ALPHA PROGRAM FEBRUARY 2018 UPDATE

Written by: Jesse Bergman


Hello, battle commanders. We’re back here again with a brand new update regarding what you can expect in the Alpha Program. This February will see lots of activity involving Battle for Sularia and the Alpha Program as well as our website.

John is working very hard to roll out our new web platform and we had hoped to have this site rolled out by now, but like all good things, it takes time and we have to wait just a bit longer. The Alpha Program doesn't wait for our new website, so we are going to continue to push content forward and out to you over the coming weeks.

What you can find in this update:

  • Command Pack Series 1: Pack 1
  • Alpha Program TTS Tournament and Info
  •  New Alpha Program page on our website for all things related to the Alpha Program.
  • Learn to Play Alpha Rules
  • Alpha Program February Promo Cards

Command Pack Series 1: Pack 1

On February 6th, 2018 we will release Command Pack Series 1: Pack 1. Which is a really fancy name for 4 brand new cards inserted into the Alpha Program. As a reminder, these cards are completely legal and ready to be played in Alpha format events. So get to downloading these print and play files as soon as possible because you do not want to miss out on some of these cards.

Card #1 - Harrier's Perch

Harrier's Perch is a brand new idea for a mechanic inside of Battle for Sularia and one that is unique compared to other strategy card games. We are beginning to play with an idea of reducing card construction cost by paying for other cards.

Harriers Perch is the culmination of that idea, where players can invest in it and get a powerful ability that allows you to search for a Gray Harrier. Additionally, it drops the construction cost of cards with Harrier in their name to one! We cannot wait to see what all of you Battle Commanders come up with and as you can be assured we are preparing to play more on this card in the future, with more Harrier fliers in the Jotune design.

Card #2 - Sularium Storm

Continuing in the spirit of the design of Harrier's Perch, the Synthien get a powerful new ability card and one that helps keep those Harriers from getting too far out of line. Sularium Storm is a powerful new direct damage ability that gives the Synthien a great answer to many of the powerful meta decks. In addition, Sularium Storm reduces the construction cost of Sheild Generator Installation to one.

This enables the Synthien player to build with more powerful effects by reducing the number of sites that cost more than one. Freeing up valuable construction points gives Synthien players many new options.

Card #3 - Mayhem

Mayhem is a powerful condition for the Exsularian. The Exsularian have two, already good, conditions in the form of Distraction and Secret Stash, but Mayhem gives them one of their first proactive condition cards and boy is it a doozy.

Players against Exsularian better be ready for the onslaught of site punishing removal cards and adjust their strategies to compensate for the early site losses.

Card #4 - Primordial Cera

Primordial Cera continues on the design thread of powerful mythical creatures in the Protoan design. We established this thread in Reign of Terror with Syrana, Parasitex, Dragos, and SKOBN. The main difference being is that Primordial Cera offers a powerful Type 1 that only costs one construction point to place into the deck.

The Cera continues to grow more and more powerful with each new deployment, which is also a great new mechanic that plays off of the draws where player's get more than one copy of it. This continues the thread of player's having uses for Protoan type 1’s when an additional copy is drawn.

Alpha Program TTS Tournament

I am excited to announce our first every Alpha Program TTS Tournament. It will be held on Saturday, February 17th, 2018 starting at 12:00 pm CDT. The Registration for the tournament will be uploaded within the next few days to our web store and will be a free entry.

The prize pool for this tournament will be one playset of either the Alpha promo Animus Vox or Lord Fenris. Depending on the entry count the tournament will be either a round robin or a swiss round system with qualifiers. This decision will be made prior to the tournament and be communicated with entrants at least 24 hours before the tournament start time.

You will need an updated copy of the Battle for Sularia mod found on Tabletop Simulator. You can download the mod today, and before the tournament, the Reign of Terror and CPS1 Pack 1 cards will have been added and updated appropriately. We are aiming to have this update completed by early next week.

Use this link if you already have TTS and just need to get the Official modification:

Download from Here

Introducing the Alpha Program Resource Page

Our website is receiving a new link and subsection under Products -> Battle for Sularia. This new subsection is called Alpha Program and is the definitive resource for all Alpha Program material.

You can jump to that section of this site by following this link:

Alpha Program Page

The page is laid out with the latest Alpha Program release featured at the top, next you will find the Alpha Program signup form, followed by this month's current Alpha Program promo cards, and then finally you will be able to provide feedback regarding any of the Alpha Program cards through our feedback submission form.

We hope that you will bookmark this page and return to it often as your feedback is crucial to the success of the Alpha Program. Please note, when John has the new site up and running in the next week or so, we will send out an update on this link. The Alpha Program and the future of Sularia design are directly impacted by you the players, and this means open lines of communication are imperative for this program and idea to be successful. While feedback is purely optional, we do appreciate it greatly!

Learn to Play Alpha

As mentioned previously your feedback is so crucial to Battle for Sularia's success. The first line of defense in that is our rules and updates to the rules. We need your help as valuable Alpha Program members. Please read through this document and use our feedback form to report any issues.

Learn to Play Free Download

Nothing is out of bounds on this feedback, if you feel the rules need a better layout, need more information, less information? You are our first line of defense in releasing high-quality products.

We hope that your feedback will begin coming in rather soon, in order for us to turn this document over to John and let him do his design wizardry that makes all Punch-It products adhere to the highest quality possible.

February Alpha Promo Cards

Not much to say here, if you are an Alpha Program member you will be receiving an email shortly that will have the promo codes necessary to order these cards for $5 + shipping. For those of you overseas, have no fears, we've been able to secure a reasonable way to ship these cards to you each month which for the first time ever will allow our website to ship directly to Canada, and the EU. Please keep in mind these promos will originate from the US so we cannot guarantee there will not be import surcharges, but as our game continues to grow we will continue to expand our fulfillment channels and make additional improvements.

Now onto the Cards Themselves!

 
AlphaOmega_B4S_LoRes 01.png
 

I hope you think these look as good as the team here does! John keeps pushing the limits on what we can do with our original card designs and this is another great example with how versatile those designs have been. We think every Battle for Sularia collector will want to add these to their collections. These cards will not remain in our store forever, in fact, they will be removed from the store February 28th, 2018. So don't delay and get your orders in before then. Because once they are gone, they will not return. Seriously. You can expect brand new promo cards in March—boom!

Well, that's it for this update. Thanks for getting this far!  And as always, if you have any questions please feel free to comment below and don't forget to like this post and maybe consider sharing it with your local communities as well.

Until next time Battle Commanders!

