Welcome back, adventurers!
This article will cover the fourth and final character in the base game, Sofeea Icecall. Sofeea has a wide range of abilities to use for the many situations she may find herself in. As one of the most versatile characters, she has a number of different paths to victory.
No frost mage would be caught dead without freezing abilities in their spellbook and Sofeea has come well prepared. These powers function to both improve combat proficiencies as well as let her avoid combat all together. As she can avoid combat, Sofeea can largely ignore the health potions that other characters rely on. Due to this, Sofeea can focus more heavily on the discovery token spaces. Ice Block is an incredibly effective power, as it allows Sofeea to avoid an encounter of her choosing. A large part of the frost mage’s strategy is slowing down her opponents, giving her the opportunity to complete her quests free from harassment. With a wide variety of spells and excellent placement of discovery tokens, Sofeea should have an easy time accomplishing her objectives.
Going through Sofeea’s plethora of abilities, they can be divided into three main categories; defensive, offensive, and preparation. As she is fairly energy intensive, rolling low for energy can often be a burden. However, for one energy, Blink allows Sofeea to cancel a combat that she has entered. This way she can avoid combat when she doesn’t have enough mana potions to turn the tide. Against opponents that can deal damage outside of combat, there is Counterspell. This ability can cancel any ability card being played within three spaces. With abilities like Portal and Teleport, Sofeea will have the option of going after quests early to win the game. Portal places Sofeea in any city, regardless of aggro encounters, allowing her to slip away from these difficult skirmishes. Teleport allows the frost mage to appear on any space one card length away, giving her the ability to jump to a different track quite easily. To ensure that she has these helpful abilities when she needs them, Sofeea has Evocation, which allows her to draw the top three cards of her deck and keep one. Once she has attained red level,she gets to keep all three cards.
When confronted, Sofeea has a fair number of abilities for foes to fear. Three copies of Frostbolt and two Blizzards, both of which grant a boost in attack and have extra abilities at higher levels, will give her opponents pause. Sofeea will also most likely have Ice Shards saved up to use in combination with her Frostbolts and Blizzards. This makes the opponent’s attack count as a melee attack and at green level adds one to her attack. Ice Shards can be very helpful for Sofeea, if she can catch an opponent with low health. This ability turns her opponent’s attack into a melee attack, giving her the opportunity to deal damage before they get to strike back. If unable to use one of the cards above, Sofeea can still be a threat defensively with her Frost Armor. This chilling defense, when at green level, attaches to an opponent who dealt damage to Sofeaa, slowing their speed for the next round. Lastly, Shatter can be used to deal damage to any opponent with any of the frost mage’s cards attached. As this happens during the Maintenance phase, it can often spell doom for an opponent weakened through combat with the icy spell caster.
Using Shatter, Sofeea can take out an unprepared foe in one fell swoop. Hidden within her deck of abilities are no less than six cards that can be attached to an enemy character. Often, she will be able to attach 1-3 cards to her opponent. Add in the damage she can deal during combat, and she can take out her foe in one turn. This surprising punch gives Sofeea some much needed intimidation powers.
With a little luck, a single ability can provide a significant advantage. Water Elemental is a ranged weapon replacement attack that has an amazing 4 attack, but the real beauty in this beast is its ability to return to the player’s hand if Sofeea is not hit during the combat. Be warned, this excellent ability does require three energy, which is where the luck comes in. Water Elemental is perfect for clearing the board of lower level encounters and the beneficial level up spaces. Even if Sofeea would take damage, the Water Elemental will step in and take a single point of damage for her and then depart to the discard pile. Blizzard also counts as a 4 attack weapon replacement ability, but costs one less energy than Water Elemental, that’s one energy that could be used to play Ice Shards, making Blizzard a 5 attack ability for the same cost.
The most important tip for Sofeea is to keep a full hand. Sofeea should only use the single scroll resource spaces, the ones that allow her to draw one card, when they do not feel like they have the cards required for that turn. Although the larger books provide more cards, the last thing she needs is her enemies to bulk their hands as well. Once at red level, whenever another character is low on abilities, Sofeea should take the advantage and do what she can to take them down. Every fallen enemy adds to her coffers. Keeping a full hand, playing Sofeea smart, and making sure to place discovery tokens down whenever possible puts this mage over the top.
That concludes the tips and strategies for the base game characters. Please feel free to e-mail me with any ideas and strategies you have discovered. Do not think I am done yet! As long as there are new characters being released, you can be sure to see an article for them.
World of Warcraft: The Adventure Game puts you on the path to renown. 2-4 players take on the role of fledgling adventurers seeking to become legendary warriors. Each turn sees players completing quests, fighting vicious creatures, and above all, vying for glory!