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?

Join in on the conversation on our community page located here: BFS Community 

Follow us on Twitter

Follow us on Instagram

Like us on Facebook


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!

Facebook

Instagram

Twitter

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

Be Sure to Join in on
The Conversation!

FACEBOOK

TWITTER

REDDIT


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.



Be Sure to Join in on
The Conversation!

FACEBOOK

TWITTER

REDDIT


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

Be Sure to Join in on
The Conversation!

FACEBOOK

TWITTER

REDDIT


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

Be Sure to Join in on
The Conversation!

FACEBOOK

TWITTER

REDDIT


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

Be Sure to Join in on
The Conversation!

FACEBOOK

TWITTER

REDDIT


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...

CHAPTER 30 – NOT DEAD YET

CHAPTER 30 – NOT DEAD YET

There was a buzzing. It thrummed in his head, throbbing at his temples with a dull, tone-deaf ache. The buzzing didn’t come from anywhere because it was everywhere. It was inside him, rattling every bone in his body like the wings of bot fly until he was numb...

CHAPTER 29 – RETRIBUTION

CHAPTER 29 – RETRIBUTION

He looked back at the cacophony of light from which he traveled; squinting as he did, he could feel the muted warmth of tears slide down his weather beaten face. They weren’t tears of sorrow or joy, they were those of necessity, as are all things born of the wastes. He flicked a finger across his cheek as if he were shooing away a fly, then turned and continued on his way...