The Lesser Used Upgrades

By Elliphino, in Runewars Miniatures Game

There's a bunch of upgrades that I never use and I'm wondering if others use them and maybe I'm overlooking something. Here's my list of little used cards and the reasons why I don't use them, and sometimes a reason why I could imagine using them. I'd love your feedback or ideas on how to get more out of these, and I'd also love to hear about which upgrades you're not using and why.

The Bull Pennon: I see two problems with this one: 1) Impact 1 seems too situational. I'm not always certain that I'll get the charge, and even if I do get one, it doesn't seem that likely that I'll get two charges in a game. Even though it's only 3 points, it still seems like too many points for something that I might use once during the game. I think I'd rather use 3 points to make a bid for first or second player. 2) I don't know what unit I'd put it on. Waiqar has been too slow, but this could be a good upgrade for Deathknights. Then again, with Deathknights and with Oathsworn, the unit sizes are already pretty big and expensive by the time you get access to banners and I think I'd rather spend the points towards something that will make the initial investment in them more impactful.

Cursed Signets: This one seems like a good deal if you're running infantry and struggling against a ton of blight, but since your opponent could just invest in more damage instead of adding blight (taking master crafted weapons or rank discipline instead of combat ingenuity on archers, for example), it just seems like taking Cursed Signets is really just a bet that your opponent will build their army one way, instead of another.

Flank Guards: Another upgrade that seems promising on its face. The first problem with it is that there are so few units that can take training and they all have much better options. The second problem is that you can protect your flanks with better tactics... expecting a unit to be flanked is probably a bad tactic in the first place. I don't know, maybe this could be helpful on a 4x4 block of reanimates... but who would run that anyway?

Fire Rune: There was so much excitement about this card when it was first described in the previews for the infantry upgrade expansions. In reality though it's performance has been really disappointing. It's other downfall is that it requires you to use a valuable action to activate it. It's a rare instance when one wants to be fire runeing instead of moving, charging, modifying an attack, or using another special ability. When I have encountered these in a game, they only get used once, or maybe twice... too expensive for something so rarely used and unreliable to boot.

Heraldic Surcoats: For 5 points, it just costs too much compared to other options and the impact of panic is just too minimal at this point to make this worth taking. Perhaps the rise of Uthuk will see this one return to the battlefield.

Heartseeker: I so love the idea of this card, but it's totally pointless. It's easy enough to get critical lines of sight in this game while protecting your units with blocking units that you just don't need it. And the best units to field it on would be Kari or Maro. Kari though does better in melee so you don't want to leave her hiding in the back anyway. Maro is already so expensive that it's hard to justify 10 more points... and again, Fortuna's Dice is so much better on either of them.

Metered March: Maybe this would be a good card for an absolute beginner playing an absolute beginner. But by the time you get the hang of movement, after just a a handful of games, this one seems to have almost no utility.

Reaping Blade: I saw a lot more of this early on when we were playing small skirmish games and the 2 points between Reaping Blade and Fortuna's Dice made enough of a difference that this could sometimes get shoehorned in. I like that it automatically increases the reliability of a unit too. But there are just better choices and other ways to get reliability on your dice. Maybe this will be a good upgrade for Deathknights since they can take an artifact and roll so many dice, increasing the chances of blank faces. The mortal strikes are also complimentary to one role they can already fulfill.

Terrifying Heraldry: Again, this item was pretty good on reanimates back when we were playing just the core set and synergized well with their panic attack modifier. But there's just better options now and reanimates aren't likely to be the hitting core of anyone's army now, so doesn't seem to be much use. Maybe we'll see a resurgence of this though amongst the Uthuk as it seems many of their army builds believe more panic is better panic.

Triumphant Cry: Another one that I want to use so bad! It's just that again the units that most reliably kill things are the ones that have the least access to this item. My top picks would be Oathsworn, Carrion Lancers, Death Knights, and Flesh Rippers, but none of them can take a musician. I guess I would expect to see this card in use on Leonx Riders, but otherwise, I don't think I'd bother with this on infantry since their other options to enhance movement or actions in the musician slot are so much more valuable.

