Sand Goblins

Eight Summoner Wars Second Summoner decks are now up for pre-order in the PlaidHatGames.com store! You can buy them all separately, OR for a limited time, if you pre-order all eight together, get them for $59.95, $20 off the MSRP! Pre-order today!

Here it is, our last and craziest preview of the new Sand Goblins deck. We've taken a look at a lot of Scraven's strategies and unpacked what Hunters and Sand Drake are capable of on the field, so let's wrap up the deck's final elements.

First, I want to start off with their last common, the Wraith.

Wraith

When designing this faction we wanted to keep in mind magic denial and resourcefulness. We saw it with the Hunters and now we see it again with the Wraith. The idea of the Wraith was a concept of Colby's, an albino goblin so fearful, so terrifying, that the stories told about him might bring into question whether he exists at all. His MYTH ability allows him to maneuver across the board as a severe threat, taking wounds and never actually dying. In fact, other Units can move through his space as if he didn't exist at all. The Wraith's entire reason for being, as the story goes, is for one mission of bloodshed and that is all. After attacking or on a die result of a 6, the Unit is discarded.

Thrust

It's an ability we've seen before, but a utility Event Ability in Scraven's deck.. Often times you'll see Scraven take it for himself, and in fact when initially designing Scraven I had him at a 0 AV and it would be the only way he was guaranteed a die. Actually on that note, it wasn't even THRUST at that time, it granted an AV to anyone, but some of the ranged firepower of this deck had to be toned down. Still, a seething, blood-lusting Wraith would always take the extra opportunity, but it is also a fun card to keep on Slayers, Scavengers, and yes... Bombers. BOMBERS, MAN. Unless you are packing Scholars though, you might be better off with a longer-lasting target for the event.

Strong Wind

Maneuverability is interesting at times with this Event Ability. As mentioned a bit above, Event Abilities in Scraven's deck are going to be best suited on commons if packing Scholars, otherwise they are just an act of surprise at times (much like I find Sand Blast to be). Strong Wind almost seems best used on Champions in the game: Sand Drake to advance on the board, Kreep to get out of a cornered position perhaps, or maybe most importantly Sand Wyrm to get in a key striking position without sacrificing loss of AV. They can still be used by other Units to help unravel defensive positioning, maybe to allow key Silts shenanigans or getting off of a trapped Vine Wall... there are a number of uses that come up in the game, and it should not be underestimated.

Dinky

Alright... here it is. The now most hated card in the game. Though, it came out of the concept of the deck as a whole. If there is to be a champ who is boosted by the amount of commons on the battlefield, we have to have one who is distracted by them. Dinky is that guy, a giant Goblin who, while a big attacker, just can't stop watching what is happening on the battlefield. The thing now is you'll have to know a Sand Goblin player could be packing Dinky in a built deck, and work around it. It doesn't specify enemy or friendly though; it is any Common Unit. Nine dice though... that's going to hurt some folks.

Here... does it make it better that there is this cute song about him?

Eight Summoner Wars Second Summoner decks are now up for pre-order in the PlaidHatGames.com store! You can buy them all separately, OR for a limited time, if you pre-order all eight together, get them for $59.95, $20 off the MSRP! Pre-order today!

Second Summoner Previews:
Kynstri's Mission
Saturos: Part 1, Part 2, Part 3
Natazga: Part 1, Part 2, Part 3
Malenatar: Part 1, Part 2
Scraven: Part 1, Part 2
Little Meda: Part 1, Part 2
Shiva: Part 1, Part 2
Brath: Part 1, Part 2
Farrah: Part 1, Part 2


Comments


glenn3e commented:

And here it comes...

Posted on 2016-05-16.

Colonel_S commented:

BORKEN!
Just kidding. Dinky looks like he could either be devastating or ineffective. Very interesting design. It really discourages the 3 champ "necessity," so I'm happy that it can change up the game because of that.
I really have no idea of what to think about Wraiths. They look cool and magic denial is always welcome. It's interesting they only get one attack. They seem like prime blockers for Scraven.
EDIT: I forgot to add Marek's option: Greater Sneak Dinky! Oh man, that's crazy. And people won't be eager to disable that ability soon. (Chant of Negation).

Posted on 2016-05-16.

killercactus commented:

The best thing about Dinky is I look at his card and just start laughing. Not at the art or even the name - just the attack value. Every time I see it I laugh.

Posted on 2016-05-16.

Syurtpiutha commented:

this is awesome. And nuts. Scravens deck is just completely bonkers. Also, bombers with more than 1 attack value. Yay.

Posted on 2016-05-16.

