Author Topic: From newbies for newbies: Guide to the Overseers of Solace  (Read 2955 times)

Offline stranger42

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From newbies for newbies: Guide to the Overseers of Solace
« on: January 26, 2015, 01:45:16 PM »
From newbies for newbies: Guide to the Overseers of Solace


1. Introduction

Hello all, and thank you for taking time to read this. Firstly, a disclaimer: I am not a veteran player, much less a pro at the game. I have no ranking to speak of and almost no experience playing TCGs. Having gotten that out of the way, I would like this guide to be judged on the information in it, and not about its author.

The IW community is one of the better ones around, yet there is an issue for new players with a multitude of cards available at their disposal. Many (including myself) feel or have felt overwhelmed especially in deck building simply due to the inexperience in picking out good and bad cards for the deck.

As such, this guide is written to help explain, faction by faction, some of the more notable cards in the game. The intended audience is specifically new and novice players. This is because some aspects of the game take time to get used to, and more experienced players might forget that newer players do not know these aspects by heart yet. The guide focuses on explaining cards keeping the faction in mind as either a pure deck or as the major part of a 2 faction deck.

Without further ado, I present: the Overseers of Solace

2. Faction Background

The Overseers of Solace are the eighth faction in Infinity Wars, and inhabit the realm of Solace, that crosses different worlds. They are the Angel faction, and have themes of co-operation between cards, as well as other specialities which I will go into later on. Few characters work on their own, in fact this faction generates more small (2/2) tokens than any other.

User Friendliness: 3-4/5. Most, if not all cards are straightforward and easy to understand. However, making use of the Angels requires careful play to keep your angels alive, and it is perhaps more vulnerable than any other faction to control. Utilising the Champion mechanic is also tricky at first.

Deck Timing: Early-Mid to Mid-Lategame. Characters usually start out small, but grow through field-wide buffs. However, they don't really have a lategame threat to speak of, or to work towards.

Focus: The Overseers like to make use of their angels to do all the dirty work. However, they also have a little of fortress healing, removal from the game, and a healthy amount of buffs to your field.


- Mass Buffs. These boost both offense and defense, unlike most other factions.

- Removal from the Game. This acts as a reasonable counter to factions utilising graveyard mechanics a lot.

- Healing. This differs from character healing, as the Overseers currently have the most methods of healing damage dealt to a fortress.

- Flying. A lot of the angels have natural flying, and flying can be given through character or ability buffs.

- Ascended. When a condition is met, a character with Ascend gains additional bonuses and buffs.

- Champion Mechanic. This will be explored in more detail later on.

The Overseers of Solace are the resident Angel faction in the game, and as befits the regular impression of angels, they have somewhat 'honest' mechanics and playstyles. In terms of sheer volume of creatures, they are close to unmatched. There are multiple methods in which they utilise the creatures, some more effective than others. While lacking the speed of Flame Dawn or the raw power of Warpath, the Overseers can hold their own when it comes to aggression.

The Overseers have one glaring weakness: Control. Any sort of AoE abilities are trouble for you, as it's very difficult to get your angels to a point where they can survive a couple of hits, and damage done will cost you dearly, and not just in terms of board prescence. The morale costs on the Overseers are also through the roof, and a dedicated morale deck can give the Angels a lot of problems.

3. Notable Characters

Under this section, I'll explain the uses and synergies of certain characters, as well as their place in a deck. Particularly noteworthy or powerful characters will be marked with an asterix (*). This section will be divided into two: Champions and Non-Champions

a. Champions

The Champion mechanic is a new introduction to the Overseers, and it takes Unique Character to a whole new level. You can only have one Champion deployed at a given moment, and the devs have gone to extra lengths to prevent you from cheating any in. No revival mechanic, recruitement, or anything else will allow you to have more champion deployed, as older champions are bounced back to your hand.

In exchange for this debilitating mechanic, the Champions are intended to have special effects that work towards a strategy, and usually require them to be on the battlefield. From field-wide buffs to nuking enemies to mass flying, the Champion mechanic is intended to streamline a given field towards a certain aim.

Aberion, Champion of Force
First up, comparing stats directly, this card is a direct, complete upgrade over the original Aberion. +2/2 and a 2 cost reduction, with flying on top makes this guy very difficult to defend against. To be fair, 6 cost isn't the cheapest of cards, but he's good as a flying beater to wear down an opponent. It's pretty much a matter of time before he pushes through a defense.