Waiqar and Daqan Spellcasters: While Latari and Uthuk have some great looking spellcasters, Daqan and Waiqar seem to have been left out in the cold. Of the Waiqar spellcasters, I've used the Death Caller extensively, but ignored the others altogether, and haven't seen anyone else using them at all. Of the Daqan spellcasters, the Uncontrolled Geomancer and Greyhaven Channeler seem to work best in conjunction with the Rune Golem, which is currently the most derided unit in the game. As for the Hexer, he seems like he would be alright but competes with other, much better choices for the hero slot.

Agreed on your analysis of these upgrades.

The few on this list that I can see a case for:

Cursed Signets--not sure what unit to take this upgrade on, but I like the idea of being able to circumvent immobilization/blight. The issue is that it is not a "may" card, but a swap you have to do all of the time. For the Deathknights, losing defense three models hurts too much to consider the banner. Maybe the Leonx, Berzerkers, or Oathsworn can make it work? I'd still probably choose other options (Raven Tabards) or no banner though.

Reaping Blade--I like the idea of this card as a point filler for some characters or, as you mention, the Death Knights. I could see it working well on some of the characters who are rolling a good amount of non-white dice. The issue with the Death Knights is that points are tight in Waiqar, and I'd take the dice consistency of Rank Discipline 10/10 times over a few more mortals if I had to go one or the other. Obcasum's Gauntlet for a point more also seems more consistent if they go the min-unit-with-relic route.

Triumphant Cry--as you mention, another good idea but tough fit. It seems to be limited to more of the infantry units because it might be a little powerful on some of the stronger deathstar types. I'd strongly consider it if I were a Spear-star player, as 1-2 free reforms can often be the difference between 1-2 more productive game turns. Spearstar is super boring though ;)

Terrifying Heraldry--you hit on what I was thinking with this banner. Uthuk might bring it back. Otherwise, it is a bit pricey for a mechanic that doesn't synergize super well with most units.

I like the idea of Reaping Blade on a 2x1 or 2x2 DK unit. It allows you to be flexible in attacking high armor targets or regular units. You can even bundle it with Rank Discipline and aim for blanks if need be. If you're attacking second against some Oathsworn, who have now armored up to 3 defense, you'll definitely want to go for the mortal strikes instead. Best part about that? Losing trays doesn't matter, it's threat-independent. So even if you have 1 poor little demon pony left in your whole unit, he is still capable of slaying 4 armored units in a single turn (dialed in Mortal strike + R/R/B blanks)

I'll disagree with your assessment of metered March because it allows you to delay movement, while choosing distance. In other words, move later, but not as far. That can be very beneficial.

Trumpets I just don't see much use for. Same with cursed signets.

I rarely run a bit enough leonx for heraldry, but bull penon with hit and fade tactics could be devastating.

Reaping blade is the ultimate in blank protection, equip it and you'll never roll blanks again, especially when you want them!

Edited by Darthain

For Heartseeker, I see it more as a defensive upgrade against enemy range units than using it try to get a shot on a turtled unit. Maro being behind reanimates where he can alterate between adding trays and shooting to regenerate is how I have seen/used it.

Terrifying makes sense on reanimates since they have the panic modifier which would help increase the chances of a better card. That said, it's a hard call given all the other banners available.

Bull pennon seems good on Leonx since they are good at disengaging and charging again so the can get multiple uses out of it. Again, works well with their modifier. But I would almost always just go ravens instead.

Fire Rune is great for elven archers. If you have Meagan upgrade equipped, her ability triggers on it so even if you don't get that double hit, you can still add the lethal or surge damage. That combo just works well together. Elves also have access to Malcorne request so runes can be more consistent.