AN INTERVIEW WITH NATIONAL CHAMPION, DUSTIN ROGERS

Written by Jesse Bergman


I recently had the pleasure of interviewing Battle for Sularia's 2017 National Champion, Dustin Rogers, from Kansas City, Mo. Dustin and I discussed how he got into Battle for Sularia, his process to prepare and win Nationals, his thoughts on an underplayed card, and the Alpha and Omega Program. You do not want to miss out on his insight!


 
Nationals 2017, From Left: Jesse Bergman, Dustin Rogers, and John Kimmel

Nationals 2017, From Left: Jesse Bergman, Dustin Rogers, and John Kimmel

 

Jesse Bergman: I have the pleasure today of interviewing the Battle for Sularia 2017 National Champion, Dustin Rogers. Dustin, obviously I want to give you a big congratulation on the win, I know that field was diverse and very well played. Before we jump into your Nationals experience, let's talk a little about your card game history. Is Battle for Sularia your first strategy card game?

Dustin Rogers: First of all, thank you for inviting me to do this interview. (super politician during a debate right there) My strategy card game history started, as many players in my age bracket all seemed to start, with the American launch of Pokemon. After that game became stale, and let's face it, I was young and I didn't commit to anything back then, I moved onto a game titled Young Jedi. It was released after the Phantom Menace was released. I gave that game up after a couple of years as well, as the content was not forthcoming. Then there was a 17-year hiatus from strategy card games, a short break, and I made my glorious return to the card game world with Battle for Sularia.

Jesse: That is a pretty diverse, I consider myself a pretty avid card player, but I've never heard of the Young Jedi game. That is pretty awesome! So after 17 years what was it about Battle for Sularia that drove you back to strategy card games?

Dustin: I think it was the planets that aligned, a perfect storm of my yearnings that ended in my picking up of Battle for Sularia. I am an avid science fiction connoisseur, so it spoke to me thematically. Coupled with the amazing art that was enticing and vivid. If that wasn't enough, which it certainly should have been, it was a new concept (to me) of a strategy card game that was not a trading card game, yet containing all of the joys of deck building as one of the pillars. It all hit me at once, in one demo. (Thanks, Matt Ochs.) I had been looking for this exact style of game at the exact moment it appeared.

Jesse: So Sularia grabbed your attention? When you played your first game, what exactly said to you—man, I have to have this game? Was it the Deckbuilding? A certain faction?

Dustin: I know that I had spent a major chunk of my play time, just fascinated with all the possible play combos. My head was just running a bunch of the "what-if" scenarios in my head even after the game was over. I also remember thinking that here is a game with a level playing field. I won't get beat by a bank account, and I won't win in that fashion either. I liked that it was how well I played with what deck I built.

Jesse: Very true, that was, and has always been, the goal of Battle for Sularia. So when you first started playing the game, which faction drew you in?

Dustin: I think it was the Jotune faction, that honestly pulled me in at first. It was pretty obvious there were some serious attack numbers that you could put on the board, and then boost those numbers to indefensible heights.

Jesse: That's interesting, yet when you went to Nationals, you decided to run a Synthien combo deck. Were you fearful that the Jotune simply wouldn't compete or what was your rationale?

Dustin: Well, even up through Regionals, I was still running Jotune. It was the Jotune faction I competed with at Regionals. When it came time to get serious about Nationals, and to really tune what I was going to run, I had been toying with K.Y.Z.R. builds, with both factions and I just really enjoyed how well I had built my Synthien, K.Y.Z.R. combo. So that was what I focused on, getting that deck tuned and ready to compete.

Dustin: I want to add that, here in Kansas City, K.Y.Z.R. decks, they were not in our meta. So he was also a unique approach, from those of us out here who were playing.

Jesse: That's interesting that K.Y.Z.R. decks weren't really pushing the meta in KC. They had become so prominent around here that many were playing cards specifically to counter against him.  Obviously, the plan paid off, as you won Nationals 2017. Take me through your preparation for that tournament. It sounds like you used the Regional to decide what to run, and then once you committed how much time did you spend practicing with your deck?

Dustin: Let's step back just one step, I just went to Regionals. That was as far as I had intended to go. I hadn't even considered going to Nationals before Regionals was a wrap. My major match partner, Logan, was actually the one who both won Regionals, and had decided to go compete in Nationals. That moment was when I got serious about my tournament deck. So we both struck out to be as ready as we could, and after I settled on a general deck build I probably played at least 100 matches to not only tune my deck but also to tune my play style. I had to get all those pesky rookie mistakes out of my game. I honestly was thinking in the month leading up to Nationals, when I lose it will not be because I messed up, but because I was beaten. I was going to go down swinging.

Jesse: That is awesome that you have a great test partner in Logan. So how many of those 100 matches do you think it took to dial your card selection in and what was maybe the most difficult decision you had to make in final preparation for you Nationals list?

Dustin: I would say the first quarter of the matches we deck tuning. It was like play 6 to 10 matches, let the deck get a feel, for what worked, and what needed shored up and then adjust with a few card changes. I remember my last major change was adding in Projectus. Then I just tuned how many numbers of each card I wanted. All of these were small tweaks though, I was happy with my decklist as a general rule. I think the hardest decision was figuring out what was going to be my general strategy, but once I had committed to my general path, I didn't turn back.

Jesse: Yeah, we do believe in order to find success with tournament play, committing to a plan and doing the best at it will always be better than any list just thrown together. So you obviously have a very strong handle on the deck building and 60/90 construction system. If you had to go back to your early days in Sularia, what would you wish a more experienced player could tell you to help get you off the ground with your own custom deck builds?

Dustin: Simple, plan then execute, and always be thinking on your feet. I can't count the number of strategies that emerged in the middle of a match, and when you are first starting to explore the game or even a new faction, just goof off a little. When I started, I had no idea what I was going to find, but I always discovered new strategies in the game, in the "well I wonder how this is gonna go" moments.

Jesse: That is great advice, and I think exactly what new players should adhere to. I think because every player has access to every card as a full playset that players should enjoy the experience and not worry about honing in on a specific build and just enjoy the creativity. Recently, we released a blog talking about the 5 Jotune cards you are not playing but should be. What is one card you think is currently being criminally underplayed and why?

Dustin: This sounds so award show-y. The Criminally Underplayed Card of The Year goes to...... (insert your own drum roll) Grey Harrier! I get it, the deck building cost is for its just static number values is a hard run of mental gymnastics to overcome. But its great early game, to put your opponent on the defensive quick when you can turn one a combatant, its great mid game, to throw down more damage, with the one extra Sularium you generated. And the number of ways you can buff it, Fire from the Sky, Art of War, Fenris, Storm Citadel. I could continue to praise the utility of the card, but its greatest strength is that its that this card is immune to Sularium denial strategies, so you can always get one down on the field.

