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