Irisches Glueck commented:

Wraith's love Krusk! It is so much fun sand-storming them around. Then when the time is right, you attack, lose your wraiths, and have an overpowered Dinky. I love my Wraith/Bomber Dinky deck =]

Posted on 2016-05-16.

Villager A commented:

Oh my lord, Dinky is a beast! Aggressive summoners will live in fear of sand goblin walls now.

Posted on 2016-05-16.

Prelate commented:

Thing is, Scraven needs his commons for protection, so just bunging everything to bring Dinky out can put him in a sticky place. Timing is everything with this giant goblin!

Posted on 2016-05-16.

jtberman commented:

I may be biased, but I liked the song.

Posted on 2016-05-16.

adalbert commented:

Wraiths look super cool. The complete lack of synergy between Cyrus and Dinky is somewhat strange.

Posted on 2016-05-16.

Clarissimus commented:

Prelate, Krusk doesn't care about commons. Krusk will 1-hit enemy champions with ease. And between Taunt, Sandstorm, and Mirage, enemy Summoner will be dying in 1 turn also.

Posted on 2016-05-16.

killercactus commented:

I can't wait to see people try to do that.

Posted on 2016-05-16.

Skydragon222 commented:

Just to be clear, if a tinkerer uses its ability to cause a wounded wraith to die. Then the tinkerer's controller gets the magic, right? (Ditto for Chant of Negation, Mental Block, etc.)

Posted on 2016-05-16.

killercactus commented:

That's correct.

Posted on 2016-05-16.

Terminator547 commented:

For Dinky's ability, what do mutants count as?

Posted on 2016-05-16.

glenn3e commented:

Mutants count as Commons as stated in the Mutant rules card.

Posted on 2016-05-16.

Ad Hoc commented:

Love it. Love it all. DINKY SMAAAAAASSHHH!

Posted on 2016-05-16.

jtberman commented:

And Bash, And Thwack!

Posted on 2016-05-16.

Crimson commented:

I'm a big fan of dinky and wraiths. They look like great fun to use. I love the assassination potential the wraiths have.

Posted on 2016-05-16.

Alexandre Limoges commented:

I like Wraiths, but Dinky looks a bit powerful. If you can only survive until the last stretch, then you put him behind your remaining commons, kamikaze them on the opposing player. You win if you kill with your commons, win if the other player kills them too...
I'll see how it goes! Excited to get the expansion for sure...

Posted on 2016-05-16.

epyonyx commented:

Wow, I'm not the only one who associated Dinky and the Wraith with Pinky and the Brain lol! Ever since pre-orders started, first look at their names on the product page had that song playing in my head, and every time I thought of their names since. I thought it so funny. Glad to see I'm not the only one.

Posted on 2016-05-16.

zfs commented:

So my assumption is that Wraiths can be wounded but not killed? Or am I getting that wrong?

For instance, if a unit with Precise attacks a Wraith, it will apply a wound but the wound won't kill the Wraith. Same with Burn or Greater Burn - the wound(s) would be placed but would essentially do nothing. I'm also assuming Assassinate would simply fail because the card text says that it destroys a unit, and the Wraith can't be destroyed. But Into Shadows would work fine, because it discards a unit instead of destroying it.

So I'm guessing that means that abilities which require the placement of a wound can still work on a Wraith? For example, a Brute could use Knock Around if it rolled a hit.

If Rallul is facing a Wraith, can he use Fury of Godshome on a Wraith adjacent to one of his wounded walls? Since the wounds don't actually kill the Wraith, could he potentially place all 9 wounds onto it in the very unlikely event of a Wraith being adjacent to all 3 of his walls?

Posted on 2016-05-17.

NinjaKnight commented:

I feel like one day Dinky will bring summoner wars iOS to it's knees. The interface can't handle all those dice!

Posted on 2016-05-17.

killercactus commented:

zfs, you are correct on all counts. Wraiths receive wounds as normal - they're just never destroyed. Assassinate doesn't work on them, but stuff that discards them or bounces them back to hand works fine. They can also still be poisoned.

Posted on 2016-05-17.

MightyToenail commented:

Dinky. Really?

Wraith looks very cool, and kind of OP. Dinky seems balanced.

Posted on 2016-05-18.

killercactus commented:

Wraiths are pretty far from OP in my experience. I usually ended up preferring Shamans.

Posted on 2016-05-19.

MightyToenail commented:

Oh wait just saw they can only attack once. Okay they aren't OP.

Posted on 2016-05-19.

zsl commented:

what will happen if my bomber rolls 6 and 1?discard or attack again?

Posted on 2016-08-15.

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