Jesse: Yeah, I think in a past life I was a game show host! Gray Harrier is a great card but I do fear its defense value in the early game. So we've discussed your deck building strategies and your criminally underplayed card. You recently signed up for our new Alpha Program. As a player, what do you think of these two new Alpha and Omega formats?

Dustin: I think whatever roadmap gets your cards into players hands is a successful venture. I have been enjoying the new alpha cards, and without a doubt, I will be getting the Omega cards as well. I am glad that you have committed to making sure there is a goal even for the Alpha cards, with the Alpha Tournaments. It adds a certain something, a jes ne se qua if you will, to this format that makes it more than say a beta release. I know that I am in full preparation mode for exactly that right now.

Dustin: Plus as a pseudo-ambassador, as I know that program is changing, it is great to have some Alpha to demo with as well. It shows that there is a future to the investment, for players that is a great sell. It also is fun to show off stuff that has not been released, in a standard sense, to players. It is a behind the scenes that new players get to see.

Jesse: I agree that the Alpha program keeps the game constantly fresh and able to be played without any investment, a sort of try before you buy. Do you feel, as a competitive player, it could lend an advantage when it becomes time for these cards to be Omega released and played at the higher level tournaments such as Nationals?

Dustin: I think a player that has more exposure to cards is likely to feel more comfortable with them. If that unto itself is an advantage, I do not know. I was not subjected to the cards before their official releases before Nationals, and I don't think that it put me at a disadvantage with any of the players who had been exposed to them at an earlier time. The deck builders out there, the ones who like to experiment like I do, probably benefit the most from early exposure. It just gives them more time to play around.

Jesse: Good point, and I agree that early play time doesn't necessarily translate to better results during Omega tournaments. Okay, so one last question, after the alpha release of Reign of Terror and a chance to look at the two new factions, which one excites you the most? And, which card interests you the most? Okay, so maybe that was two questions.

Dustin: Honestly, I am more excited about the Exsularian faction a tiny bit more than the Protoan. I think that they are going to have more interesting, in game, "a-ha" moments to them. Which translates to the slight advantage in my mind as to whom I want to tinker with at the moment. That being said, I have to say my current card of most interest is in the Parasitex combatant. I can see so many strategies evolving around that card alone, like a power-up build or, my current favorite, the suicide bomber build. I know there are undiscovered gems, yet to be unearthed with all of the Reign of Terror cards, and I can't wait to discover each and every one of them.

Jesse: Great Dustin, thank you so much for your time today! It was awesome to hear your insights regarding the game and we can't wait to see what you brew up next.

Dustin: Absolutely, it was my pleasure, it's not often it is socially acceptable to talk about yourself.


THE 5 JOTUNE CARDS YOU AREN'T PLAYING (BUT SHOULD BE)

Written by Jesse Bergman


Battle for Sularia is an exciting strategy card game filled with tons of deep strategy, card synergies, and combos. Many which can be easily overlooked by players. The beauty of these five cards listed below is that your opponent will most likely not be prepared to handle them.


 

Number 5

Bergheim "The Wolf's Den"

Illustration by: Filip Dudek

Illustration by: Filip Dudek

 

The Battle Begins and Blood, Profit, and Glory both delivered outstanding Jotune cards, but one of the most overlooked cards in the sets was the Type 1 Site Bergheim. Bergheim is the home of house Hrothgar and provides each Jotune site with a +0/+2 to its stats. This makes many of the Jotune sites very large and more difficult for an opponent to take out in an attack. 

Coming in at a whopping 6 Influence, Bergheim normally be too late in the game to have an impact, but many overlook a very powerful ability on Lord Oathki "The Hawk." Jotune players are very likely already using Lord Oathki "The Hawk" and can find his ability to not be part of their normal plan. With Bergheim, Lord Oathki is capable of dropping the site for 5 Influence versus 6. Oathki's ability is very powerful in a capable battle commanders hands as it enables Bergheim to drop onto the battlefield at a very pivotable moment. 

Bergheim's defenses are massive with its base defense at 14 it is the largest defensive site in the game. Combined with its own ability Bergheim is capable of reaching as high as 16 defense. Let's not forget to take a close look at Lord Fenris who synergizes perfectly with "The Wolf's Den" and provides an additional +0/+1 to your Jotune sites. Bergheim combined with it's Lord has a total of 17 defense , making a lone Hekaton Warhulk weep as it cannot get through its defenses.


 

Number 4

Fire from the Sky

Illustration by: Ascary Lazos

Illustration by: Ascary Lazos

 

Often overlooked for sexier condition cards such as Art of War, Fire from the Sky synergizes perfectly and can completely change the scope of combat in Battle for Sularia.  With each flying combatant able to provide an additional two points of damage to an adjacent site, Fire from the Sky is the perfect resource denial tool. 

Solomon Fayd, an Exsularian, knows exactly how painful Fire from the Sky can be as the Jotune destroyed his whole tribe from the volleys. One of the common misconceptions about the card is how it works in multiples. 

Each copy of Fire from the Sky provides the Jotune flier with two separate triggers of Barrage 1:2. Which means that a Jotune player can either deal 2 damage to 2 separate sites or deal four damage to 1 site. What this means is that each copy of Fire from the Sky acts in a similar fashion to Art of War in so much that it provides two additional damage, assuming that you have that type 1 Jotune combatant in play to enable Art of War's maximum +2/+2.  

The Jotune can leverage 5 of their 11 combatants found inside of the Battle Begins and Blood, Profit, and Glory to enable Fire from the Sky and its potency. Lets also not forget the Synergy of Fire from the Sky combined with a Vassad Saboteur for the ultimate direct damage output.


 

Number 3

Gray Harrier

Illustration by: Tots

Illustration by: Tots

 

Gray Harriers are often forgone for high impact 3 construction cost combatants such as Lady Worgana, Lord Oathki, and even Dr. Lehner "Time Hopper." Often bypassed for these cards the power of a 2/1 flying combatant for one sularium is quite easy to look past.

The Jotune are a faction that typically has to survive using cunning and wits because they are unlikely to win the resource battle against the Synthien and the now alpha released Protoan and Exsularian. Because of this, each turn should be about maximum sularium efficiency and players should be trying to get as many dangerous Jotune combatants on the battlefield as necessary. 

