This is the third in a new
series of Stacking the Deck articles, focusing on the game Summoner Wars.
If you’re not familiar with this fun tactical card game you can read my Design
Review here. In each of these articles I’ll present one deck, talk about my
process in creating the deck, and some strategies for how to use it
effectively. For my first article I built a deck with the Tundra Orcs faction,
and for my second article I used the Jungle Elves. This time I’ll be working
with the Deep Dwarves. For some details on how deck building works in Summoner
Wars refer to my first article.
The Deep Dwarves were the
first faction I played with when I first got into Summoner Wars. They
have a few ways of letting you generate more magic than usual, but they also
have a few more ways to spend it. I think there are basically two good
strategies you could use with the Deep Dwarves. You could focus on putting out
one really strong champion, like the Deep Troll, and then reinforcing
him with Scholars. Or, you could focus on generating as much magic as
you can and playing as many mages as possible, spending magic liberally to
boost the mages attacks. This second option is the approach I’ve decided to
take in this article.
So let’s look at the Deep
Dwarves deck. Their summoner is Tundle. He’s pretty average with an
Attack Value of 2 and 6 Life Points, and he has the advantage of range. His
special ability, Meditate, presents an interesting trade off. If you only
attack with 1 unit on your turn, you can move 1 card from your discard pile to
your magic pile. This is great, because it gives you free magic, but obviously
there will be a lot of times when you may want to attack with more than 1 unit
in a turn. So, you’ll have to use this judiciously.
Now because of Tundle’s
starting setup (basically, each summoner comes with a few common units that are
already in play at the start of a game), this deck must include at least 1 Gem
Mage, 3 Miners, and 1 Scholar. The Gem Mage isn’t a
problem. The deck comes with 6 of them, and we’re going to keep all 6. The Miners
and Scholar are a bit more annoying. That’s 4 cards that aren’t
really contributing to our strategy. We’ll take out the other 4 Miners and
4 Scholars to make room for some more preferable common units.
To start with, we’ll add 5 Rune
Mages. These are Mercenary common units that have 2 Life Points and can
attack at range, all for a pretty decent Summon Cost. What’s better, is their
special ability. If they’re adjacent to an opponent’s wall, instead of moving
they can let you take a card from your opponent’s magic pile and put it in your
own. That’s a pretty effective magic generation system. The remaining 3 slots
for common units will go to 3 Battle Mages. These guys have reasonable
Attack Value and Life Points for being common units, and they can 1 magic point
to attack as if they were ranged instead of melee, making them a more versatile
unit.
We need 3 champion units to
complete our deck. Gren and Piclo are two Deep Dwarves that will
help us generate even more magic. Gren lets you send fallen allies to
your magic pile instead of your opponents, while Piclo essentially gains
2 magic for defeating a foe instead of the normal 1. Magos is a
Mercenary champion that lets you draw up to 7 cards on the Draw Phase, instead
of the normal 5. This helps you get important cards sooner, and it lets you
generate magic quicker – more cards in hand means more you can discard to build
magic.
Now let’s look at our deck.
I’m going to start by simply listing all of the cards in the deck, and then
I’ll discuss how to use them.
Tundle (Summoner)
Illusionary Warrior x2 (Event)
Magic Stasis x2 (Event)
Magic Torrent (Event)
Summoning Surge x2 (Event)
Wake the Father Gem x2 (Event)
Wall x3 (Event)
Gren (Champion)
Magos (Champion)
Piclo (Champion)
Battle Mage x3 (Common)
Gem Mage x6 (Common)
Miner x3 (Common)
Rune Mage x5 (Common)
Scholar x1 (Common)
Overall, this deck is
designed to generate magic quicker than your opponent. With this magic you’ll
summon mages and spend magic to boost their attacks.
You start out with 1 Gem
Mage, 3 Miners, and 1 Scholar in play. Unfortunately, the Miners
and the Scholar don’t really contribute to your main strategy. Your
best move might be to destroy them yourself as quickly as possible to generate
magic. (Attacking your own units is legal.) However, since the Scholar,
especially, does have a good number of Life Points, you might hang on to him
for use later.
You really don’t want to have
a lot of units out in the beginning, because you want to use Tundle’s Meditate
special ability as often as possible, and more of your units on the battlefield
won’t mean a lot if they’re not attacking. Get a Rune Mage in position
to start gathering magic as soon as possible. Given the chance, use the Summoning
Surge event as soon as you’ve got some of your starting units cleared out,
so that you can bank a bunch of magic early.
Once you think that you have
enough magic stored up, start summoning Battle Mages and Gem Mages.
Move them into position and spend your remaining magic to power up their
attacks. Don’t forget that you can use Illusionary Warrior to
essentially summon either of these mages at half their Summon Cost. Hold Wake
the Father Gem until you’ve got a few mages in play that can benefit from
it. Throw out Magic Torrent if your opponent has a few weak common units
in play, and use Magic Stasis to keep your opponent on the ropes.
All of your champions can
help you generate more magic, but they’re also pretty expensive to summon. I
wouldn’t count on using any of them unless you draw them early on. Keep putting
out mages and reinforcing them with extra magic instead.
That’s my idea for a mage-focused Deep Dwarves deck. I haven’t actually played with this deck, but I would be curious to see it in action. Have any thoughts on how this deck could be improved? Is there a better way to make use of these cards? Please share your thoughts in the comments.
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