This is the second in a new
series of Stacking the Deck articles, this time 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.
For my second article I’ll be using the Jungle Elves. For some details on how
deck building works in Summoner Wars refer to my first article.
In the Jungle, the Mighty
Jungle
I have played with the Jungle
Elves faction deck and looked through their reinforcements. There are two
things that these guys seem to excel at: movement and range. I considered
building a deck that focused on movement, but after some consideration decided
to go the other way and focus on their ranged abilities. Not only will a lot of
the units in this deck be able to attack at range, many of them will be able to
attack in surprising, more versatile ways.
So now I pulled out the Jungle
Elves deck. Their summoner is Abua Shi. He’s pretty average with an
Attack Value of 3 and 5 Life Points, but he has the advantage of range. Furthermore,
his special ability, Chant of Growth, lets you spend a magic point to beef up a
Jungle Elves unit’s attack for 1 turn.
Now because of Abua Shi’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 2 Archers,
1 Lioneer, and 2 Lionesses. The deck comes with 8 Lionesses
and 4 Lioneers, but I’m going to remove the extras of those 2 unit types
to make room for some different units. I’d rather have more units that
emphasize range, and the Lioneers and Lionesses don’t do that.
The deck also starts with 6 Archers, and I’m going to keep every one of
them. Not only are they ranged, but their Arching Shot special ability lets
them attack through other units, something most ranged attackers can’t do. This
is the beginning of what I mean when I say that many units in this deck can
attack in surprising, more versatile ways.
I now have 9 slots for common
units that I need to fill in this deck. The first 5 will go to Jungle Guards.
This is a Jungle Elves common unit that came in the Jungle Elves reinforcement
pack. These guys are fairly expensive for common units, with a Summon Cost of
4. They’re certainly worth it, though. They have an exceptional 4 Life Points,
for starters. Their Attack Value is only 1, but their special ability makes up
for it. Basically, not only is the Jungle Guard ranged, but he can
attack diagonally as well as vertically and horizontally – something most units
can’t do. On top of that, if he attacks a card that he is adjacent to, he gets
to add 1 to his Attack Value for that attack. The remaining 4 common units will
be Spear Grounders, a Mercenary common unit. A Spear Grounder isn’t
ranged, but she can attack diagonally – again, something most units can’t do.
Every deck needs 3 champion
units and we have 3 Jungle Elf women to rain destruction on our enemies. Kadara,
Makeinda Ru and Shikwa each have an average Summon Cost and Life
Point total for champions. Their Attack Values are relatively low, but they
have range to make up for it. Their special abilities are what set them apart. Kadara
can attack up to 4 spaces away, instead of the typical 3 for ranged characters.
Makeinda Ru can add 2 to her Attack Value if she doesn’t move during a
turn. Shikwa can attack twice each turn.
Jungle Fever
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.
Abua Shi (Summoner)
Chant of Deception x2 (Event)
Chant of Haste x2 (Event)
Chant of Life x2 (Event)
Chant of Negation x2 (Event)
Chant of Salvation (Event)
Wall x3 (Event)
Kadara (Champion)
Makeinda Ru (Champion)
Shikwa (Champion)
Archer x6 (Common)
Jungle Guard x5 (Common)
Lioneer x1 (Common)
Lioness x2 (Common)
Spear Grounder x4 (Common)
Overall, this deck is
designed to harass your opponent and make things difficult for him. There will
be a lot of ways for you to attack your opponent while making it challenging
for him to attack back. Keep your distance and take advantage of your range.
You start out with a Lioneer
and 2 Lionesses in play. The Lioneer has an Attack Value of 3,
the best Attack Value in your deck, so you may want to send him in and get as
many attacks with him as you can early in the game. The Lionesses aren’t
quite as strong, and only have 1 Life Point each, so you may be better off
attack them yourself for the extra magic points. (Attacking your own units is
legal.)
Having enough magic to summon
units may be a problem, especially if Abua Shi is using his special
ability to boost the Attack Value of a unit each turn. Jungle Guardians are
expensive for a common unit, so I would only plan on summoning 1 or 2 of them
over the course of the game. Discard the others to build magic. Archers
and Spear Grounders are cheap, so you can summon one every few rounds,
but don’t be afraid to discard them for magic too. Try to keep a supply of 5 or
6 magic points ready for when you draw one of your champions.
Don’t forget about your event
cards. Chant of Deception and Chant of Haste can help you line up
your units to take their shots. Chant of Life and Chant of Negation
can help you keep your more expensive units alive longer. If you draw Chant
of Salvation early on, use it to search your draw pile for a champion or an
event card.
That’s my idea for a tricky Jungle Elves 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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