Hey all,
A little while back Indalecio made a post asking for everyone's top 10 favorite monsters and why they liked them. I'd like to continue that trend by asking for everyone's top 10 favorite Overlord cards! Specifically, these are the top 10 Overlord cards you'd buy with XP, therefore I am not including the cards in the basic decks, nor am I including Overlord cards that are earned as part of rumor or campaign rewards.
You could also mention whether you prefer Basic I or Basic II. I'll start!
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Basic Deck: Basic I
I've gone over the why in other threads, but it comes down to liking the reliability of this set. Basic II requires attribute tests that target specific hero archetypes, which means your Overlord cards can fail to work. Additionally, its' overall effectiveness is at the mercy of which heroes the players use. No warriors? A warrior with 4 Observation? Well, Blinding Speed is now kinda crap...
Some Overlords don't have a problem with this, but I need cards I can count on. I get endlessly frustrated when I play a Basic II card and end up getting nothing for it, especially when it costs me a quest.
However, I will say this: having been on the receiving end, Basic II is way more fun for the heroes. They feel they have a chance to survive and overcome the OL's cards through their heroes' statistics and good fortune, while a properly played Basic I can feel like an inevitable freight train of defeat for the heroes, especially in race quests. So yeah, Basic II for fun, Basic I for winning!
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1) Call of the Ravens (Unkindness I)
Oh raven flock, how I love thee... Let me count the ways... I've made these points in several other posts, but I'll reiterate them here.
This is the first card I buy every single campaign. Amusingly, it is also the only Unkindness card I ever get. I think the rest are pretty lousy, to be honest...
However, each time I play I discover a new way to use the basic familiar. The utility of this card is undeniable. Unlike every other card purchase you don't have to decide what to throw out of your deck to accommodate this card. You don't have to worry about it taking up a space in your hand. It is essentially adding a permanent new ability to the Overlord, kind of like when a hero purchases a new ability himself.
Imperial Assault added these sorts of cards to the Imperial player, and I would love to see more of these in Descent. It is very satisfying to have an ability you can always count on that isn't subject to card draw, or can be discarded by some heroic feat (Mok) or countered by some skill (Marshall).
Not only is the Raven a solid monster in its own right, with stats perfectly on par with mid-tier minions, the extra manpower can appear next to any monster on the map to carry tokens, open doors, complete objectives, block hallways, and finish off weakened foes. No marching from a reinforcement point required! It also hits hard enough and moves fast enough to be tricky to ignore, and there are many ways to lessen or even negate the costs of using it. If you achieve this, then even if the heroes spend just one attack to kill the raven, it has been a win for you. The heroes are down one precious action and you are down nothing. And if they miss... well..
Even the summoning of the monster has utility. The obvious one is killing a monster with 1 health left and getting one with 4, but there are lots more. If reinforcements are allowed at start of turn and nothing has died yet, kill something with the Raven, and then get a free troop. You can use it to trigger abilities like Undying to clear negative conditions from a monster, or detonate a Master Fire Imp while it is near other heroes. You can use a Master Flesh Moulder to heal any injuries and get a continuous stream of replacement flocks until the moulder is defeated. Whenever I read a piece of text anywhere that says, "When a monster is defeated...", or "When a monster takes damage..", I immediately stop and think, "Would triggering this at my discretion with a Raven benefit me?"
I could go on and on, but I think I've made the case. Best card ever.
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2) Airborne (Infector I)
Even if I don't play heavy Infector, I still pick up Airborne. Like many Infector cards, once played, it thins out your Overlord deck, which means those Frenzies and Dashes come up more often. That alone is good.
However, more importantly, missing sucks. Really sucks. Airborne makes missing suck less so that the blue X doesn't haunt my dreams. Even without other Infector support, there are many times where just one extra shield meant the difference between a dead monster and a living one, and if that happens even once in the quest, I feel this card has paid for itself.
