Strategy Guide: 50 point Assault

In this multi-part article, Moraturi thoughtfully offers many useful strategy tips for formats that are less commonly played. These formats are especially interesting for warband building considerations since fewer of these warbands have ever been tested in competition. I have often used these smaller formats to introduce new players to the game, since they all play quickly. Thank you, Moraturi! -Ira

Strategy Guide: 50 point Assault

I have tried to compile some ideas for formats which use fewer than 200 points or have the lower than typical number of activations (like Gladiator and Arena formats). What follows are a few strategic ideas and some warband ideas. This is certainly not a comprehensive list, but should give some newer players a few ideas about how to create and run these kinds of warbands. Hopefully, even older players may find a few useful ideas here and there as well.

Some General Ideas

For formats less than 200 points, the effectiveness of a creature becomes more closely tied to the point cost of the creature. The ratio of the creature's cost to the total cost of the warband becomes more important. In a 50 point warband, for example, you have ¼ the points to spend compared to the typical 200 point warband, so each creature choice becomes approximately 4 times more important. In a 50 point warband every point must be used as efficiently as possible. If you are only running 49 points out of the 50, you are losing 1 point to your opponent, and it would be equivalent to giving up 4 points from a 200 point warband, which is easily the value of a fodder creature. Fill out every point of the warband.

For 100 point play, points are still tight, but you have a little flexibility for the last point or so. As a comparison, in 500 point play, players sometimes struggle to get warbands up to exactly 500 points, but the ratios are more forgiving if you don't fill out all of the points. Usually, in 500 point play, equipment can be added into a warband to increase powers and get the points to work out more evenly. The lower the environment costs below 200, the less likely you are to use equipment to fill out the warband, since creatures (and activations) are usually more efficient. The points lost when a creature carrying it is destroyed are proportionally higher. Additionally, as the warband total cost becomes lower, creatures will, on average, drop in level, which will prohibit the use of some equipment, as well.

For warbands running fewer than ten activations (2 for Gladiator or 5 for Arena), the synergies between the creatures becomes much more important. With multiple activations, you should certainly try to exploit creature synergies, but when you have lower activations, you must exploit them. If you simply put creatures together because their point totals add up correctly, you will typically lose to someone who has extra impact from built-in synergies for the same cost. This is especially true for very low activation formats like Gladiator.

50 Point Assault Formats

This is one of my favorite formats. Some people will think of a 50 point environment as a kind of "throw-away" format for using lower point cost creatures. I find it is a highly technical application of maximizing the efficiency of the creatures and points available. In some ways, it is more difficult to play well in a 50 point format than any other format. It is certainly less forgiving if you should make any tactical mistakes and lose one of your main creatures.

Depending on the specific rules used for a 50 point assault environment, some of what follows might have to be modified slightly. The typical 75% rule might be interpreted as anywhere between 35 to maybe 40 points (it is mathematically 37.5 points). This will determine the upper point limit on what you can spend on a single creature. Likewise, the number of activations will typically be less than the 10 used for a 200 point assault environment. Maximum creature numbers for 50 point play are usually set at either 5 or 6. Activations, however, are not quite as important to the strength of the warband as they are for higher point environments. You can get by on a 2, 3 or 4 activation warband pretty effectively, with the right creature choices.

Victory points are another area where it will depend on the exact set of rules for the Tournament, as the basic rules don't really cover this format. Victory points for ending a turn in your Victory area will usually be either 2 or 3 (or in some cases, tournaments may simply not use Victory areas at all for this format). This is a way, however, to potentially get ahead of your opponent if you can utilize some of the Tech creatures to get points as written on the creature's card which will usually be either +5 or +10 depending on the specific creature. Depending on the rules you use, that can be the equivalent of up to 4 rounds of camping on a Victory area. For a couple of creatures, you can score the regular Victory area and the extra Victory points. The issue will be whether or not you want to devote the points to a creature capable of exploiting the effect. Most of these types of creatures are pretty fragile. For a short list of these types of creatures, see below, after the basic creature lists.

The point distribution of creatures-to-warband is an important consideration when creating a 50 point warband. Point distribution here refers to the average creature cost as a ratio of the total warband cost. In other words, do you want a single creature which has a high point cost and a couple of filler creatures (essentially a mini-Titan warband), or do you want to have an equal distribution of points, such that each creature is approximately the same cost (5 creatures of 10 points each would be a flat distribution, for example). If you invest most of your points in the single creature, your warband lives or dies with that creature. On the other hand, if you have a mini-swarm, none of them may be strong enough to take on your opponent's bigger threats. I prefer a mix of middle high points and some slightly higher than basic Fodder creatures. Examples for each of these types of warbands is below.