In other competitive card games, the value of a 2/1 flier for one resource is an obvious shoe-in because sites do not exist in those games. In Battle for Sularia, the Grey Harrier is not really an early game card, but instead a mid-game support engine. They are great to land on the battlefield on turn one or two, and in some rare instances, the Gray Harrier player may actually get to deal 2 undefended damage to their opponent on turn 2. But their real power is understated until the Art of War comes online. 

Starting on turn 4 with the play of Art of War, each Gray Harrier grows to match a Cloud Falcon in attack power for 1/3 the resource cost. If there type 1 on the board than each Grey Harrier instantly becomes a Red Condor, for 1/4 the resource cost. Many competitive players will attest to the power of the Grey Harrier, but will also argue that they are too expensive in the deck builds. 

As we stated before Gray Harrier's are excellent enablers of the condition card Fire from the Sky. They are arguably the best proponents for pushing Fire from the Sky to its maximum potential since it can be done as early as your turn 3 if you can land the coveted turn 2 Lord Oathki, into turn 3 Storm Citadel. Instantly you have a whopping 11 attack and 4 barrage damage to play with. 

In your next Jotune build, consider how to play 3 - 4 copies of Grey Harrier and how it can drastically up your attack potential going into the late mid game and into the final rounds. 


 

Number 2

Cloud Stronghold

Illustration by: John Kimmel

Illustration by: John Kimmel

 

Cloud Stronghold is a card illustrated by our very own John Kimmel and an excellent overall choice in Jotune decks for a couple of key reasons. 

First, many Synthien and Jotune competitive players are incorporating It's a Trap into their decks because of the defensive firepower it offers and the ability to remain on the offensive. Many times It's a Trap can two for one your Jotune combatants, which leaves the Jotune in a bad position from a tempo perspective.  

There are very few effective answers to powerful tactic plays insides of The Battle Begins and Blood, Profit, and Glory. However, Cloud Stronghold can serve as an excellent answer to the tactic card. If your opponent drops It's a Trap, give your combatant alpha strike, so instead of losing the combatant to the alpha strike damage of the site, your combatant can still deal damage and potentially kill the site, leaving your opponent in a more critical state. 

Secondly, Cloud Stronghold serves as a very powerful defensive card for lining up your Jotune combatants against attackers. Many players underestimate the value of an alpha strike defender, but the impact on the attacking combatant can be enormous. I have seen on multiple occasions a Cloud Falcon and a Vassad Saboteur eliminate a Hekaton Warhulk before it even got to deal its damage.  Don't have the Saboteur? No problem an It's a Trap of your own plus an Alpha Striking Gray Harrier or Cloud Falcon and say goodbye to even the highest defense attacking units in the game.

Cloud Stronghold can even be played as early as turn 3 to come online with your It's a Trap's by simply getting your Lord Oathki "The Hawk" into play as soon as possible. Many savvy Jotune deck builders have reduced the number of Security Posts in their deck build to add Storm Citadel, and Cloud Stronghold can also be easily added to these lists as well. It's also important to understand the value of the base two attack of the Cloud Stronghold and how it further synergizes with It's a Trap.


 

Number 1

Bolthorn Warlord

Illustration by: Ascary Lazos

Illustration by: Ascary Lazos

 

Bolthorn Warlord, received its own deck builders challenge on our Punch-It Entertainment YouTube channel last year. You can find that video below, where now lead developer Neil Mohlman and myself discuss the merits of the Bolthorn Warlord for the Jotune. 


 
 

The Bolthorn Warlord was found in many early Jotune deck builds because of its statistics and powerful abilities. It was abandoned rather quickly in favor of Lord Oathki "The Hawk" and Lord Fenris "The Wolf." Both are excellent choices but the Bolthorn Warlord could be used in lieu of Art of War altogether. Theoretically, Bolthorn is a more powerful combatant buff than Art of War, but it is more susceptible to powerful abilities such as Centropolis. 

Players going the route of Bolthorn Warlord over Art of War should consider leveraging Evasion only for their warlords and building up a sizable attack force very early, in order to enable Bolthorn Warlord to be played using Strength in Numbers. Fortunately, the Jotune are well equipped for this using Gray Harrier, Sheild of Hrothgar, and Vassad Saboteur. These combatants can easily be half of your total combatant list, which further reduces the sularium cost of the entire deck. Making it easier to flood the field with helpers that will all benefit from the powerful Bolthorn Warlord. 

Forgoing Art of War in the build is a risk, but one that could pay off in dividends, if you also consider ditching the powerful Lord Oathki "The Hawk" in favor of Verker "The Berserker." Bolthorn Warlord is one of the few buffing cards that does not care about faction when applying the buff, making Verker a very key component to the overall power of the deck. 


We hope this article has helped you as a player to consider options that maybe were left in the binders or deck boxes in the past. Many of these cards are very powerful and when thought about, and when players leverage them, they can be outright game changers. Particularly if your opponent is a seasoned Battle for Sularia player. These cards are simply not cards that many players account for and cannot be handled by all the tools in your opponents deck boxes, as many build more "meta" lists. 

Do you have a favorite card not mentioned on this list? Let us know about it below in the comments section.


REIGN OF TERROR - WANDERERS IN THE WASTES

Written by: Jesse Bergman


In our last Reign of Terror spoiler, you learned about the Protoan and a few of their new mechanics. This week we are going to talking about the scavengers of the waste, affectionately known as Exsularian. Before we jump into the main course of new cards coming out, let us do a quick overview of the Exsularian as a faction.

For those of you devout fans of the fiction, you may already know a little bit about this faction. The Exsularian get their name from being outcasts of Jotune society. During the purging known as Ultimundus, the Jotune exiled hundreds of thousands of citizens into the wastes of Sularia.  Tens of thousands would die in the brutally harsh conditions post Fracture, but many would live. There were also survivors outside of the Jotune society that joined with these exiled groups. Collectively, they became known as the Exsularian.

The Exsularian tribes under the guidance of the Council of Elders wandered the wastes fighting for every scrap to survive in the worst conditions possible. Many have evolved and mutated over the better part of 600+ years. Some believe that they have tapped into magical energies, found post Fracture, to harness powerful abilities that make them virtually indestructible. Others seem to be mutated beyond human recognition and have become something far different than their Jotune brethren. Others have suffered immeasurable pain and suffering due to their living conditions. But all are Exsularian and are survivors.

The Exsularian lack the resources and raw firepower to go toe to toe with the Jotune or Synthien. Instead, Exsularians choose to tactically engage their enemies based off of advantages presented on the battlefield by either their opponents or themselves. The Exsularian featured inside of Reign of Terror, will find you doing exactly that. Opposing combatants and sites are simply not safe from the Exsularian’s tricks.