Gao Han, Champion of Warding*
A 4/10 with Vigilance for 5 cost isn't that impressive up-front. What is impressive is his ability, acting as The Great Wall of Jinhai, but for every angel you control. This goes a long way towards mitigating damage based abilities, but you still retain a weakness towards standard kill effects. Do note that this skill isn't strictly defensive, as it gives your attackers much better survivability when trying to break down a defense line.

Harahel, Champion of Virtue*
Our first pure Overseer champion is Harahel, and his effect is a carbon copy of Pack Leader, but affecting angels. One thing to note is that Harahel's buff actually is more noticeable than Pack Leader because the angels start out so small. Even a single buff turns 2/2 tokens into 5/5. It might not sound like much, but 5hp is an important threshold because a lot of the game's damage nukes are at 4 damage. He's also good to keep your angels healthy until you can get a couple of buffs going.

Irial, Champion of Resolve
Unlike other champions that can't do much in command, Irial is special in that she gains counters, called "resolve" while in play, which includes command. Unfortunately, the way Resolve is gained is by angels dying. Irial makes for a backup token generator, making you pay and remove Resolve to create 2/2 angel followers. She's alright, but I feel it's difficult to find a place for her at the moment.

Kraos, Champion of Ruin*
While his older form was arguably overpowered, this version has some interesting ways to be made use of. Upon hitting an enemy fortress, all opponent's characters on the battlefield are dealt 3 damage. This means that positioning matters, as you can risk him going in front to damage ground blockers, or put him nearer the back to ensure he gets a hit in. If you have priority, he also can remove enemy attackers.

Lilariah, Champion of Grace*
Lilariah, like Harahel, gives mass buffs, but in her case it's flying. Although she won't help you in terms of raw power, if you have your opponent on the defensive she's a good play, seeing as flying characters aren't the easiest in the world to stop. Do be careful with her, though, as her being killed can mean your entire assault comes crashing down. She's easily sniped with cards like Hulking Sniper too.

Serennia, Champion of Life
Serennia is an interesting card, and one that might have future potential. One thing to note is that her buff doesn't just affect angels. Healing your fortress on-combat can give you an edge if you manage to draw out the game into a war of attrition. Whether battling enemies, or hitting the fortress, Serennia helps keep you nice and healthy. Her healing naturally works well with lots of attackers, but don't be too reckless and let your tokens die for the sake of a little healing.

Sol, Champion of Vengeance*
Finally (for now), we have the big boss of the Overseers himself, Sol. Before the Champion mechanic, the Bionic Sol deck was ruling the roost. Now, he's still good, but much milder compared to before. Having two lives and multistrike means he leverages both offensive and defensive buffs well, and flying makes him a tough threat to deal with. He fulfils a similar role to Aberion, being a flying beater that can do some major damage.

b. Non-Champions

Agent Cheryl, Last to Leave
Cheryl is kind of opposite to the regular Overseers' strengths, which are lots of creatures and mass buffing. If she's the only character you control, she ascends instead, gaining +8/8 and Flying. Alone, she's not that good, since 8/8 for 4 cost is hardly impressive, but I suppose she can have a niche use in some decks.

Agent Coyle, Ascended
This particular Agent Coyle has abysmal stats (10/10 for 7 cost), but an ability which, hopefully, was intended to make up for it. Every time he deals combat damage to a character, it is removed from the game, which is pretty huge versus certain creatures. His evolution is alright, and the dragon can clear out a huge blocker for the rest of your angels. Only time will tell if he's worth his cost, though.

The Overseers' Titan, she's quite worth including in any 3 purity Overseer deck. What I do not like about her is how dependent she is on your opponent. Her cost reduction mechanic is completely dependent on how much damage you took the previous turn, meaning that a smart opponent can pace themselves and wear you down until a point where she doesn't make a difference. Having said that, there is still some measure of play and counterplay, and healing 35 health, 35 morale, and a continuous flying and untouchable buff is very nice to have.

Cassial, the Selfless
Cassial feels like a one-time Martyr Golem, soaking up damage and ascending, gaining flying. She's alright, I guess, but for the most part Martyr is preferable, as it can take more hits. To me, Cassial could use a stat rework, possibly making her a little beefier in the health department. I'll wait and see what the future holds for this card.