The choice of maps is always a consideration, and it is just as important for 50 point environments. Small maps are commonly used which is both an advantage and a disadvantage. There are fewer choices for small maps than there are for full sized maps. Additionally, some of the smaller maps are harder to come by and not everyone will own some of them. You can anticipate the types of maps your opponent is likely to bring, but then your opponent can anticipate your choice as well. A couple of the maps are wide open and favorable for ranged attackers or higher speed creatures (like the Crossroads map or The High Road). Other maps limit lines of sight and movement options (like the Haunted Quarry or Windswept Precipice). Regardless of which map is chosen, small maps usually mean that the round of combat engagement will happen sooner. You won’t have a lot of time to get your warband set up before your opponent can cross the board of get into position. Warband choice must take into consideration that you are likely to be engaged in combat in either the first or second round. This will be true not only for 50-point play, but for any skirmish using small maps, like Arena or Gladiator formats, to be described later.

Creature choice becomes an interesting exercise, since many of the stereotypical "best" creatures cost too much for such a low point environment. For example, You don't have to worry about playing against any Skullcleave Warriors (although Skullcleave Goblins are certainly a possibility). A number of creatures that don't quite make it for competitive 200 point play will shine in a 50 point environment. In a similar fashion, you don't need to worry about very many area Blast attacks, because most of the creatures which have them aren't cost effective (there are a few, though). Abilities and Powers that become even more useful in lower point formats include things like high Armor Class, high Hit Points, Flight, Insubstantial, Conceal, multiple activations or some equivalent, any kind of boosting effect, and a few others. You won't see a lot of Champions used in 50 point play, because the point cost of the Champions includes their Champion powers and once you've spent the points on a Champion, there aren't enough points left over for an effective warband to use those powers. That being said, there are a few cheap Champions that can see play, and there are a few creatures which can provide boosts to the entire warband for only a few points.

An excellent example of the type of warband described above, in terms of efficiency of points and point distribution is:
Drow Enforcer (Night Below 51/60, Uncommon, 16 pts) x2,
Aramil, Adventurer (Giants of Legend 9/72, Uncommon; Players Handbook Heroes 1, Fixed, 13 pts),
Blue (Giants of Legend 29/72, Common, 5 pts)
(This warband won the 50 point tournament at GenCon in 2011)

An example of a mini-titan band would be:
Githzerai Monk (Underdark 4/60, Uncommon, 34 pts),
Blue (Giants of Legend 29/72, Common, 5 pts) x3
(You lose 1 point here which violates what I said above, but there really isn’t a 6 point creature in Civilization better than the Blue)

An example of a more evenly distributed set of points would be:
Hunting Cougar (War Drums 19/60, Common, 9 pts) x4,
Wild Elf Warsinger (Unhallowed 26/60, Common, 9 pts),
Fiendish Snake (Blood War 50/60, Common, 5 pts)

Some of the more competitive creatures are listed below. Many of these are in the ToolKits, but a few show up in this article just for this format. Some notes are presented for the creatures listed in order to highlight the more useful abilities specifically in a low-cost environment and to fill out any information which may not have been in the ToolKits. Creatures are listed by Faction and then in order by decreasing point values.

For Borderlands

Aurak Draconian (Legendary Evil 3/40, Rare, 35 pts) A good mini-Titan with an area attack before being bloodied and a damage boost after bloodied. You might control initiative once, but probably won’t use the first Champion power (the only Evil dragon you could fit into the warband is the Red Dragon Hatchling).

Githyanki Fighter (Archfiends 51/60, Uncommon, 35 pts) The Fighter can create its own damage boosts by using the Immobilize, and it has a single use of Tlekinetic Leap to control battlefield position.

Greater Barghest (Night Below 31/60, Uncommon, 35 pts) The Barghest starts Invisibly and can potentially heal itself if you can time the effect well.

Verdant Reaver (Night Below 22/60, Uncommon, 34 pts) A high damage attack and the possibility of even more damage using the rechargeable Rending Strike, although the attack bonus is low. Choose a map with Forrest terrain if you can.

Dragonborn Defender (Against the Giants 15/60, Rare, 31 pts) A solid creature overall with good melee statistics and a line attack. You can get a few extra hit points from the Unbreakable.

