The Small

by lart on 23 August 2011

Main Deck (0 cards)

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There's no cards here. Maybe it's a budget deck?

Sideboard (0 cards)

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The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

• Amazons (6) - Gain 4 additional tokens when attacking, which must be removed from the board at the end of the player turn.
o Have 4 additional tokens that can each be used once in an attack or defense and are then discarded. If an attack fails as a result of an 'ambush' then the attacker's can't be redeployed and one is discarded.
• Dwarves (3) - Have a special scoring ability to gain +1 point when occupying a region with a mine. This particular power is active even when the Dwarves go into decline.
o Can start from any mine. Get 2 additional points from each mine including when in decline and all mines are considered to be defended by the total number of dwarves defending mines, including when in decline
o OR Each mine yields an extra victory point which can be attached to a dwarf, effectively constituting an extra token in that's token's territory. It is applied both in defense and when that dwarf attacks. No more than 1 victory point can be attached to each dwarf.
• Elves (6) - When defeated, all the elf tokens are returned to the owner of that race (i.e., none are lost).
• Ghouls (5) - Follow special rules when going into decline, as they can still move and conquer regions.
0 Can only conquer one region per turn when in decline
• Ratmen (8) - Have no special power, there's just a lot of them.
• Skeletons (6) - Gain 1 token for each 2 non-empty regions they conquer during a turn
• Sorcerers (5) - Can once per turn per opponent conquer enemy region, containing single token (of the active player’s race) by replacing it with a sorcerer token from the reserves.
• Tritons (6) - Gain a -1 bonus when attacking coastal regions (i.e. it takes one less token for Tritons to conquer a coastal region). Curiously, seafaring Tritons do not gain this bonus when conquering water regions.
o -1 to conquer sea side regions. Other race's special powers don't work on tritons who are occupying a coast.
• Giants (6) - Gain a -1 bonus when attacking regions adjacent to mountains if they control the mountain region itself.
o Get -1 to conquering mountains and -1 to adjacent regions once controlled
• Halflings (6) - When entering the field, Halflings place 2 Hole-in-the-Ground tokens on the first two regions they enter, which then become immune to enemy attacks.
o Can place hole in the grounds any time to a maximum of two
• Humans (5) - Gain +1 bonus from controlling Farmlands.
o Gain +1 bonus for farmlands and may recover one lost unit each turn for each farmland they control
• Orcs (5) - Gain +1 bonus for each non-empty region they conquer.
• Trolls (5) - Place Trolls' lair in the region they conquer, increasing the defense of that region by 1. These lairs do not disappear when the Trolls go into decline.
• Wizards (5) - Gain +1 bonus from controlling magic regions.
o Gain +1 bonus per magic region for each magic region they control.

Issues with the game:
It’s very deterministic. It’s all about spreading across the board as efficiently and rapidly as possible as this gives more victory points not just in the turn of spreading but also in subsequent turns. Occupying an extra region can give you 8-10 victory points through the course of the game, while choosing a militarily weaker race might grant you 1-2 victory points as a one-off.
The value of victory points is overestimated. Racial traits and special abilities that grant victory points do so at too high a price to regional control and military power. Also, the mechanism by which players select their race isn’t expensive enough.
Some races and special powers are just a bit too strong altogether. When you compare dwarves with amazons there really is no comparison. The decision to spend 1-2 victory points to bypass dwarves and acquire amazons is not a shrewd tactical ploy. It is an IQ test that (hopefully) most people will pass.

There needs to be a bit more decision making in terms of how far to push your empire. Currently there is no advantage to slowing your advance and no way to play defensively.

I think the fundamental inequality between military and resource oriented races lies in the fact that when you conquer an enemy region, you not only get extra victory points, but also deprive your opponent of victory points and reduce the size of their army.
What if cards kept in hand were expended to defeat a region? Each player draws a card each turn. Most of the cards are attacks points, but 1 in 4 is something different and a bit interesting.


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Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

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