Dead on Arrival fits the bill on how the Exsularian intends to keep opponents off their game and give them the distinct advantage on the battlefield. Opposing battle commanders will have to be concerned that each combatant deployed is now at risk of never even surviving to attack or defend them. Not only is this a powerful loss of a combatant, but it also is a small form of resource denial. If you are playing Exsularian, be prepared to play around Dead on Arrival.


 
Exsularian Card_Dead on Arrival_Screen Demo.png
 

Dead on Arrival also introduces a brand new mechanic into the world of Sularia. PREEMPTIVE gives a distinct advantage to the player going second in the game, or the off-initiative player. When a player is off-initiative, preemptive cards have their threshold reduced to the numerical value listed on the card. These slight improvements to the timing of a tactic have very large gameplay implications. This ability enables a tactic to reach unprecedented power levels when playing off-initiative. When playing against the Exsularian, it may no longer be advantageous to go first over them. PREEMPTIVE cards will push Exsularian opponents to drastically alter the way they plan to play the game right from the get-go when the initiative choice is made.

While defuse has been discussed in previous releases, this is the first time we have actually seen it as a hard counter/removal card in the game. Dead on Arrival simply ensures that your opponent’s powerful combatants never see the battlefield.

Removing an opponent’s combatants is powerful and necessary to the greater strategies of an Exsularian battle commander, but it does not serve as enough of a deterrent and additional control help will be necessary.  In the last article, we showed the Agropholid Hatchery and in this article, we want to show you the Exsularian's equivalent site, Stockade.


 
Exsularian Card_Stockade_Screen Demo.png
 

Stockade is a 2-influence cost site with a whopping 6-defense value. This site is both problematic and difficult for opposing battle commanders to deal with during the early game. Its real power is in the site’s ability. Each time a player activates Stockade they may activate a combatant controlled by their opponent with a sularium cost of three or less. While this site is not going to handle the largest threats of many of the factions, it can handle those lower impact but equally powerful low-cost combatants of the Jotune, Protoan, and even the support cast found in the Synthien. Combined with Dead on Arrival and Exsularian now possess the one-two punch to help secure their victory.

While controlling the game is powerful, it is simply not enough, control cards do not push the player closer to a victory but instead push their opponent further from a victory of their own. The Exsularian player will need an outlet to win. That outlet is the ability to play a powerful combatant on the battlefield that have a real impact on the game. The Mutant Savage represents a powerful threat and one that can be used to continuously pressure down your opponent game after game.


 
Exsularian Card_Mutant Savage_Screen Demo.png
 

At 9-sularium, Mutant Savage rivals the Hekaton Warhulk in cost and potential impact without that pesky sularium maintenance. While the Savage does not have a ton of cool abilities, it provides a brand new characteristic associated only with the Exsularian. Ruffian is the Exsularian's version of the Jotune warrior characteristic. You can expect to find greater synergy with ruffian throughout Reign of Terror and further down the road as the game expands.

As we now know the Exsularian are scavengers at heart and the last thing they want to do is pay full price for anything. They have learned to survive in the barren wastes for almost a 1000 years, and now that Sularia is healing they are ready to stake a claim for what they feel is rightfully theirs. Headhunter is a powerful combatant for the Exsularian that doesn't do the heavy combat lifting on her own but instead dials up exactly what the Exsularian wants for any given gameplay scenario. The fact that the Exsularian player can play that combatant for zero sularium is just incredible. At 6-sularium, Exsularian players are going to need to commit to that level of production, but if they can acquire those vital resources, success is sure to come.


 
Exsularian Card_Headhunter_Screen Demo.png
 

Opponents of the Exsularian need to be mindful of how to keep them from gathering 6-resources. Once a Headhunter lands on the battlefield, a very problematic threat is headed their way. Dealing with Headhunter is no small task with her built-in 6-defense she is problematic for many builds to eliminate. Additionally, Exsularian battle commanders should never discount the defensive wall that Headhunter can present to their opponent. She can make life rather miserable for opposing battle commanders both through her ability or through traditional defensive capabilities.


That is it for this week’s article. We hope these four new cards found in our upcoming release of Reign of Terror have you as excited to play as it does us. We want to hear from you in the comments! What powerful things do you think the Exsularian might be gaining on top of the ones revealed here today? Are you more excited to play the Protoan or the Exsularian?

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REIGN OF TERROR – THEY ARE COMING

Written by: Jesse Bergman


Reign of Terror is coming in February of 2018 to Kickstarter.  It is a brand new stand-alone expansion for the game Battle for Sularia. As fans of Battle for Sularia, this announcement should really get the juices flowing. If you have been following along with us on Instagram, Facebook, and Twitter then you have already started to see some of the artwork that has made its way to your desktop or device. If you have not, well what are you waiting for and join us there today!

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Today's introductory article will reveal some of the 52 unique cards you will find in Reign of Terror. So grab your favorite beverage and let us jump right in.


New Threats

Reign of Terror introduces two brand new factions to the world of Sularia. With it comes all new ways to defeat your opponents and to interact with the game. Reign of Terror brings two brand new factions into the fold.

!!!SPOILER ALERT!!!

If you want to learn more about the Protoan menace, read on, otherwise, if you want the cards and the ideas behind the Protoan to remain unspoiled, close your browser now.

First, a very brief glimpse into the Protoan, They were a pre-Fracture design, by Hyperionex, developed to gain power and authority in the world of Sularia. Unfortunately, for Hyperionex, the fracture happened before the bio-weapon, codename Protoan could be unleashed on the world. Now in modern-day Sularia the Protoan project has sat dormant, buried deep in a lab, undiscovered by the inhabitants of the world. So everyone thought…

A small group of Exsularian tunnel rats while digging around discovered a pre-Fracture facility from Hyperionex. Without regard, and with hopes of ancient treasures, they opened the doors and dived deeper and deeper into the facility. They have unleashed hell upon the world and now the Protoan are on the loose.

The Protoan gave us a great opportunity to explore this idea of what a bioweapon could look like if it was a creature instead of a microorganism. The answer to us was that it would have to be semi-intelligent and be very primal in its behavior. While early Protoan's were exactly that, what they have become is something far greater. Led by a hive mind mentality found in Earth's ants, and bees. Protoan hierarchy calls for an Alpha or Queen and many soldiers or workers all working for the greater good of their colony.