Thundertusk Boar (Desert of Desolation 9/60, Uncommon, 24 pts) Good with a cheap Dwarf rider.

Dwarf Brawler (Desert of Desolation 3/60, Uncommon, 23 pts) The Brawler works well with the Thundertusk Boar (above), but the two combined becomes pretty much your entire warband with the addition of a low point filler.

Snig the Axe (Archfiends 38/60, Common, 20 pts) One of the few useful Champions, and you can fill out the rest of the warband easily with cheap goblins (One of my favorite warbands is Snig and 6 Blues, see below).

Flamescorched Kobold (Against the Giants 34/60, Common, 15 pts) You have to run 3 of these in the warband to be effective. Gang up on a single target. Each one gets multiple attacks for extra damage. Competitiveness is debatable, but fun to play.

Human Sellsword (Starter Set 3/5, Fixed, 14 pts) Always strong for the points. Be cautious about running 3 though as that warband doesn’t have much diversity. Easy to play for beginners.

Merchant Guard (Desert of Desolation 12/60, Common, 8 pts) More than just a throwaway bodyguard in this format, the Guard is an excellent way to keep a key creature alive a bit longer. The Guard can actually serve as a decent backup Hitter. In this format, the Guard can usually take more than one hit.

Kobold Monk (Blood War 37/60, Common, 5 pts) For 5 points, you get rechargeable 15 damage attack coming from a creature with high speed. Often overlooked in higher point formats, the Kobold Monk can be quite effective here.

Blue (Giants of Legend 29/72, Common, 5 pts) Amazing efficiency for the points. Even better in this format.

Goblin Runner (Against the Giants 21/60, Common, 4 pts) Useful, but not quite as effective as in 200 since the maps are smaller and you don’t need the speed as much. The Range 5 Spear attack is actually more valuable here.

For Civilization

Golden Wyvern Initiate (Against the Giants 46/60, Uncommon, 35 pts) The Initiate is a little expensive in this format, but comes with multiple area attacks which will be hard to get in this environment. Be careful with the low Defenses and low Hit Points.

Kalashtar Bodyguard (Night Below 9/60, Uncommon) Players Handbook Heroes 2, Fixed, 35 pts) A moderately useful mini-Titan. You are essentially giving up the Bodyguard ability since this is your main Hitter. As long as you don’t move you can get a pretty good damage output.

Warlock Knight of Vassa (Players Handbook Heroes 1 10/18, Fixed, 35 pts) A possible mini-Titan, if you can exploit the Sneak Attack damage. There are probably slightly better choices.

Githzerai Monk (Underdark 4/60, Uncommon, 34 pts) You will have to rely on the high AC and high movement, but you do get the one use of the auto-hit and a couple of Dazing attacks. The monk is very good for attacking support figures.

Quickling Runner (Demonweb 49/60, Uncommon, 34 pts) Massive speed and movement capabilities and a couple of uses of multiple attacks (one after becoming Bloodied). Not a lot of hit points, but a fun creature to play.

Warforged Infiltrator (Dungeons of Dread 48/60, Uncommon, 34 pts) The Covert Agent ability provides a huge bump in Victory Points in this format, if you can keep him alive long enough to use it, without any other enemy creatures in the same area.

Urthok the Vicious (Dragoneye 39/60, Uncommon, 34 pts) Generally strong, but in this format will only work if you fill out with strong Goblin creatures like the Blue (see above) to maximize the Champion powers.

Wand Expert (Angelfire 27/60, Uncomon, 33 pts) Very powerful, but too expensive in this format. The Feywild Defense isn’t enough to keep the Expert alive as your highest cost creature.

Acadian Avenger (Night Below 1/60, Uncommon, 31 pts) The Avenger is an excellent choice in this format. It has Flight, 2 attacks a turn, high AC, excellent damage and 2 uses of a practical automatic hit in this format.

Dragonborn Defender (Against the Giants 15/60, Rare, 31 pts) (see above in Borderlands)

Wraith (Harbinger 53/80, Rare, 29 pts) Good speed, Phasing for extra movement potential and Insubstantial to cut damage in half. A powerful creature in a low cost format.

Raistlin Majerie (Night Below 14/60, Rare, 26 pts) Raistlin is versatile, but hard to defend.

Spectral Magelord (Dungeons of Dread 46/60, Rare, 26 pts) Very good movement with Flight and Phasing, the Magelord will start closer to the opponent and has a Blast attack which is hard to find in this format. Low hit points, but that is offset by the Insubstantial.