Cursed signets would actually nerf the **** out of an uthuk army. If panic doesn't stick they don't get all the fancy options. But reanimates are about the only unit you could make it work with.

metered march is way to good on leonx. Being able to activate late with a long march-reform but able stop early gives you complete engagement control.

fire rune is really good on small deepwood archers. It's really good facing uthuk because you know they want those red runes.

most of the others I agree with though.

12 hours ago, Elliphino said:

Bull Pennon: I see two problems with this one: 1) Impact 1 seems too situational. I'm not always certain that I'll get the charge, and even if I do get one, it doesn't seem that likely that I'll get two charges in a game. Even though it's only 3 points, it still seems like too many points for something that I might use once during the game. I think I'd rather use 3 points to make a bid for first or second player. 2) I don't know what unit I'd put it on. Waiqar has been too slow, but this could be a good upgrade for Deathknights. Then again, with Deathknights and with Oathsworn, the unit sizes are already pretty big and expensive by the time you get access to banners and I think I'd rather spend the points towards something that will make the initial investment in them more impactful.

This is freaking fantastic on Death Knights. Have used it several times, and recommend it heartily.

It's also somewhat underused on Reanimates, mostly because their initiatives are crapola, and to use it they would need Raven Tabards to make it work, which obviously doesn't fly.

12 hours ago, Elliphino said:

Cursed Signets: This one seems like a good deal if you're running infantry and struggling against a ton of blight, but since your opponent could just invest in more damage instead of adding blight (taking master crafted weapons or rank discipline instead of combat ingenuity on archers, for example), it just seems like taking Cursed Signets is really just a bet that your opponent will build their army one way, instead of another.

In case my opinion on this upgrade hasn't been shouted enough: It's bad. It's a bad upgrade. Maybe there will be a unit in the future that this makes sense on, but until then, no.

Rising Panic? Two wounds. Miss a charge? Take a wound. Opponent is running literally any bane-tossing upgrade? LOLWOUNDS.

Wounds are categorically worse than banes in the vast majority of scenarios. If this card said you MAY suffer wounds rather than banes, it would be amazing. It doesn't, so it isn't.

12 hours ago, Elliphino said:

Flank Guards: Another upgrade that seems promising on its face. The first problem with it is that there are so few units that can take training and they all have much better options. The second problem is that you can protect your flanks with better tactics... expecting a unit to be flanked is probably a bad tactic in the first place. I don't know, maybe this could be helpful on a 4x4 block of reanimates... but who would run that anyway?

Columnar units have become a thing between Leonx and Death Knights. Probably useful in the future.

12 hours ago, Elliphino said:

Fire Rune: There was so much excitement about this card when it was first described in the previews for the infantry upgrade expansions. In reality though it's performance has been really disappointing. It's other downfall is that it requires you to use a valuable action to activate it. It's a rare instance when one wants to be fire runeing instead of moving, charging, modifying an attack, or using another special ability. When I have encountered these in a game, they only get used once, or maybe twice... too expensive for something so rarely used and unreliable to boot.

I've found these actually work quite well on support Berserkers. Since you're almost always going to be trying to hunt for 4 unstable runes anyway, it gives backfield units a bit of extra punch when you don't want to melee engage someone with your Bloodfire Witch.

12 hours ago, Elliphino said:

Heraldic Surcoats: For 5 points, it just costs too much compared to other options and the impact of panic is just too minimal at this point to make this worth taking. Perhaps the rise of Uthuk will see this one return to the battlefield.

I disagree on the impact of panic. I've been making panic work for me since the core set. Morale tests are harrowing and a bad morale result will flip a game on its head.

I agree people MIGHT play this more with Uthuk on the table, but generally agree that it's too expensive and has too high an opportunity cost given how coveted the heraldry slot is.