To translate this information into gameplay you will find many of the Protoan's are type 1 combatants, which represent an almost a mythical power to them. Many in the world of Sularia have heard the tales of the Ashfall Plains, but very few have actually ever seen a Protoan. The first of which we will show today is SKOBN "Mythical Beast." SKOBN co-designed in part with our super backer of Blood, Profit, and Glory Scott Bean. He is an owner-operator of a great game shop in Fremont Neb. called Mythic Affinity.


 
Protoan Card_Skobn_Screen Demo.png
 

SKOBN introduces two brand new mechanical ideas that you will find permeate throughout the design of the Protoan. First, you will find a powerful new keyword called CHALLENGE. Challenge allows a player to force a single combatant to defend the challenge regardless of the defender combatant's current status. This means that even those combatants that are activated or exhausted are not safe from SKOBN’s ability. SKOBN takes this ability and pushes it to the limit, with the option to challenge as many combatants as you so choose.

Second, SKOBN is now the most expensive combatant in terms of sularium cost found in the game. Fourteen sularium is a doozy and many of you are probably already asking, can the Protoan make Synthien levels of sularium? My answer... most of the time no; However, they are very capable of reducing cost because the Protoan player can leverage their presence on the battlefield to reduce SKOBN’s cost. If a Protoan player can muster enough sularium and token combatants on the battlefield SKOBN can become the most powerful and least expensive combatant in the game.

If SKOBN’s ability didn’t tip you off to another staple in Protoan design, then the next card should really hammer home the idea of token production. While different Protoan decks will leverage tokens in different ways, more on that later, the token generation cards are the backbone to the strategies the player wants to use. Protoan combatants and sites offer some awesome ways to produce them, and the first that we will share with you today is a powerful site, so feast your eyes on Agropholid Hatchery.


 
Protoan Card_Agropholid Hatchery_Screen Demo.png
 

This site is the perfect tempo card for setting up your SKOBN plays. In order to help the Protoan maintain tempo, we needed to consider how the go wide philosophy of attacking with them comes to be a reality. With the continuous output of small Protoans tokens, these one attack, one defense combatants individually are really nothing to be worried about. However, savvy battle commanders will know that they present an ever-growing menace that can quickly overwhelm and consume your entire board.

With an influence cost of 2 and a reasonably solid defense of 5, Hatchery serves as an excellent card for the two construction cost you will pay to have it in the deck. On top of that Hatchery operates by producing the first token combatant the turn it is played. This combatant factory comes online fast and hard and forces an opponent to deal with it quickly.

While your opponent is trying to manage the Hatchery, and fearing for the impending arrival of SKOBN, another powerful combatant comes into the fray. Hive Queen, is yet another token production component.


 
Protoan Card_Hive Queen_Screen Demo.png
 

While she herself isn't that powerful with only 3 attack value and 3 defense value, she brings the pain in yet another two 1/1 tokens. For a meager cost of four sularium, we are producing three new combatants on the battlefield! Hive Queen is a tempo card much in the same light as the hatchery. She continues to help build a board presence and offers a great opportunity to push your forces over the edge against the opposition.

Opponents have to start worrying by turn 4 or 5 when the Protoan have produced 4-7 1/1 combatants. All of a sudden, that SKOBN is very much in the range of sularium production to come crashing onto the battlefield.

The Protoans, as mentioned before, are very primal by nature. They do have some rules of society that from an outsider’s perspective seem somewhat unruly and out of control, but in the hands of a capable battle commander, they are a force to be reckoned with. Rite of Domination introduces just how unwieldy they can be at times.


 
Protoan Card_Rite of Domination_Screen Demo.png
 

The beauty of Rite of Domination is that a card like Hive Queen with only 3 attack and 3 defense can quickly become more powerful. In fact, if she can dominate the two tokens she produced herself she is easily a 7/7.  If you can continue to push out tokens at an alarming rate, you may find more value out of sacrificing them to the Queen through Rite of Domination, it won’t take long before she is a real menace that rivals the greatest threats on Sularia.  The savagery of the Rite is ever present and the Protoan player does need to be careful as once they initiate a Rite there is no reversing it and every turn they have to start fighting each other. The last thing you want is to have two key Protoans fighting each other.

That wraps things up for us this time; this is the first of many upcoming spoilers for the Protoan. We cannot wait to share them with each of you in greater detail and hear your reactions. The Protoan are unique to the world of Sularia and will invigorate both gameplay and deck building both with and against them.


COTW – HEKATON WARHULK

Written by Jesse Bergman


Card of the Week

Every week the team here at Punch-It Entertainment will be featuring a card of the week. Each member of the team will weigh in on the card and provide various levels of feedback and insight regarding it.

This is a new series for us and any feedback regarding perspectives on the cards is very much appreciated. In addition we'd love to here your thoughts on the card, whether that be an epic moment in game play, or just simply your impression of the card.


John's Thoughts:

I tend to be rather biased on the awesomeness of the Hekaton Warhulk and other combatant types that have the BARRAGE keyword. Admittedly, this is a very all-or-none keyword, but in early development, I wanted to design a mechanic that simulated an area-of-effect ability. Something that really engaged in the unique aspect of the two resource row (AKA, sites) that our game had – BARRAGE ended up being that answer. While we designed a number of BARRAGE combatants, the first, and I think still the biggest, was the Hekaton Warhulk, which also had one of the most badass names too – win-win.

Visually, it had to be huge and imposing on the battlefield. The grittiness and scale that Filip Dudek incorporated in his final illustration was perfect and it ultimately inspired another card we will be featuring later – Crazy Joe's Explosives. If you are a Synthien player, I highly encourage considering fitting one or two of these engines of destruction into your deck.

Matt's Thoughts:

If you know what you are buying Hekaton Warhulk can be the perfect card. Hekaton costs 9 sularium and many games it will be unplayable; play it as influence where appropriate. What Warhulk does is translate a sularium advantage into a threat capable of ending the game single handedly and often in a single turn. It is great in Synthien direct damage decks. At first this may seem backwards because of the sularium maintenance but often direct damage decks can lack closing power. Giving their opponents unreasonable amounts of time to try and claw back into the game. Hekaton increases your threat density when you sorely need it and already are planning for a high sularium late game.

Not only does Hekaton attack for 10 but the barrage trigger also often decimates your opponent sularium production. If they don’t already have a board to compete they no longer have the resources to reinforce. It can be kind of underwhelming against Centropolis where they are locking down you best combatant and you are paying for the privilege. Even in that case the Hekaton is often vindicated; aided by an evasion or just clearing the way for other relevant threats.