Tiefling Cleric of Asmodeus (Demonweb 8/60, Uncommon, 26 pts) Comes with an Area attack and automatic damage using the Baleful Sanctuary.

Hobgoblin Marshal (Night Below 33/60, Common, 22 pts) A little expensive to get the 1st turn movement which is typically unneeded on small maps anyway.

Earth Shujenja (Underdark 3/60, Uncommon, 17 pts) Two attack boosts and a Heal for an ally.

Drow Enforcer (Night Below 51/60, Uncommon, 16 pts) Always a solid choice for a melee Hitter, the Enforcer can deal massive damage in this format.

Human Sellsword (Starter Set 3/5, Fixed, 14 pts) (see above in Borderlands)

Aramil, Adventurer (Giants of Legend 9/72-Players Handbook Heroes 1 9/18, Uncommon, 13 pts) Versatile abilities and a consistent ranged attack.

Small Black Dragon (War of the Dragon Queen 53/60, Uncommon, 11 pts) A cheap, fast creature which can use two attacks in a round.

Grinning Imp (Demonweb 5/60, Uncommon, 9 pts) One of the cheapest creatures to be able to use Invisibilty and a way to mitigate enemy Defenses.

Changeling Rogue (Unhallowed 14/60, Common, 8 pts) The use of Disguise Self in order to get the Sneak Attack makes this an excellent Tech creature for the points.

Merchant Guard (Desert of Desolation 12/60, Common, 8 pts) (see above in Borderlands)

Acheron Goblin (Blood War 28/60, Common, 7 pts) Good with other Goblins.

Drow Assassin (Demonweb 20/60, Common, 7 pts) An excellent use of points. The Assassin has a very good ranged attack from Hide, and doesn’t have to worry as much about being caught in a Blast attack.

Infernal Armor (Demonweb 6/60, Common, 7 pts) High first movement and defensive strategies.

Lolth’s Sting (Underdark 53/60, Common, 7 pts) Nice for that surgical attack.

Mialee, Elf Wizard (Archfiends 10/60, Uncommon, 6 pts) One use autodamage.

Ialdabode, Human Psion (Archfiends 19/60, Uncommon, 5 pts) Similar to the Blue, but can offset an ally's damage.

Blue (Giants of Legend 29/72, Common, 5 pts) Cheap, effective ranged attacker.

Kobold Monk (Blood War 37/60, Common, 5 pts) (see above in Borderlands)

Goblin Runner (Against the Giants 21/60, Common, 4 pts) (see above in Borderlands)

Farmer (Desert of Desolation 11/60, Common, 3 pts) Cheap Fodder.

Goblin Skirmisher (Dragoneye 31/60, Common, 3 pts) Cheap Fodder with a bit of a headstart and a ranged attack.

For Underdark

Clawborn Scarrow (Night Below 49/60, Rare, 32 pts) While very expensive in this format, the Scarrow has one of the best point cost to hit point ratios and can deal out massive damage with multiple uses of the recharging Scorrow Fury.

Spectral Panther (Dungeons of Dread 59/60, Uncommon, 32 pts) A little expensive, but the Panther has the ability to do really impressive damage for the points with the Stalker ability (and more if you can set up the Flank). You lose a lot on hit points, though, and you are likely to have an ineffective round if the Panther Fades Out.

Wraith (Harbinger 53/80, Rare, 29 pts) (see above in Civilization)

Gelatinous Cube (Desert of Desolation 20/60, Rare, 28 pts) Move in Invisibly, Spasm and destroy the Helpless creatures.

Skeletal Courser (Night Below 41/60, Rare, 28 pts) The Courser has a 16 space threat range for a 30 damage attack, and once engaged will be able to do a consistent 20 damage.

Spectral Magelord (Dungeons of Dread 46/60, Rare, 26 pts) (see above in Civilization)

Soulknife Infiltrator (Blood War 44/60, Uncommon, 24 pts) From Hide, the Infiltrator will have 2 high damage ranged attacks. The Range 10 shouldn’t be a problem on short maps.

Drow Blademaster (Desert of Desolation 46/60, Common, 22 pts) One of the few cost-effective Champions in this format. The Lolth’s Wrath can be used repeatedly, and there are a number of good choices for Drow allies (for example 4 Drow Assassins or Lolth’s Stings in some combination)

Hoard Scarab Larva Swarm (Legendary Evil 26/40, Common, 21 pts) Very strong in this format, with the Swarm ability to soak damage, high speed, and automatic damage output. Few creatures in this format will have area or blast attacks to be able to deal with the swarm.