Celestial Dragon*
Celestial Dragon is an interesting lategame play for the Overseers, and rewards players who can force through an attack to the fortress by healing you for the amount of damage dealt. Considering that the base attack of the Dragon is 20 (and can go higher with some buffs), it's a huge swing in a damage advantage. I feel this is one of the more favourable lategame plays that the Overseers have.

Champion's Herald*
On their own, swapping Champions in and out reduces your tempo by a huge amount, as there is usually a turn or so between the time one champion leaves and the other can enter the battlefield to do their thing. Champion's Herald cuts the tempo loss by a significant amount, and can lead to some fantastic surprise plays, or alternating between champions. I highly recommend this for a deck running two or more champions.

Consecrating Angel
At 8/8 for 3 cost, Consecrating Angel's stats are alright, but not fantastic. Her effect isn't seen that much either, considering that there are much more accessible forms of location removal in the game. What still makes her stand out, though is that she is one of only a couple of cards capable of destroying Shrine to the Heavens, which is untouchable. A very niche use, but a use nonetheless.

Cornicen is a simple token spawner, giving you two 2/2s for 1 resource. For the swarming style of Overseers, she's perfect, as you want quantity of units in order to buff them as much as possible. Do be careful when using her, though, as the morale cost of her and her token isn't that cheap. Versus morale decks running Lingbao's Will it might be trouble.

Grounded Angel and Striker of Solace
While both of these cards are "vanilla" (with no additional effects), they are still quite worth including in a deck due to their low stats and relative cost-effectiveness, comparable to Flame Dawn Footman and Knight of the Flame Dawn. They also benefit decently from the AoE buffs, as they are small enough for the buffs to make a noticeable difference.

Soldier of Purity
A 3 cost flying 7/7 is pretty decent, but this card is especially valued in matches versus sleeper decks or decks that rely on the graveyard for maximum effectiveness. Essentially, this card is a smaller version of Cheryl, the Forward Scout and is worth a command or sideboard slot if you find yourself running into decks that need the graveyard removal.

Solder of Solace
I'm not really that impressed by Soldier of Solace, to be honest. Sure, a 5/5 is above the dangerous 4hp threshold so much so that you can't kill them in one hit with most nukes. Having said that, relying on this card can leave you vulnerable to aggression, and unlike other on-hit effects such as Plunder, all this allows you to do is (probably) hit more. I'm not convinced about the strength of this card yet.

Zealous Protector*
Looking at the stats alone, there's much to like about this card. 4/12 with vigilance for 3 cost is one of the better stats on a vigilance blocker out there. He leverages buffs very well to trade with enemy characters, and the flying block is usually the icing on the cake. I highly recommend him for almost all overseer decks, barring one extremely dedicated to aggression.

« Last Edit: April 30, 2015, 10:41:14 AM by stranger42 »

Offline stranger42

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Re: From newbies for newbies: Guide to the Overseers of Solace
« Reply #1 on: January 26, 2015, 01:45:38 PM »
4. Abilities

As per the above section, notable abilities will be marked with an asterix (*).

Banish is a fantastic ability. Few cards in the game have the capability to do this much direct damage to a character anywhere, even in command. This makes it possible to one-shot many more characters than is possible with a simple Firebolt or Lightning Blast. A bonus is that the character is removed from the game, which means it's gone for good.

In general, artifact or location removal belonging to a faction outclasses the factionless counterpart by a large margin and Consecration is no exception. The sheer versatility of the card, targeting both locations and artifacts, means that it saves slots either in the deck or the sideboard. Its cost isn't anything to sneeze at either, coming in at only half the cost of the regular removal.

Guns of Goliath*
Guns of Goliath is an AoE buff, giving all characters +2/2. This card is extremely splashable in a wide variety of decks, even at a single purity of Overseers and benefits a wide variety of playstyles. However, the best way to maximise the buff is to have a lot of small or medium characters, which the Overseers are very good at producing.

Heavenly Wish*
In line with the other wish cards, Heavenly wish comes with several options. None of the options are particularly bad, and help in a variety of situations. The most common will probably be to remove a target character from the game straight away. No fuss, no mess, no graveyard shenanigans. A 15 hp heal is on par with Repair, and is alright in a pinch. Finally, if you really need to protect a certain character e.g. Celestial Dragon, feel free to give it two lives and make it that much tougher to get rid of.

Heaven's Assistance*
As far as token generators go, this one can be a bit hit and miss, but in terms of sheer numbers it outclasses probably every other token generator out there. It's not a card for every deck, and can spell your doom versus a dedicated morale deck. It is, however, good for getting blockers in, and for getting attacks in with buffs from your abilities. Do note, however, that certain abilities e.g. Burning Prejudice can push back your tokens, so don't rely completely on them.