12 hours ago, Elliphino said:

Heartseeker: I so love the idea of this card, but it's totally pointless. It's easy enough to get critical lines of sight in this game while protecting your units with blocking units that you just don't need it. And the best units to field it on would be Kari or Maro. Kari though does better in melee so you don't want to leave her hiding in the back anyway. Maro is already so expensive that it's hard to justify 10 more points... and again, Fortuna's Dice is so much better on either of them.

Perhaps true, but it's also on the short list of artifacts I'd take with an artifact bearer so I could completely screen a valuable archer unit. Admittedly this is not a situation I've found myself in. Seems very expensive, but had it been cheaper Kari would have been more of a nightmare in the early days.

12 hours ago, Elliphino said:

Metered March: Maybe this would be a good card for an absolute beginner playing an absolute beginner. But by the time you get the hang of movement, after just a a handful of games, this one seems to have almost no utility.

Dead wrong, here. The music slot often has a fairly low opportunity cost. Metered March allows units to dial in super late, long distance March actions and then move forward only a bit, or even not move at all. If you're not getting any use out of this card, the problem is user error.

I don't run it often, but it's a great upgrade.

It's also going to be all the rage on Waiqar Wraiths, I bet, given their ability to jump through a unit, stop in contact with the rear, reform, and then attack the flank all as part of the same charge.

12 hours ago, Elliphino said:

Reaping Blade: I saw a lot more of this early on when we were playing small skirmish games and the 2 points between Reaping Blade and Fortuna's Dice made enough of a difference that this could sometimes get shoehorned in. I like that it automatically increases the reliability of a unit too. But there are just better choices and other ways to get reliability on your dice. Maybe this will be a good upgrade for Deathknights since they can take an artifact and roll so many dice, increasing the chances of blank faces. The mortal strikes are also complimentary to one role they can already fulfill.

Yeah... this doesn't excite me either. I'd rather hunt for a re-roll.

12 hours ago, Elliphino said:

Terrifying Heraldry: Again, this item was pretty good on reanimates back when we were playing just the core set and synergized well with their panic attack modifier. But there's just better options now and reanimates aren't likely to be the hitting core of anyone's army now, so doesn't seem to be much use. Maybe we'll see a resurgence of this though amongst the Uthuk as it seems many of their army builds believe more panic is better panic.

Like so many others, Terrifying Heraldry isn't bad for the cost, it's just competing for a very crowded slot with a lot of better options.

12 hours ago, Elliphino said:

Triumphant Cry: Another one that I want to use so bad! It's just that again the units that most reliably kill things are the ones that have the least access to this item. My top picks would be Oathsworn, Carrion Lancers, Death Knights, and Flesh Rippers, but none of them can take a musician. I guess I would expect to see this card in use on Leonx Riders, but otherwise, I don't think I'd bother with this on infantry since their other options to enhance movement or actions in the musician slot are so much more valuable.

The value of Triumphant Cry seems to be directly proportionate to the amount of points you've already sunk into the unit in question. The easiest way to take down a big, expensive unit is to avoid it or flank it. This helps prevent that from happening.

12 hours ago, Elliphino said:

Waiqar and Daqan Spellcasters: While Latari and Uthuk have some great looking spellcasters, Daqan and Waiqar seem to have been left out in the cold. Of the Waiqar spellcasters, I've used the Death Caller extensively, but ignored the others altogether, and haven't seen anyone else using them at all. Of the Daqan spellcasters, the Uncontrolled Geomancer and Greyhaven Channeler seem to work best in conjunction with the Rune Golem, which is currently the most derided unit in the game. As for the Hexer, he seems like he would be alright but competes with other, much better choices for the hero slot.

Have to agree. Necromancer and Captivating Hexer are underwhelming. I've tried my damndest to make Necromancer work. He doesn't. Not really. Captivating Hexer is just kinda... why? Nobody has made me suffer with disengages, yet.

Nerekhall Hexer is criminally underused, I think because he requires a bit of imagination to use, and also because he depends on rune results, necessitating a support unit with the Channeler. I don't think it's bad, but it could use some synergy to back it up.