Rot Scarab Swarm (Desert of Desolation 32/60, Common, 19 pts) Very strong in this format, with the Formless ability to soak damage, and the automatic Stun potential. Few creatures in this format will have area or blast attacks to be able to deal with the swarm.

Drow Enforcer (Night Below 51/60, Uncommon, 16 pts) (see above in Civilization)

Ochre Jelly (Against the Giants 56/60, Common, 8 pts) Split is hard to deal with in this format, and with 2 Jellys in play, they can deal out a substantial amount of damage, if they can hit, for their cost.

Drow Assassin (Demonweb 20/60, Common, 7 pts) (see above in Civilization) The Assassin is slightly better in Underdark than in Civilization, especially if paired with the Drow Blademaster (above).

Infernal Armor (Demonweb 6/60, Common, 7 pts) (see above in Civilization)

Lolth's Sting (Underdark 53/60, Common, 7 pts) (see above in Civilization) The Sting is slightly better in Underdark if paired with the Drow Blademaster (above).

Blue (Giants of Legend 29/72, Common, 5 pts) (see above in Civilization)

Kobold Miner (Underdark 38/60, Common, 3 pts) Good fodder and 3 points your opponent won't score is proportionally much better the lower the total cost of the warband.

Ravenous Dire Rat (Against the Giants 57/60, Common, 3 pts) Basic fodder creature.

For Wild

Bralani Eladrin (Blood War 14/60, Rare, 35 pts) A fast creature with multiple attack options and extra damage in this format.

Golden Wyvern Initiate (Against the Giants 46/60, Uncommon, 35 pts) (see above in Civilization)

Greater Barghest (Night Below 31/60, Uncommon, 35 pts) (see above in Borderlands) The Barghest is slightly better in Borderlands with other goblins.

Quickling Runner (Demonweb 49/60, Uncommon, 34 pts) (see above in Civilization)

Verdant Reaver (Night Below 22/60, Uncommon, 34 pts) (see above in Borderlands)

Yuan-ti Malison (Desert of Desolation 60/60, Uncommon, 26 pts) Good for a low point addition to a themed Yuan-ti warband, the Malison comes with the consistent boosts to attack and defenses.

Thorn (Angelfire25/60, Uncommon, 24 pts) Keep him in forest terrain (if the map has any) and the Thorn is a powerhouse in this format with Hide, Sneak Attack to boost damage, and an Immobilizing ranged attack.

Xendrick Champion (Underdark 23 pts) Always solid using the auto-miss, the Xendrick comes with a good melee and a good ranged attack.

Rot Scarab Swarm (Desert of Desolation 32/60, Common, 19 pts) (see above in Underdark)

Earth Shujenja (Underdark 3/60, Uncommon, 17 pts) (see above in Civilization)

Flamescorched Kobold (Against the Giants 34/60, Common, 15 pts) (see above in Borderlands)

Graycloak Ranger (Archfiends 16/60, Common, 15 pts) Has an excellent ranged attack and can bring in an extra activation.

Yuan-ti Pureblood (Archfiends 60/60, Uncommon, 11 pts) Most useful in Wild in a Yuan-ti themed warband, with the obvious synergies.

Hellwasp (Against the Giants 55/60, Uncommon, 9 pts) High speed, and Drone allows you to move your creatures around more effectively, and for these points the wasp can be an effective melee hitter as well.

Hunting Cougar (War Drums 19/60, Common, 9 pts) The Cougar can get across the map on the first turn, and charge with a Pounce for two attacks.

Wild Elf Warsinger (Unhallowed 26/60, Common, 9 pts) Lots of synergies that become quite strong in this format. See the Hunting Cougar (above).

Changeling Rogue (Unhallowed 14/60, Common, 8 pts) (see above in Civilization)

Flame Snake (Desert of Desolation 42/60, Common, 8 pts) Solid damage output for the points and there will be very few creatures with Fire Resistence in this format.

Ochre Jelly (Against the Giants 56/60, Common, 8 pts) (see above in Underdark)

Kenku Sneak (Deathknell 56/60, Common, 6 pts) Always a strong ranged attacker with the Hide ability.

Elf Archer (Harbinger 21/72-Dungeons of Dread 6/60, Common, 5 pts) Solid low cost ranged attack.

Fiendish Snake (Blood War 50/60, Common, 5 pts) With the Poison damage, the Intensify Poison is just extra damage goodness.