Higher Calling*
Higher calling is a great buff, giving +8/8, flying, and turning a character unique. The unique restriction won't be that much of a drawback unless you rely on using lots of a given character e.g. an Unlimited Character, and certain characters like Duelist make use of the buff well. Do note that this card also has an offensive use, like sending multiple tokens back to the deck. This is a devastating play, stacking their deck with less useful draws, and giving you less guys to deal with.

Intervention is a very situational ability, but definitely has its uses. It's preemptive, and is comparable in use to Controlled Temporal Anomaly in terms of re-using certain effects. The difference is that Controlled Temporal Anomaly cannot reuse effects that say "when you deploy", like Demon of Fear while Intervention can.

Precautionary Measures
Precautionary Measures is a simple attack buff, removing up to 3 characters from your graveyard and buffing your characters' attack by the number of characters removed. It's decent as a finisher if you guarantee a few hits in e.g. via Lilariah, Champion of Grace, and the cost isn't too bad. However, unlike the other Overseer buffs, this one doesn't increase health, so your characters are still vulnerable in that regard.

Search for the Key
This card is very rarely seen. In theory, it allows you to grab any Unique character that's necessary from your deck to be put in your hand, which helps especially if said character is part of a combo. In practice, it's not often seen, partly because there aren't any prevalent combo decks with Overseers at the moment, and this sort of key card is usually ran in a full playset, or in command.

5. Locations

Solace's Gate*
Solace's Gate is a fantastic defensive location, serving to protect your support and command zone from any targeted abilities. Granted, untouchable doesn't protect against everything, but it cuts down a sizeable amount of threats to you. In slower decks, or decks that are more vulnerable to this type of ability, Solace's Gate is fantastic. Do note, however, that untouchable also blocks friendly targeted abilities, so move your character to the battlefield if you want to target them.

6. Artifacts

The Overseers do not have any artifacts as of this moment.

7. Missions

Purge the Unworthy
This is an interesting mission, not least because it's a more defensive mission than the others. It acts as a source of healing, and works well with effects that remove from game such as Banish, Soldier of Purity, or even The Calamity and Grave Rob. 20hp is a decent heal, but this card isn't for every deck.
« Last Edit: January 31, 2015, 01:18:59 PM by stranger42 »

Offline stranger42

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Re: From newbies for newbies: Guide to the Overseers of Solace
« Reply #2 on: January 26, 2015, 01:45:43 PM »
8. Other Factions

A major part of Infinity Wars is how a faction works with others, which is a major consideration in deck building. A good deck usually works around a plan, and part of making that plan is knowing what each faction brings to the table. I will first look at what the Overseers bring to a deck, followed by what options are opened up with the inclusion of other factions.

As a splash faction, the Overseers provide a decent amount of utility with Higher Calling for single target buffs, Guns of Goliath for AoE buffs, and Consecration for good all-around anti artifact/location potential. Cards like Zealous Protector and Cassial are generally useful, while others have rather niche uses like Consecrating Angel versus shrine decks.

As a main faction, the Overseers bring token generation to a new level with Heaven's Assistance. Cards like Banish are very good removal, and the healing mechanic starts to come into play with cards like Celestial Dragon and Purge the Unworthy. The Champion mechanic also starts to make itself felt, but only time will tell how far this will develop.

Please follow the link to "A strange index of guides" below to find the master guide for faction synergy. Thank you.

9. Conclusion

Thank you for reading. I hope this guide has helped you understand the faction better, or at least entertained you somewhat. Please feel free to leave feedback, comments, and criticism.
« Last Edit: April 30, 2015, 10:33:04 AM by stranger42 »

Offline stranger42

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Re: From newbies for newbies: Guide to the Overseers of Solace
« Reply #3 on: January 26, 2015, 01:45:58 PM »
Appendix A: From Newbies for Newbies Guide Index:

1. The Flame Dawn:

2. The Warpath:

3. Genesis Industries:

4. The Cult of Verore:

5. Descendants of the Dragon:

6. The Sleepers of Avarrach:

7. The Exiles:

8. The Overseers of Solace:

9. The Factionless:

Appendix B: Sample Decks

Faction purity is indicated in the brackets before the guide. Each letter indicates a faction (e.g. F = Flame Dawn, N = Neutral etc.)