Also spot on that he competes for a spot with upgrades like Lance Corporal and Citadel Weapon Master, who are great.

Edited by Tvayumat
6 minutes ago, Jukey said:

Cursed signets would actually nerf the **** out of an uthuk army. If panic doesn't stick they don't get all the fancy options. But reanimates are about the only unit you could make it work with.

Please... please, please, please, PLEASE run Cursed Signets against my Uthuk army. It'll uh... yeah it'll totally cripple me. Oh, shucks! Looks like every time my Thresher activates you suffer a wound! Oh, shucks! Looks like you just lost a wound on each unit at the start of the game because of Ravos!

Uh, oh, Rising Panic just inflicted two wounds and here's an extra damage thanks to Fear Incarnate!

Edited by Tvayumat

Metered March is pretty good on Crossbowmen

Dial in a super late/fast march, "can always premeasure with the range ruler" and just stop right at R3 for the ability.
Late so nobody can (in theory) charge you after you get into position.

Undead spellcasters:

Necromancer—eh? If you double down with Maru and Lingering Dead, you have something

Deathcaller—Because **** your Rune Golems and Lancers, that’s why. But yeah, situationally awesome.

Captivating Hexer— Feels like a future proofing card.

I cant agree with Metered March. I’ve seen it put to great use. Same with Fire Runes.

Heraldic Surcoats I feel were designed with Uthuk in mind. I’ve been having some wild success draining the morale deck since they came out and limiting that would be a non-trivial effect.

53 minutes ago, Tvayumat said:

Please... please, please, please, PLEASE run Cursed Signets against my Uthuk army. It'll uh... yeah it'll totally cripple me. Oh, shucks! Looks like every time my Thresher activates you suffer a wound! Oh, shucks! Looks like you just lost a wound on each unit at the start of the game because of Ravos!

Uh, oh, Rising Panic just inflicted two wounds and here's an extra damage thanks to Fear Incarnate!

He is bringing it up as an option because I’ve been running fear oriented Uthuk builds. For him, the extra wounds to Reanimates or Archers outweighs the number of Betrayal, Loss of Faith, and Flee in Terror I manage to trigger (several per game, every game now). Especially with Ankaur Maru fueled mass Reanimate trays that have the disgusting number of wounds to work with.

Edited by Church14
45 minutes ago, Church14 said:

He is bringing it up as an option because I’ve been running fear oriented Uthuk builds. For him, the extra wounds to Reanimates or Archers outweighs the number of Betrayal, Loss of Faith, and Flee in Terror I manage to trigger (several per game, every game now). Especially with Ankaur Maru fueled mass Reanimate trays that have the disgusting number of wounds to work with.

I'm just being snarky. I pretty much take a shot at Cursed Signets every chance I get. :P

I'm sure I'll be proven wrong in an embarrassing table wipe before long.

Awesome responses. Looks like I missed the boat on Metered March. Playing Waiqar, stopping my movement early just means offering an earlier initiative charge to my opponent. But I'll mention it to pals playing other armies.

Someone named Trumpets as a lesser used card and that almost made my list. I really like marching drummer on my reanimates to keep them up to speed, but if I'm going up against someone that I know has a sniping habit, I might substitute Trumpets instead.

Oh, and someone jogged my memory about spellcasters... when I look at them it usually seems like I would want two or none. But the competition for that slot, not to mention the buying an additional command upgrade expansion just to field something only occasionally seems a little over the top. But yes, like so many of these upgrades, a perfect world of unlimited $$ and unlimited points, I can see more utility for a lot of these upgrades.

Have people been using Piercing Strike on any units lately? I am curious to see how that upgrade has been panning out.

Visored Helms is still terrible imo.

Just naming a few other upgrades.

I like metered March on my deathcaller disco unit as you can dial in a late large movement and move as far as you need to get them in range and late enough for them to move in range.

3 hours ago, TallGiraffe said:

Have people been using Piercing Strike on any units lately? I am curious to see how that upgrade has been panning out.