Ravenous Dire Rat (Against the Giants 57/60, Common, 3 pts) (see above in Underdark)

Twig Blight (War of the Dragon Queen 58/60, Common, 3 pts) Basic fodder creature. Invisible in Forest terrain.

Creatures which can provide extra Victory Point boosts

As noted above, if you can get a Victory Point advantage in a 50 point game, you can have a substantial lead over your opponent. For each 5 points of extra Victory Points, it equates to 2 rounds of a creature camping in a Victory area. Not all of the following creatures will be worth playing, but you should at least be aware of how far they can shift the game when your target number of Victory Points is 50. Keep in mind that every earned Victory Point is one you don’t have to get by destroying enemy creatures.

Warforged Infiltrator in either Civilization or in Underdark can provide a potential +10 VP (see above),
Large White Dragon (Night Below 58/60, Rare, 32 pts) in Wild (potential +15 VP),
Black Dragon Lurker (Demonweb 24/60, Rare, 32 pts) in Underdark (potential +10 VP, twice),
Naga (Desert of Desolation 43/60, Rare, 31 pts) in either Underdark or Wild (potential +5 VP per round),
Halfling Tombseeker (Night Below 20/60, Uncommon, 25 pts) in either Civilization or Underdark (potential +5 VP per round using Loot),
Bugbear Headreaver (Dungeons of Dread 32/60, Uncommon, 24 pts) in either Borderlands or Civilization (a risky attempt at +10 VP, but you may lose a few as well),
Gnome Sneak (Player's Handbook Heroes II 12/18, Fixed, 22 pts) in either Civilization or Wild (potential +10 VP, if you happen to face an enemy Champion, which is unlikely in this format),
Bladebearer Hobgoblin (Aberrations 27/60, Uncommon, 21 pts) in either Borderlands or Wild (potential +10 VP if you can kill an enemy Champion),
Dwarf Raider (Angelfire 3/60, Common, 21 pts) in either Borderlands or Civilization (single use of a possible +5 VP),
Deathcap (Demonweb 54/60, Uncommon, 13 pts) in either Underdark or Wild (potential +5 VP, but needs a Drow in the same Victory Area to work),
Trapped Chest (Lords of Madness 51/60, Uncommon, 10 pts) in either Civilization or Underdark (a potential +5 VP per round),
Lidda,Adventurer (Giants of Legend 19/72, Uncommon, 9 pts) in Wild (a potential single bump of +15 VP if you can pull off the A Fool's Hope. Better on some maps than others),
Fallen Comrade (Savage Encounters 23/40, Common, 6 pts) in Civilization (a possible +5 VP per round),
Sage (Archfiends 24/60, Common, 5 pts) in Civilization (a rechargeable, but unlikely, +5 VP),
Prisoner (Night Below 40/60, Common, 5 pts) in either Borderlands or Civilization (an extra +5 VP in a Victory Area, but requires a supporting allied creature)


tbiaslorin's picture
Member since:
7 January 2015
Last activity:
42 weeks 3 days

Amazing and detailed, thank you for the great article. Much of what you said applies to OE as well, and many of the same minis would also be in contention for a spot in a good warband. I definitely need to figure me out some Vassal, this would be a great quick-play format as well.


skyscraper's picture
Member since:
10 July 2013
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1 day 8 hours

Two thumbs up for this great article!

OWL's picture
Member since:
22 November 2014
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2 years 16 weeks

Nice to see new item in the home page, thanks for the update

Justjooaivan's picture
Member since:
7 July 2011
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1 week 6 days

Nebin, Gnome Illusionist not being on the list must be an oversight. That guy is a beast in this format (just ask Demetrious).

Moraturi's picture
Member since:
7 July 2011
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6 weeks 3 days

Agreed. Good catch. I even mentioned Nebin for exactly this type of format in the Civ Toolkit, but then missed him here. I do have to leave some discoveries for the readers Wink

Justjooaivan's picture
Member since:
7 July 2011
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1 week 6 days

You just wanted to catch us with our pants around our ankles the next time we face online in a 50 pt match, admit it. Wink

Moraturi's picture
Member since:
7 July 2011
Last activity:
6 weeks 3 days

That might not be too far off Crazy
Actually, I wrote this article about a year and a 1/2 ago, and have had the chance to play more 50 pt games since. There are definitely some missing creatures that are quite strong. One of my personal favorites isn't even in the article Big smile and I think it is arguably the strongest creature in the format, in any faction.
Besides, most of the fun is finding these things out for oneself.

Pervez74's picture
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24 December 2017
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2 hours 9 min

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