You have to love when you post something, and the blogging service only saves it and doesn't activate it...
Last week we looked at Italy. Mortimer was abound and all over the place, literally, bouncing around the map like a pinball. This week, let's look at something old, turned into something new.
A while back I talked about one of my favorite teams, PSP. Phadallus, Savin, Phadallus. It was extremely powerful at it's time, and for 20 honor, put out some serious power. The original idea was using Savin's belssing to lower the Lightning Bolt attack by Phadallus. While this worked well, it was still a 3 tick attack, and ultimately the team was slower then most people would like.
So the PSP was shelved, and turned into TTS, Tinker, Tinker, Savin. I took this to Realms, along with a playtest friend, and it saw very good success. Mana Potting and throwing 5 dice for 1, plus having Savin as a back up or protector (with the Bulwark) helped keep Tinker moving, and more importantly, alive.
But, I'm not one to just be happy with a team and not look to improve it. So this week, we have round III... Shorty's in the house.
ABCs:
1 x Wrath of Air Totem
1 x Grounding Totem
1 x Stone Claw Totem
1 x Bulwark of Azzinoth
1 x Flash of Light
1 x Foreman's Reinforced Helmet
1 x Summon Jhuroon
1 x Corruption
1 x Fear
Yes, Shorty. A lot of people like Elizabeth Cairnwillow a lot more than Shorty when it comes to cheapening pets but pushing out the damage. I've played with Shroty before, and while he isn't the bomb of all bombs, he brings quite a bit to the table.
PSP was nice at 20 but it was slow. Tinker, Tinker, Savin was hurt more by it's honor cost than anything. Round III, with Shorty, comes in at 22 honor (assuming you main the shield, which 99% of the time you should), and brings one of, if not the best pets, to the game.
Jhuroon is a beast period. And it takes a bit to kill him. This works nicely with the damage stack on Savin's main attack crit, as I've played several games with Jhurron, where someone can only get 2 or 3 damage on him in the first attack, leaving him on the board, ready for Savin to add one more to his crit effect.
In turn, Shorty can bring powerful curses to the game, along with Fear. Fear is a must in games where people will be either fearing your own Savin away, or using any other method to separate your team. Utilizing Fear at the right time, will keep your team together, and pumping out the VPs instead of being spread apart yourself, trying to regroup.
With Spoils, Phadallus got a ton better, not like he needed it. You still can lower the Lightning Bolt attack with Savin's Blessing, but you now also have access to Wrath of Air totem, which with these kids, will be nice. Both Lightning bolts and Rhyno's main attack, will get rerolls now.
With Rhyno, rerolling only means Jhurron needs to be dealt with faster. One or two attacks from Rhyno with a crit will make Jhurron not just a beast, but a beast with an appetite.
Savin of course, is Savin. He's a tank, with a big Shield from the Black Temple, awaiting challengers to bring the pain so he can soak it up, and dish it back out. Having flash of light will be nice as well, but if you decided to side the Fear, the newly crafted Foreman's Reinforced Helmet (or as I call it, the "0 Cost Cairne Killer) will come in handy at 0 honor, allowing Savin to stay int he thick of battle and not being pushed away.
22 honor, rerolls, totems, pets (pets who get bigger too), combinations of quick and big attacks, fear, curses... a little of everything is in this version of an old favorite. Let me know if you try it out and how your successes compare.
Oh, and if you missed a small bit of synergy... at ticks 5 and 10, if Jhuroon is on the board and damaged, Rhyno can take a hit, funnel health to Jhurron, and add another damaged ally to Savin's main crit. solidly putting Savin in the role of the "finishing blow".
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