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The exception is that while Goblin Rage capped at 3 bonus attacks, this affects All 0-cost units. Fundamentally similar to the old Goblin Rage. Seems to replace Goblin Invincibility in a very thematic way (yep, they 'died', but they come right back!).Įnrage the Horde: 1 magic cost. It feels fundamentally similar to the old 'summoning surge' catch-up event, in that you'll be able to recover from a board wipe (especially with the 0-cost units the CGs are built on), but your opponent knows the consequences before they happen. I'm impressed with the design of this card. Because of the 'instead of destorying' wording, I think this also deprives your foe of magic on kill for that turn.
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For one opponent's turn, you get your units back to your hand. Pile on (0 cost): Interestingly, this now affects all units, not just CG units like the original Goblin Horde Attack, and can be built into other decks. Fair enough alteration, but the old card looks like it is generally superior. Sneak ( 0 cost) is any number of 0-cost units one space. Goblin Rush moved 3 0-cost units up to 2 spaces. The old Climber couldn't benefit from the 0-cost-common CG events, the new one can. I'm seeing a general trend that everything seems to have bigger numbers. Basically a ranged old fighter instead of the old slinger. New: 0 cost, 2 atk, 1 life, no drawback, can attack every turn. Old: Slinger: 0 cost, 1 atk, 1 life, ranged, Reckless Though conditional 4 attack makes them better nukes than Xaserbane, which is very terrifying. Old Beast Rider: 1 cost, 1 life, 1 atk, can move like a Rook.īeast Rider: 2 cost, 3 life, 3 atk, can move up to 4 spaces in a straight line, and if it moved at least three, gets +1 atk. New Climber: 0 cost, 3 life, 1 atk, melee, moves 3 through structures. Unit can move through walls, and has better defense next to walls Old Climber: 1 cost, 1 atk, range, 1 life.
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Being usable with 0-cost events and +1 life seems like a good trade-off for not being at full power turn 1. Even at full boost, Blarf costs 1 magic or a damage point each turn. A Melee magic junkie who builds strength by one each turn (max 5 atk). Magic can be spent to buff Blarf at any time (max 4 Atk) I rarely played Smeege, just because a 1-atk champ rarely seemed worth it. New: Smeg 0 cost, 2 atk, 4 life, Magic Junkie, but can attack every turn Old: Smeege, 0 cost, 1 atk, 5 life, Ranged Magic Junkie New eater is an interesting compromise, The extra attack was necessary for it to not be too gimped by solely negative ability. Always eats any common unit, but eats from the prison pile if there is no food, making it easier to keep on the table. See also the Soul Eater, 6 cost, 3 atk, 8 life. New Eater: 6 cost, 5 Atk, 9 life, Only eats your own units, and only if it didn't destroy a unit already. Old Eater: 4 cost, 3 atk, 6 life, destroyed ANY common unit adjacent to it at the end of turn. I understand changing the Sly wording from CG to 0-cost with the new deck-building rules, but cards still state their faction on them. New: Sneeks: 11 life, 3 atk, melee, swap spaces with 0-cost units.ħ+ life on a summoner was a lot in V1, 11 seems absurd at first glance. Old: Sneeks: 7 life, 3 atk, swap spaces with any Cave Goblin I'll do a direct comparison to the prior version: Haven't tried the demo yet, but I'm looking down Nick's Cave Goblins previews.