Visored Helms is still terrible imo.

Just naming a few other upgrades.

I use piercing strike on my oathsworn cav. More often than not, I'm just discarding it for a mortal wound; but if that mortal wound is finishing off a tray, it's huge. Every now and then I hit carrion worms, or a hero and dropping the defense to 2 actually matters. Either way, 3 points for a mortal wound (worse case) is pretty decent. Now that I'm seeing deathknights and Scions too I've got even more chances to bump into those Defense 3 targets.

Visored Helm is made for rune golems. Move late, swing late, and rally on the modifier (generate an inspiration or two early on to untap this).

13 hours ago, Elliphino said:

Fire Rune: There was so much excitement about this card when it was first described in the previews for the infantry upgrade expansions. In reality though it's performance has been really disappointing. It's other downfall is that it requires you to use a valuable action to activate it. It's a rare instance when one wants to be fire runeing instead of moving, charging, modifying an attack, or using another special ability. When I have encountered these in a game, they only get used once, or maybe twice... too expensive for something so rarely used and unreliable to boot.

Heartseeker: I so love the idea of this card, but it's totally pointless. It's easy enough to get critical lines of sight in this game while protecting your units with blocking units that you just don't need it. And the best units to field it on would be Kari or Maro. Kari though does better in melee so you don't want to leave her hiding in the back anyway. Maro is already so expensive that it's hard to justify 10 more points... and again, Fortuna's Dice is so much better on either of them.

Try fire runes on 2 trays of latari archers with hunters guile.

First, shoot with a blue and a white die (double damage re-roll to hit), then use fire rune, rolling a white die instead of red, and with a re-roll. All for 28 points.

Odd you find heartseeker pointless, I find it extremely effective for hero sniping. It lets me keep mine alive while prevents you from hiding yours. Kethra Alaak can shoot with brutal and precise, 2 white dice. At 3 defense and 3 life, I'm worried about her getting dropped in 1 go. But, thanks to Heartseeker, she can hide and murder all game long.

5 hours ago, Darth Matthew said:

.

Visored Helm is made for rune golems. Move late, swing late, and rally on the modifier (generate an inspiration or two early on to untap this).

I like and have made visored helms do work on 2x3 cav. Saved a couple figures closing with my desired target without having to rush and +defense. I feel it is a solid card.

I still don't feel a white die is an upgrade over red, for fire rune though. Hunter's guile is a card I don't feel is worthwhile. Reds have a greater chance to double. Fire rune does work, maybe 50% of games. Pretty good on 2 block archers when it goes, but expensive.

Edited by Darthain
3 hours ago, Darthain said:

I like and have made visored helms do work on 2x3 cav. Saved a couple figures closing with my desired target without having to rush and +defense. I feel it is a solid card.

I still don't feel a white die is an upgrade over red, for fire rune though. Hunter's guile is a card I don't feel is worthwhile. Reds have a greater chance to double. Fire rune does work, maybe 50% of games. Pretty good on 2 block archers when it goes, but expensive.

I think the virtue of Hunter’s guile to to correct inefficient dice towards a more general goal. If derpwood archers are being used to try and put up damage, then a white die is better than a blue. If some Latari unit has too many red dice and is hunting for surge effects over damage, a white die is better.

So in a derpwood unit that is there for damage, I would hunter’s guile the first shot but not the Fire Rune. Unless there are no unstable, then you could try for a mortal strike or a double surge with a white die during fire Rune

I had hopes for Deathmist Banners , but after a few games I've concluded that is something I wont use. I'd rather take Terrifying Heraldry over that, something I usually always take with my Reanimate block because it has synergy with the panic modifier. Using a big block of reanimates with high attrition will then let the panic stack up over a few rounds and if you're lucky - get a good panic card.

When I get a Carrion Lancer expansion and get Front Line Carrion Lancer, I'll then probably take The Blighted Vexillum Banner, but until then I have to disagree with Terrifying Heraldry being a lesser used card.