Frank's Thoughts:

This thing is a beast! It hits hard, the barrage does work on the rear sites that are normally being protected or it soften up some front sites for other combatants or tactics to finish off. You always want to have a few of these in your Synthien builds. For the direct damage builds, it gives you some finishing power if you aren’t pulling that final Sularium Tactical Assault Beam and for the aggro builds, it’s going to be hard to find something more aggressive than this right now.

Jesse's Thoughts:

Hekaton Warhulk represents a sneak peak into the future of Sularia. His card text eludes to why Novum and Animus needed to build it. There are many massive threats in Sularia and the Synthien needed an answer. This was the inspiration for the design of the card. Equipped with shoulder mounted missle launchers and a high powered laser system. Hekaton is a serious threat on any battlefield. As all of the guys have discussed above, Warhulk is exactly what the Synthien battle commander needs for improving there position on the battlefield or overcoming insurmountable odds.

Warhulk is exactly what the Synthien combatant type should be is so much that it offers an extreme threat, but at a price. With 3 Sularium maintenance, Warhulk is going to suck down at least 33% of your Sularium each turn. This is a significant draw back if the game drags on and actually hinders a synthien's performance with other cards in the direct damage lineup or other threats. Obviously we discussed the advantage of the K.Y.Z.R. combo with the hulk, and this still holds up as a potentially viable solution, but be prepared for your opponents attention to turn to the hulk as soon as possible


 
Visually, it had to be huge and imposing on the battlefield. The grittiness and scale that Filip Dudek incorporated in his final illustration was perfect and it ultimately inspired another card we will be featuring later – Crazy Joe’s Explosives.
— John Kimmel, Creative Director

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DECK TECH – SYNTHIEN EXPERIMENT

Written by Jesse Bergman


The Deck Tech series is a new series where Jesse Bergman will be sitting down and interviewing players from both our community and our development team. Each article will be presented in video format, and you will be able to gain a unique insight into competitive tier 1 deck lists and casual fun mode decks as well. Want to gain greater insight into the game, deck tech is an excellent point to start.


Synthien Experiment was a tournament winning deck at Great Plains Game Festival in Lincoln Ne. Built by Neil Mohlman, this deck is very unique and not the normal Synthien deck. Watch below to gain more insight into this deck.

Find the deck list here.



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COTW – "GUNSLINGER" JOHNNY CACHE

Written by Jesse Bergman


Card of the Week

Every week the team here at Punch-It Entertainment will be featuring a card of the week. Each member of the team will weigh in on the card and provide various levels of feedback and insight regarding it.

This is a new series for us and any feedback regarding perspectives on the cards is very much appreciated. In addition we'd love to here your thoughts on the card, whether that be an epic moment in game play, or just simply your impression of the card.


John's Thoughts:

Who doesn't like puns and word play in general? Ha! Johnny happens to be my 'creator' card for the Blood, Profit, and Glory expansion. Johnny is based on my gunslinger in SWTOR. If you were into PvP from 2012 to 2015 or so, you probably ran into Johnny at some point in various random warzones.

For our game, I wanted to introduce a traditional sniper or bounty-hunter type and complimentary mechanic. The end result literally became BOUNTY. We went back and forth a lot with how to dial this in and I can't complain with the end result. He's not quite beast-mode as a Mercenary like Verker with his BERSERKER keyword, but he offers some unique utility and control capabilities – having QUICK too also allows for that element of surprise that no other combatant up to this point has (SPOILER: there are more QUICK combatants coming).

Wizyakuza did a fantastic job of capturing the gunslinger in his natural 'guns-a-blazing' moment. We were also fortunate enough to get Tots to illustrate an alternate card art image – similar, but different enough to make both images really stand apart. To learn more about Johnny and see him in action, check out our fiction from last year. The last few chapters in particular really highlight him.

Matt's Thoughts:

"Gunslinger" Johnny Cache is a great card looking for a target but that target can be hard to find. Art of War scales past him if you don’t get started early and Synthien’s higher base defenses values means most combatant are difficult to bounty profitably. He is however a great answer to Vassad Saboteur and can help you “go bigger” which can be critical in Jotune mirror matches.

With reasonably even tempo hands the first Vassad Saboteur to stick is nearly a hard lock due to the value and tempo generated. Often the player without the Saboteur has to hold back combatants in fear of the activated ability. Even if they do not hold back they will be severely hampered in their ability to race. This wrinkle in the metagame incentives Jotune to become more controlling for wins in the mirror. Johnny Cache helps in the mirror while remaining aggressive for Jotune’s Synthien match up.

Jesse's Thoughts:

"Gunslinger" Johnny Cache is a tribute, as John mentioned above, to his Star Wars Knights of the Old Republic gunslinger. Johnny currently has a limited amount of targets for his ability at this time, but will soon find in Reign of Terror more targets than he most likely can handle. Because of this Johnny appears a little over costed in the current meta. Although as a 4/4 with QUICK, Johnny can be devastating to an opponents defenses in the early game. With many of the most successful tournament lists running Sularium Excavator, and now with Projectus and Vassad Sabotuer. Johnny is getting good targets, and serves as a perfect tech card to those threats. Johnny's real power comes in the ability to get just one counter on him. If you do, there is an infinite amount of possibilities regarding his capabilities and control.

Johnny represents a design goal we hope to implement further not only with the mercenary's of Sularia but also the other soon to come factions. He is an appetizer, albeit one that could be the main course as the game progresses forward. It is only a matter of time before Johnny makes consistent appearances on Battlefields all across Sularia. You better have what it takes to fight him, or his wrath will be quick and ferocious.

Frank's Thoughts:

Oh Johnny Cache, you make my Vassad Saboteur's go down in a burning ring of fire. Your bounty ability makes you rich with +1/+1 counters that can scale frightfully quick and a pain to take care of. I like this guy, he really only needs to get 1 or 2 bounty abilities off to make him really strong or you can still just straight up swing with him to help out take a site the turn you drop him! Some people will get super focused on his bounty ability and sometimes you have to know when to just use him as a beat stick on a site.


 
Johnny represents a design goal we hope to implement further not only with the mercenary’s of Sularia but also the other soon to come factions. He is an appetizer, albeit one that could be the main course as the game progresses forward.
— Jesse Bergman, Lead Designer

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COTW – SHIELD GENERATOR

Written by Jesse Bergman


Card of the Week

Every week the team here at Punch-It Entertainment will be featuring a card of the week. Each member of the team will weigh in on the card and provide various levels of feedback and insight regarding it.

This is a new series for us and any feedback regarding perspectives on the cards is very much appreciated. In addition we'd love to here your thoughts on the card, whether that be an epic moment in game play, or just simply your impression of the card.


