The Summoner Wars previews are resuming their weekly occurance.  Last week we saw the title characters for the upcoming Reinforcement Packs Bellor's Retribution, and Saellas' Precision, and every week we will see one new Unit from each of these packs.  

SO Swamp Beast Unit card

First we have the Swamp Beast, who was indeed the other Unit sharing the cover with Bellor.  I suspect that this is not a natural beast, but a construction of Swamp Orc magic.  Either way, it will be a useful addition: it's a moderately tough Common Unit, and adds another way to build Vine Walls, namely from its own destruction.  I can see that they could be a real pain to have invading your territory en masse.  That's probably why they are not cheap to get, either. 

The Filth Absorption Mutant Unit card

The other preview is even more exciting.  One of the frustrating things about playing the Filth is the singularity of each Mutation: once it's destroyed, it's lost for good.  Or it was.  Now the Absorption Mutant gives us a way to get them back again: if it destroys any Unit, it can move 1 Filth card from an opponent's Discard Pile to our own Discard Pile, ready for the Demagogue to retrieve it with his Mutagist ability.  This is a wonderful addition to the Filth!  Plus, it is a moderately tough Unit: its Attack Value of 2 makes its ability more likely to be used, its 3 Life Points means it won't vanish at the first puff, and its Summon Cost of 2 makes it a very good deal, indeed.


Until next week!


Comments


DrZ commented:

Some excellent additions!
I really like the whole "creeping vine walls" theme and spore carrier suits that well.
I'm thinking I'll wait until September and try and use birthday wishes to get all of the reinforcement packs at once...

Posted on 2012-07-02.

Joseph commented:

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!! Finally a way to get back lost mutations! It has superb stats alone, but also the ability to negate the arguably most frustrating thing about the filth? THIS IS AWESOME!!!!!!!!!! The swamp beast definitely looks good, that is one common my swamp orcs deck will see a lot of.

Posted on 2012-07-02.

joepinion commented:

Definitely appreciate that the beast doesn't have to be attacked to use Spore Carrier. (ie Burn, Assassinate, etc still trigger a vine wall). Even Into Darkness can't get rid of these guys! (That's a plus to their pricey cost.)

I'm sure Absorption will lead to some mind games where you don't spend magic for a turn because you don't want the mutation you killed back in the Filth discard pile.

It works on your own units(!), so I'm imagining a decks with 16 0-cost commons and 5 very special mutants, including this guy.

Posted on 2012-07-02.

Corre commented:

Building around the Absorption Mutant seems a risky proposition as 3 life isn't that hard to kill off, especially since it will be up in melee range to use it's power. I see him more as a late game guy to come out, kill a common, get back your favorite dead mutation and draw 1 turn of attacks towards it.

Posted on 2012-07-02.

Barliman commented:

joepinion has twigged onto an interesting dynamic with the AM: Your opponent still has some control over destroyed Filth Units, as long as he can keep them in his Magic Pile; however that can put constraints on his spending his Magic, so there's a natural tension involved.

Posted on 2012-07-02.

Joseph commented:

Dont forget, it works on your own units corre. You can kill your own injurd mutaions in the back row, and get discarded mutations. Absorbation mutant is truly an awesome mutant.

Posted on 2012-07-02.

Corre commented:

Yah didn't think of just keeping him in the back to only kill your own guys.

Posted on 2012-07-02.

Joseph commented:

of course not. Im just saying he isn't the mutaion that lives only 1 turn you make him out to be. He can very well accomplish multiple things with his power. He is a goos mutant. Trust me.

Posted on 2012-07-02.

champrjk commented:

Actually joepinion Into darkness doesn't trigger the swamp beast's ability since its not destroyed instead it's simply discarded. Their ability is still quite good though. I'll be swapping out some savagers with them for sure.

Posted on 2012-07-02.

joepinion commented:

But into darkness requires a summon cost of 2 or less.

Posted on 2012-07-02.

Ryujin commented:

@ champrjk: Into Darkness can't target them because they cost 3 magic.