On ‎12‎/‎6‎/‎2017 at 2:27 PM, Jukey said:

Cursed signets would actually nerf the **** out of an uthuk army. If panic doesn't stick they don't get all the fancy options. But reanimates are about the only unit you could make it work with.

metered march is way to good on leonx. Being able to activate late with a long march-reform but able stop early gives you complete engagement control.

fire rune is really good on small deepwood archers. It's really good facing uthuk because you know they want those red runes.

most of the others I agree with though.

On ‎12‎/‎6‎/‎2017 at 2:32 PM, Tvayumat said:

Please... please, please, please, PLEASE run Cursed Signets against my Uthuk army. It'll uh... yeah it'll totally cripple me. Oh, shucks! Looks like every time my Thresher activates you suffer a wound! Oh, shucks! Looks like you just lost a wound on each unit at the start of the game because of Ravos!

Uh, oh, Rising Panic just inflicted two wounds and here's an extra damage thanks to Fear Incarnate!

This was my thought. Panic = Wounds that means instead of me having 4 panic on your block of reanimates you have one less tray. That's basically making each panic modifier kill a unit, that's devastating. Especially considering how much panic the Uthuk send out. I actually want to see that, just to see how devastating that truly would be.

On ‎12‎/‎7‎/‎2017 at 6:24 AM, Darthain said:

I like and have made visored helms do work on 2x3 cav. Saved a couple figures closing with my desired target without having to rush and +defense. I feel it is a solid card.

I still don't feel a white die is an upgrade over red, for fire rune though. Hunter's guile is a card I don't feel is worthwhile. Reds have a greater chance to double. Fire rune does work, maybe 50% of games. Pretty good on 2 block archers when it goes, but expensive.

@Wraithist and I were doing the math on this one time. Red has a better chance of double hitting, White has a better chance of a single hit. So White is more consistently going to get you at least one hit, where as if you're really going for the most, you have better odds with red. I would personally choose white and have better odds of not getting nothing.

On 12/7/2017 at 0:15 AM, Darth Matthew said:

Odd you find heartseeker pointless, I find it extremely effective for hero sniping. It lets me keep mine alive while prevents you from hiding yours. Kethra Alaak can shoot with brutal and precise, 2 white dice. At 3 defense and 3 life, I'm worried about her getting dropped in 1 go. But, thanks to Heartseeker, she can hide and murder all game long.

I think you hit the nail on the head mentioning the heroes you might place it on. I haven't used or really faced any Latari or Uthuk heroes, so maybe there's more utility for them. I see Kari as being more valuable in melee than at range because of her awesome surge ability, so I think heartseeker isn't a good fit for her. It could be a good fit for Maro if you're going the route of Regenerative Magic and just want to keep him safely raising trays from the backfield. But if you're going the more damage route with Violent Forces, then I'd still prefer Fortuna's Dice.

4 hours ago, Curlycross said:

This was my thought. Panic = Wounds that means instead of me having 4 panic on your block of reanimates you have one less tray. That's basically making each panic modifier kill a unit, that's devastating. Especially considering how much panic the Uthuk send out. I actually want to see that, just to see how devastating that truly would be.

I'd rather lose a tray and maro it back than continueously be fleeing in terror, losing faith, and attacking myself. Don't underestimate the power of the morale deck.

Its still a bit nitch, but I'll give it a good try soon.

18 hours ago, Jukey said:

I'd rather lose a tray and maro it back than continueously be fleeing in terror, losing faith, and attacking myself. Don't underestimate the power of the morale deck.

Its still a bit nitch, but I'll give it a good try soon.

I don't underestimate the morale deck I am now an Uthuk player. I've gone through the whole deck. I'm saying don't underestimate the amount of banes the Uthuk can get out. Though I do understand the worry when you get those flee in terror's. Those can be devastating in an 8 round game.