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Tips & Strategies (14)
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This isn’t my concoction – this is The Boy’s, but he rubs his hands with glee every March, so I thought I would share it with you. 🙂
With 16 Factions – Summoner Wars is built for a Bracket Challenge Tournament.
Divvy up those factions among your Gaming Guild, build those decks, design some nifty headbands and t-shirts, and have at it!
Some general rules from The Boy:
*Until Second Summoner Packs are fully instituted throughout all factions they are not Tournament Sanctioned
(This was a direct quote. He is such a doof!)
*Reinforcement packs are fair game
*The first round is a blind match-up. Entering Round 2 and above remaining factions are notified of their opponents and can build their deck accordingly
*Once Mercenaries are out of the tournament – remaining factions are allowed to pick through their deck and choose one alternate Champion or Common Squad
* A set of Faction Dice from the Plaid Hat Games store makes a good trophy for the winning faction
That’s my rule! 🙂
Sadly, I’m usually out in Round One. 🙁
This year I had Cloaks . Seriously???!?!
*sigh* Those dice would have been nifty…
(…if I was the Phoenix Elves!)
It is always good to know your opponent’s faction. Event cards can’t be changed through deck customization. Do they have an event card that can be used if you have more units in play? Do they have something that might mess up my master plan? Know what they are, and pay attention to what ones have been played. You could ask to see their magic pile to see if an event card was dropped in the Build Magic phase.
Also pay attention to the champions in your opponent’s faction. If you see a big push to build magic up to a certain threshold, you could count on one of his or her big heavies coming into play, especially if you know the summoning costs of each one.
There are cues you can see that can help you know what is coming to some degree. Know them and watch for them. It could mean the difference between holding something in reserve for the impending onslaught, or getting crushed.
This game has a number of units that are pump-able when they have cards added underneath them. This can turn your lowly little commons into hero killers. It’s a lot of fun to do too.
The downside is that usually these units aren’t the best at sticking around. They get killed pretty quick, especially the more powerful they get.
This can be bad because all those cards you used to make the little guy big go with him to your opponent’s magic pile when he’s killed.
Rather than give your opponent the kind of magic that might let him summon a champion from one kill, kill off the little guy yourself so that you can reinvest that magic towards your own needs. It just doesn’t pay to push your luck the other way.
It’s a fun little mantra that my friends and I use. If you ever find yourself questioning, should I build the big awesome champion or chew on my enemies with him on the board? The answer is almost always, play him and chew on things. Sure there is high level strategy that may lead you away from this, but if, then yes Gror is the answer.
A great strategy for this game, if you are able to do it reasonably, is to take out the opponent’s walls. The Guild Dwarves seem best-equipped to do this, with units that get bonuses for this. Without walls, or open spaces adjacent to walls, a summoner cannot summon. Likewise, be willing to place units to block the oponent’s wall spaces. It’s a really good control strategy for the game.
If you play each faction with the same strategy, you’ll likely lose a lot. Really know what your factions strengths are, and play to those. If the faction you’re using is best played sitting back, and letting your opponent strike first, then do it. For example, the Vanguards faction has the reputation amongst my gaming group as being nearly impossible to win with. I don’t think that is the case—you just need to use their healing ability as a key strength. They are strongest grouped closely together in a wedge rather than charging out in front in a blaze of glory… only to die. Prior to playing a match with a new faction, check out each champion and common cards.
I realize the Master Set is probably seeing the most play now, but I began with the Phoenix Elves and Tundra Orcs Starter, so they will always have a soft spot in my heart. One suggestion for using Phoenix Elves is to take advantage of your warriors’ blaze step ability. If you are choosing to use commons (versus trying to hold out for champions), the warriors make a great hit and run force, attacking and possibly doing two damage and then retreating out of range to a wall that could be on the other side of the battlefield. Playing against the Phoenix Elves can be frustrating, and these guys are one of the reasons.
Summoner Wars is all about crushing the enemy. You have to deduce their faction’s abilities and know what abilities your faction has to best counteract.
I think one of the best aspects of Summoner Wars is the different factions and how well they are balanced. Usually, there is a combo in your deck that works best. You need to find this (best way to do this is read through your cards ahead of time). Once you know the best cards, you can get rid of all the rest to use to summon.
Summon the Best… Get Rid of the Rest
Once you have this down, the rest of the game is tactical.
This may sound like “duh” advice, but I have seen many games lost because someone didn’t use a special ability on a card. Every card has one, there are no “generic soldiers”. Also know your enemies abilities before making your move.
This is perhaps more relevant to big fans of this game, and they probably already check the Plaid Hat webpage, but just in case: there are currently some great custom dice for each faction available for sale on the Plaid Hat online store. These are some very neat accessories and are produced in limited quantities. They aren’t necessary at all, but it adds a touch of coolness to be rolling your faction dice during the game. Plaid Hat periodically has more for sale, so if you’re interested and they’ve already sold out, check back later.
A friend of mine came up with this, but it’s a great help, so I’m sharing.
The card wells in the Master Set box curve in at the bottom, and it’s enough that if you’ve sleeved your cards the corners of the sleeves get bent a bit.
My buddy’s solution was to cut the corners of the card wells out – just the bits that were pulling in at the corners where two sides and the bottom meet. Only removing that corner bit leaves the wells plenty strong enough and keeps your sleeves from getting all bent out of shape.
The hardest part for beginers is that they try to summon all cards that they get into. This is not a good choice: having many units does not help (you cannot move/attack with them all), and allows your opponent to use reinforcements/summoner surge/ etc…So I recommend to build common units as magic so that you can bring in your big ****** champion ASAP
I know that among a lot of players, the Mayday sleeves (Chimera Premium seem to be the most recommend of them) are pretty consistently recommended even with the occasionally wrong sized sleeve.
I’d recommend folks go elsewhere for their sleeves. Not because there are obvious, better choices – there aren’t – but because Mayday as a company is not trustworthy.
They’ve done things like reselling as new returned and defective products, creating multiple accounts on sites so that their main account has “supporting voices” and they’ve absolutely, 100% ignored customer requests for restitution of refunds until things were made public.
Their sleeves appear to be their most consistent, good offering and I still can’t bring myself to use them because they’ve burned too many of my friends with their snake oil salesman techniques.
Probably best variant ( even for first game ) is two teams, two players against other two. We played it with Sand Goblins and Shadow Elves against Minotaurs and Swamp Orcs, it seemed that opponents will loose quickly but outcome was suprise when elf summonner died and goblin’s met their end after that. Game is more complex with for players and bigger board is also nice thing …
Before that first play i known game only from observation of one standard game of some friends , 1-1 is ok but bit dull (in my opinion ) 2 vs 2 is great .