Link to original blog post as not everything may show correctly here.

The basic idea with Samuel Farthen’s Vanguards deck is early aggression. Pressure your opponent with your commons protected with Samuel’s Shield of Light. He plays a lot like Sunderved, just with a defense aura instead of an attack aura. This guide will include both first and second summoner units, but no mercenaries (for now). They will probably be added in an update to this post once I have had experience with them. Summoner Wars is a game by Plaid Hat Games. It’s available on android / iOS / Vassal. Basic idea

sum-SamuelFarthen

I haven’t played him competitively a lot yet, so I’m not entirely sure how strong his deck is in comparison. So far it seems like he’s pretty comparable to Sunderved in terms of strength. Which means I don’t consider him top-tier as I feel he lacks mechanisms to really surprise or assassinate the opponent and he will lose in magic efficiency to in example Deep Dwarves and Filth. This will often mean you need to carve out your advantage early game or you will be in trouble later on. If you are facing Samuel: Don’t underestimate how hard to kill his commons will be under the Shield of Light. Your opponent on average has to roll four dice to kill a two hit point unit instead of three. Some tactic and combo suggestions: — Master Bullock with Woeful Brothers is a great combination as it both gives you a ranged champion and ranged commons. And you might actually get use out of Strong Spirits. — Using honor guards basically means you get to move extra units for free and move them to positions you’d normally not get to. Like a hard to cover flank off Samuel’s. Using them together with Archangel could be quite interesting. — Cavalry Knights, Angels, Warrior Angels and Archangel have mobility and can reposition fast for doing a surprise attack or bolstering your defense. Just be careful not to use them for assassination when you have no follow-up or it will cost you. Deck build without mercenaries

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- 1 Jacob Eldwyn — 1 Master Bullock — 1 Sybil Swancott — 6 Woeful Brother — 3 Honor Guard — 1 Warrior Angel (the initial one) — 2 Guardian Knight — 3 Angel — 3 Cavalry Knight The idea here is that most of the time you will be playing commons to have early pressure and use Samuel’s strengths. For that you need commons that either can get to the front quickly (cavalry knight, angel, warrior angel) or that can help protect Samuel very effectively (guardian knight, honor guard). And of course the woeful brothers for their synergy in this deck. The reason for some angels and guardian knights is that they are cheaper so you can get more units out and still have some magic for champions. I might change those ratio’s based on further experience. Ideally I’d like even more two dice units in there.

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If you play the commons (which generally you should) you won’t be able to play all champions, so you can then afford to build at least one champion and you can select which one to summon that will suit the match up / situation you are in best. That’s one reason I included three expensive one’s. The second reason is that in certain match ups you can go champion heavy and still have a shot as all three are ranged beasts. Master Bullock was included because of his synergy with the woeful brothers. Jacob because of his awesome ability and ranged dice. And Sybil for the four ranged dice. The only real alternative I’m still considering is swapping out Sybil for Archangel for even more mobility. Other options don’t really seem worth it. Playing the faction As I said before, I’d play this faction aggressively in the starting phase. Move all your units forward and let the Honor Guard hitch onto Samuel so he can keep the flanks protected and even extend your attack range. Clog enemy summoning spots and try to keep your commons near enough to Samuel to maximize their effective range and protect him. The initial wall can be used to summon reinforcements and you should probably place any new walls on the fourth row. Also remember to build enough magic to summon as many reinforcements as you need (only summoning when it gains you a benefit though). You could even finish off your own hurt commons as you can ignore the shield of light on them. If everything is going well, you should be losing some commons but killing enough commons yourself to get a decent amount of magic (always prioritize finishing off enemy units). A

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thing to watch out for is Samuel getting blocked in enemy territory by smart enemy wall placement. You can prevent that by not moving him past the fifth row unless there’s a really good reason to or by guarding his rear with a unit. Having him next to an enemy wall is generally effective as you can then block off all sides of that wall while still giving all those units the Shield of Light. Concerning champions: I tend to build magic aggressively and only summon when necessary. That often means you get enough magic to also bring out a champion. I’d recommend that as you only have three attacks per turn and having a champion use one of those attacks generally is worth it in my opinion. And all three these champions have very powerful specials to add more pressure with. Another thing to do watch for, is using your Transformation events at the right time. They are ideal to use when you’re either fighting on multiple fronts or if Samuel has a big juicy target to hit hard. The main way to lose is if either Samuel gets hurt too much (he doesn’t have Shield of Light himself) or if your push is not successful and your opponent outlasts you. To prevent this I’d use the more maneuverable units of the Vanguards to pick off high mana cost commons that are out of the range of your summoner ‘group’ or to surprise / box in the probably retreating enemy summoner. Angels, Warrior Angels or Cavalry Knights are excellent for this as they can still reinforce you quickly even if you are deep in enemy territory. Match up analysis I might do a faction by faction analysis eventually, but I’ll start this off with a few general observations. Factions that have automatic wound mechanics are very dangerous. Also, the same goes for factions that can do assassination combo’s on your summoner. He might have eight health, but that can be gone very quickly against some factions. Second summoner specific cards [table id=10 /] Generic cards [table id=11 /] ReferencesAll Vanguards cards (especially strategy section and comments are useful) — A Doug’s Guide To Summoner Wars podcast (strategy discussion and community news) — Mythacle Battleplan for Summoner Wars (deck builder)

Link to original blog post as not everything may show correctly here.

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