I foresee the Absorption Mutant being switched in quickly to get a kill and then switched out the turn after. The goal is to switch him in where your opponent can't one-hit him. Over the course of the game he'll get easy kills and keep the mutant engine running.

EDIT: ninja'd

Posted on 2012-07-02.

glenn3e commented:

Your absorption mutant doesn't even need to get a kill on an enemy Unit. Use it on your own 0 costers to get a free card from the enemy discard pile from the safety of your own boardspace.

Posted on 2012-07-02.

Joseph commented:

@glenne3e: Exactly!!! That is the beauty of it!

Posted on 2012-07-02.

ZeeJr commented:

The "if able" clause in the Swamp Beast's text got me wondering. When wouldn't you be able to place a wall? If you've already used all 15 of your wall cards, I suppose. That's the only time I can think of. Even if there's a unit that takes your spot when it kills you--such as the SE Ranger--you would still place the vine wall first.

Posted on 2012-07-02.

glenn3e commented:

ZeeJr, you can't place a VW if the SB is already on a Vine Wall. Also, its interesting that the Absorption Mutant uses the Zealot's base art rather than the Anointed, whatever it is.

Posted on 2012-07-02.

Killer Lawnmower commented:

The Swamp Beasts have been what I've been looking for all along. YES!

Posted on 2012-07-02.

ZeeJr commented:

@Glenn3e: Can't believe I didn't think of that!

On a side note, Swamp Beasts will be incredibly useful during early game. Get two of them onto your opponent's side in order to get a swamp started over there. If you're using Mugglugg, that swamp will hopefully continue to build.

At that point, you probably want to summon hunters or shamans from those forward walls instead of more swamp beasts. Another Swamp Beast will be a waste of magic if it's going to be destroyed while adjacent to a vine wall.

Posted on 2012-07-02.

Joseph commented:

Zeejr, that is genuis! Can't believe no one thought of that. As a filth player, i have been concentrated on the mutant, but you my friend are giving me and everyone else valuable tips on the game. I also imagine if your swamp is destroyed, it will be useful for starting it back u.

Posted on 2012-07-02.

TheOne commented:

Too awesome for words.

Posted on 2012-07-02.

Shockma Ranyk commented:

Note that the Swamp Beasts do not have the "[unit] does not have to roll to move off a vine wall" clause. Just something worth noticing.

Posted on 2012-07-02.

Cleon commented:

@SR Which is funny because they pretty much are living Vine Walls.

Posted on 2012-07-02.

darkbladecb commented:

@SR: Swamp Beasts by themselves really see an increase in Swamp Orc Event Card usage. Ambush, in particular, can be devastating with assassination-oriented Swamp Beasts. It gets around the lack of "Vinemancer" clause nicely.

Posted on 2012-07-03.

killercactus commented:

I just love Swamp Beasts because if you get one in enemy territory, they have to think twice about just standing back and zapping it with a ranged summoner. That happens a lot to other factions that can get a common in deep, but if a summoner does it to an SB, something bigger and badder might jump out of those vines next turn!

Posted on 2012-07-03.

ZeeJr commented:

@Joseph. Thanks a bunch. It's always nice to hear when insight is appreciated.

The fact that they can't vinewalk, as Shockma Ranyk points out, makes them even better suited for early game. If the SO are doing a good job, the board should be pretty clogged with vines by the time the decks are running out. Not only will the Swamp Beast have a hard time moving around, but the SO won't really need them as a spawning point.

Their cost will make it quite challenging in the very early game. Ideally, you'd want to move in two Swamp Beasts at once. Otherwise, it isn't very hard to kill the beast and its wall before that wall has a chance to spread.

Posted on 2012-07-03.

Joseph commented:

These guys would rock the vargath. Think about it. they surround him on 3 sides. kill him. Wall. summon something. Mugglug's power allows for another wall. see?

Posted on 2012-07-05.

You must be registered for our forums and logged in to leave a comment.