John's Thoughts:

Sites always seem to be a tricky thing for artist to capture. Nick Jizba did a great job of simulating the force-field effect, scale, and the surrounding landscape that captures the essence of Sularia. The history of this card is actually quite long as you may have gleaned from the other guys' descriptions. The only thing I can probably add is that I am sorry – ha! I was a heavy early Synthien player (keep in mind, in the original testing, we were running all the factions, not just Jotune v Synthien) and I exploited the hell out of this card early on. While it may not seem like it, it has been significantly dialed down to its current 'balanced' state. I won't go into details how this card originally buffed the Synthien forces, but it is still a very solid card and I encourage players to try it out. Who knows, maybe in the future, we'll have construction cost discount effects...

Jesse's Thoughts:

At first glance many Synthien players will want to consider Shield Generator in their direct damage builds featuring Sularium Tactical Assault Beam, Feedback's, and Sularium Flares. In all actuality this site was made mostly for the aggressive Synthien lists. Synthien tactic and conditions are very expensive. The cost of incorporating them and Shield Generators is too prohibitive to allow the use. However, many of the Synthien's best aggressive threats are one construction point.

Shield Generator was designed as part of the early Battle for Sularia prototype and many of its aspects have remained exactly as originally designed although some did need to be changed. For example, it has always been at 4 influence cost and really put a damper on Synthien players decisions between Centropolis and it. It has always provided +2 defense to all of your sites and it has always been a card that really breaks downs the Jotune, and other factions, combat capabilities. Before we implemented 60/90 construction, you could almost guarantee the card was used in mass. Now as we move forward with the new meta, and construction cost system, Shield Generator is good, very good... but it is a card you definitely will have to build around.

Frank's Thoughts:

The turtle card! I see this card included in the turtle Direct Damage builds. Probably only running 2 of these cards in a deck and it offsets one Art of War. Shield Generator paired with a Centropolis can be a strong site combo that will normally make your opponent fail, or just barely break through a site so you're not taking any extra damage.

Matt's Thoughts:

Shield Generator is a really hard card to evaluate. The upside is there and when you see someone stabilize behind a Shield Generator the power of the card is evident. Unfortunately I think the card is a little too narrow to fit all Synthien decks. The decks I am most excited to play it in is site focused control decks.

Basically the game plan is to use Shield Generator Installation, Experimental Weapons Base, and It’s a Trap to extend the game to the point where you can play Satellite Network Facility. The Network Facilities lock up the board providing unparalleled inevitability. Shield Generator helps keep you alive until turn 7 but they also make the Network Facilities harder to destroy which allows you to get them out in multiples. Shield Generator sometimes fails on its own, but if you put enough pieces around it the ability truly shines.

 


 
Now as we move forward with the new meta, and construction cost system, Shield Generator is good, very good... but it is a card you definitely will have to build around.
— Jesse Bergman, Lead Designer

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COTW – ART OF WAR

Written by Jesse Bergman


Card of the Week

Every week the team here at Punch-It Entertainment will be featuring a card of the week. Each member of the team will weigh in on the card and provide various levels of feedback and insight regarding it.

This is a new series for us and any feedback regarding perspectives on the cards is very much appreciated. In addition we'd love to here your thoughts on the card, whether that be an epic moment in game play, or just simply your impression of the card.


John's Thoughts:

The name may not be all that original, but man, it is such a good fit and cool card! It's hard to imagine any Jotune deck without this in play – it's just that good!

Speaking of being just that good, Ascary Lazos is one of those good at everything artists it seems – no complaints here! Colors and compositions can be unexpected at times, but somehow always work, and Art of War is no exception – great card and great art! To be fair, we've been very lucky with all of our core group of artists.

As for Art of War itself, as I mentioned, it is typically an auto include for me. I don't always talk about my play strategies, but I'll freely admit to trying to always fit four of these in my Jotune decks. The only time I don't include four is when I am running an experimental Warrior and Bolthorn Warlord build.

Frank's Thoughts:

I run 4 of them in every Jotune deck and then make sure I have 5-6 Jotune Type 1's to trigger the +2/+2. This card to me is a must have. With the Synthien trying to lock down your big hitters, this now makes your little guys not so little.

With Satellite Network Facility, I like to have 1 Art of War up by turn 4 if possible and end the game by 6 or 7. A single Satellite Network Facility is alright, but if they start dropping more than that it gets real scary. Art of War gives the punch through needed to get that damage on the table quick and I can even leave a defender back to absorb damage when they are going after my key Jotune 4 drop sites.

Matt's Thoughts:

There is no doubt Art of War is a build-around-me card. It makes demands of your deck construction; it makes otherwise good cards worse. With all that said I start every Jotune list with four copies. The payoff is just too high to ignore. Games are often decided by combatants and their proxy sularium generation.

Even stuck on sularium Art of War lets your combatants trade up the curve and compete with what would otherwise be an overwhelming force. With the number of quality combatants in the Jotune Art of War often directly pushes damage ending the game while you are still ahead. Because of the need of types one I will often run 2-4 of each Lord Oathki or Lady Worgana and Lord Fenris to hit a total of 6 type ones. It seems Lord Oathki and Lady Worgana directly compete for the same deck space so I currently do not run them in any of the same deck lists.

Jesse's Thoughts:


Art of War is the definitive staple of the Jotune design. Early on, I wanted to bring meaning to the powerful characters of Sularia. These unique characters are referred to as type 1's. The Jotune design philosophy was based around two major principles. First, the Jotune were all about leveraging combatants to win victories for their battle commander. Second, the Jotune type 1's need to matter more so than other factions. Art of War strikes this balance perfectly. 

The Jotune are weak to combatant removal effects such as Feedback. Sularium Tactical Assault Beam, and Centropolis. These cards have major utility against a faction that needs combatants to win. The beauty of Art of War is in its ability to push a small band of combatants through Synthien defenses for big wins. It also serves perfectly to protect Jotune combatants from Satellite Network Facility's in the late game. Jotune players not running Art of War are on the clock. With the new warrior builds there may be a reason to not run Art of War, but even in those builds it can only serve to make the deck better and stronger.


 
Art of War gives the punch through needed to get that damage on the table quick and I can even leave a defender back to absorb damage when they are going after my key Jotune 4 drop sites.
— Frank Hruby, Senior Market Researcher

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DESIGNING: BLOOD, PROFIT, AND GLORY – PART 2

DESIGNING: BLOOD, PROFIT, AND GLORY – PART 2

In this week’s installment I want to talk about designing the Synthien. In BPG, the Synthien got a couple of very powerful new players and a couple of other cards that really round out their utility and give deck builders a lot to chew on...