From newbies for newbies: Guide to the Overseers of SolaceAS OF 30TH APRIL 2015 THIS GUIDE IS NO LONGER BEING UPDATED. FUTURE EXPANSIONS (OPPRESSION ONWARDS) WILL HAVE THEIR OWN GUIDES. PLEASE SEE "A STRANGE INDEX OF GUIDES" AS LINKED IN MY SIGNATURE. THANK YOU.
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
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-ChampionsAgent 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.Azael
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
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.