Another trick is to perform ranged attacks from across the map that your monsters have no hope of getting enough range for in order to rack up free infection tokens and pressure the heroes into advancing. It is also a way to safely set up the 3 infection tokens needed for a Dark Host on a specific hero, no matter how good their stats or armor is! Cheesy, but fun!
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3) Imploding Rift (Shadowmancer I)
The best trap in the game for cost vs. effectiveness. Even a non-Shadowmancer should get this card. Catching just one hero in this trap is pretty brutal for the heroes and can ruin a critical play such as a room-wiping Army of Death. You will always find a use for this trap, even if it simply forces a hero to rest for a turn. Also, unlike Web Trap, it can't be completely countered by classes like the Knight, for whom Immobilize is naught but a trifling inconvenience. You'll always find this one in my deck.
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4) Blood Rage (Warlord I)
I have an aggressive play style that aims to bring down the heroes fast and often. I know its not always the best strategy and I may not purchase this card vs. certain hero compositions, but I still get it more often than not. A defeated hero can result in serious action loss, not to mention threat/card gains, and Blood Rage is great at helping you do this. This card is also great at making heroes panic whenever a monster with low health remains on the board nearby. They may go out of their way to kill it off to prevent the rage, distracting them from the objective.
Another favorite tactic is to soften up a monster with my Raven Flock and then finish it off with Blood Rage, negating any repercussions the health loss may have incurred.
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5) Dark Remedy (Universal)
I like to call this "Immobilize-Begone", because that is pretty much the primary reason I purchase this card. Immobilize is often the single best Condition that a hero can dish out, so you can bet every Runemaster in the land will be looking for an opportunity to throw it on your lieutenant and ruin your day. If the heroes are especially Condition happy, I get two of these.
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6) Refresh (Universal)
Refresh does a lot more than it appears at first glance. Yes, it lets you bring your best Overlord cards back into the deck faster if they are in your discard. That's great. But, it also lets you draw a card too, so it is effectively free! Placing this card in your deck essentially makes it 14 cards in size, and that is a great thing for consolidating power. I would buy 5 of these if I could.
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7) Web Trap (Saboteur I)
I would be remiss if I did not include Web Trap in a top 10. Yes, it has lost some of its shine since the introduction of Imploding Rift, but this is still undeniably a great card. Its fairly obvious why this is good, so I'll just say watch out for heroes that aren't affected by Immobilize thanks to their hero abilities or class skills. Few things are more frustrating than "Immobilizing" that pesky Berserker only to find he can
still
somehow charge across the map and whirlwind your goblins to pieces anyway
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8) Bloodlust (Warlord II)
As I said earlier, I like knocking out heroes. With Bloodlust in my deck, I like it even more. This is another card that thins out and speeds up the Overlord deck, meaning those Frenzies and Dashes come back faster. If I ever go double Bloodrage, Bloodlust is sure to follow.
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9) Plan Ahead (Universal)
When I plot out my strategy for a quest, I want to make the assumption I have certain Overlord cards in my hand at a given point, usually Dash. However, cards being the fickle creatures they are, this sometimes does not happen. Plan Ahead helps me cheat fate and make it seem like I always have what I need, when I need it. And hey, if it helps me get my Airborne card out earlier in the quest too, so much the better!
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10) Dragonbone Pendant (Enchanter I)
Its no secret I like to play with hordes of small monsters, and this card complements that style quite nicely. Throw this on a Bandit group along with a Dual Training Frenzy and a Word of Misery and the odds of the heroes coming out the other end without multiple bodies on the floor, robbed of their healing and stamina potions, are pretty slim. And if you do somehow fail to down someone, it will stick around for another turn for more shenanigans!
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Wow, I just realized that this list is almost exclusively 1 xp cards.. I guess I find the cost of specialization to be too high compared to picking and choosing the best from the low hanging fruit. However, if I do specialize, it usually ends up being Warlord or Infector.
Now I look forward to hearing from you guys! What do your Overlord decks look like?
Edited by Charmy