives forever. Though still bummed, I have to admit they're wrapping this up rather nicely for us, though, and it's not as if we can complain about lack of content.

I guess I'll never get my faction dice now. Sigh.

Posted on 2016-04-10.

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