Hello everyone and welcome back! DeathFromAbove here, today we will continue the breakdown of the 3 different Angels that bring the pain in different ways. Up next is Valshalla, Lightning Angel! Wow, check out that awesome creature art! Here is the stat breakdown:
(Note: I will be referencing the Samandriel breakdown a couple of times. It is recommended to read that before reading this breakdown)
Stats
Type: Creature
Subtype(s): Angel
Mana Cost: 21
Casting Type: Full Action
Range: 0-0
Target: Zone
Level: Holy 5
Armor: 1
Health: 14
Attack(s):
-Lightning Sword
| Quick Attack | Melee | Lightning | 4 Dice | d12 (7-8 = Daze | 9+ = Stun) | | Ethereal |
Trait(s): | Aegis 1 | Flying | Lightning -2 | Legendary |
Ability: Once per round, if a friendly creature is attacked and destroyed by an enemy creature, place a Wrath token on Valshalla, up to a maximum of 4 tokens. For each Wrath token on her, Valshalla gains Melee +1
In terms of stats, Valshalla is very similar to Samandriel. Same mana cost, same mediocre armor and health, same level and almost all the same traits. There are, however, some very key differences that make her very unique from Samandriel. First talking point is her traits. Exactly the same as the Angel of Light, minus the Light Immunity and the addition of Lightning -2. This means any lightning based attacks against her will always roll 2 dice less and if a d12 is accompanied by the attack, the roll will have 2 subtracted from it. Definitely a useful trait against a Lightning Wizard.
The next key difference is her attack. It is also a quick melee attack, but for her, it is a Lightning Based attack that rolls 4 dice instead of the 5 from the Angel of Light. The d12 is definitely a step up from Samandriels. The daze minimum is the same, but the chance for a stun is much higher at a minimum of 9 to inflict this status. Finally, this attack is Ethereal meaning any incorporeal creatures or conjurations will be taking normal damage from this attack. Not too bad. At a smaller attack roll, she has a better opportunity for stuns. What makes Valshalla shine is her ability...
Once a round, if a friendly creature is destroyed by an opponent’s creature, she gains a wrath token which = Melee +1. That is incredible! She has the potential to gain +4, irremovable melee counters, bringing her attack to a staggering 8 dice! With her out on the field, your opponent will have think twice before slaughtering easy creatures.
For strategy, she is almost identical to Samandriel. Valshalla is an angel that is good to have in creature heavy builds. The more creatures available for the other mage to destroy, the better for Valshalla. For her ability to be of any use, however, she needs to be one of the initial creatures that is summoned to the arena. Her ability won't do her any good if she is sitting in your spellbook while your opponent is whittling down your creatures. As mentioned in the Samandriel breakdown, there are 2 solid ways of summoning a big Angel. Either summon in round 2 when mana is abundent or bring out the Temple of Asyra and some Clerics to help reduce the summoning cost of Valshalla. Round 2 opener leans towards more aggressive openings while the Temple leads to more defensive strategies. Either way, keep in mind Valshallas ability when factoring her into your strategy.
Pros
-Very good against creatures with a Lightning +X trait
-Much better chance at stunning a creature
-Built in traits of Aegis and Flying make her more difficult to kill
-If you like the Priest or Priestess, she is affordable to them
-Amazing ability with the potential for an extra +4 melee
Cons
-Expensive to get out
-Mediocre starting health and armor
-Expensive to put in any other mages spellbook that is not a Priest or Priestess
-Ability can be difficult to reach max potential
Once again, another fantastic creature in the Holy school! Only 1 more supped up Angel to talk about, and that is Selesius, the East Wind! Hopefully you have been enjoying reading my reviews as much as I have been writing them. Please comment with any questions or concerns regarding this review.
(Note: I will be referencing the Samandriel breakdown a couple of times. It is recommended to read that before reading this breakdown)
Stats
Type: Creature
Subtype(s): Angel
Mana Cost: 21
Casting Type: Full Action
Range: 0-0
Target: Zone
Level: Holy 5
Armor: 1
Health: 14
Attack(s):
-Lightning Sword
| Quick Attack | Melee | Lightning | 4 Dice | d12 (7-8 = Daze | 9+ = Stun) | | Ethereal |
Trait(s): | Aegis 1 | Flying | Lightning -2 | Legendary |
Ability: Once per round, if a friendly creature is attacked and destroyed by an enemy creature, place a Wrath token on Valshalla, up to a maximum of 4 tokens. For each Wrath token on her, Valshalla gains Melee +1
In terms of stats, Valshalla is very similar to Samandriel. Same mana cost, same mediocre armor and health, same level and almost all the same traits. There are, however, some very key differences that make her very unique from Samandriel. First talking point is her traits. Exactly the same as the Angel of Light, minus the Light Immunity and the addition of Lightning -2. This means any lightning based attacks against her will always roll 2 dice less and if a d12 is accompanied by the attack, the roll will have 2 subtracted from it. Definitely a useful trait against a Lightning Wizard.
The next key difference is her attack. It is also a quick melee attack, but for her, it is a Lightning Based attack that rolls 4 dice instead of the 5 from the Angel of Light. The d12 is definitely a step up from Samandriels. The daze minimum is the same, but the chance for a stun is much higher at a minimum of 9 to inflict this status. Finally, this attack is Ethereal meaning any incorporeal creatures or conjurations will be taking normal damage from this attack. Not too bad. At a smaller attack roll, she has a better opportunity for stuns. What makes Valshalla shine is her ability...
Once a round, if a friendly creature is destroyed by an opponent’s creature, she gains a wrath token which = Melee +1. That is incredible! She has the potential to gain +4, irremovable melee counters, bringing her attack to a staggering 8 dice! With her out on the field, your opponent will have think twice before slaughtering easy creatures.
For strategy, she is almost identical to Samandriel. Valshalla is an angel that is good to have in creature heavy builds. The more creatures available for the other mage to destroy, the better for Valshalla. For her ability to be of any use, however, she needs to be one of the initial creatures that is summoned to the arena. Her ability won't do her any good if she is sitting in your spellbook while your opponent is whittling down your creatures. As mentioned in the Samandriel breakdown, there are 2 solid ways of summoning a big Angel. Either summon in round 2 when mana is abundent or bring out the Temple of Asyra and some Clerics to help reduce the summoning cost of Valshalla. Round 2 opener leans towards more aggressive openings while the Temple leads to more defensive strategies. Either way, keep in mind Valshallas ability when factoring her into your strategy.
Pros
-Very good against creatures with a Lightning +X trait
-Much better chance at stunning a creature
-Built in traits of Aegis and Flying make her more difficult to kill
-If you like the Priest or Priestess, she is affordable to them
-Amazing ability with the potential for an extra +4 melee
Cons
-Expensive to get out
-Mediocre starting health and armor
-Expensive to put in any other mages spellbook that is not a Priest or Priestess
-Ability can be difficult to reach max potential
Once again, another fantastic creature in the Holy school! Only 1 more supped up Angel to talk about, and that is Selesius, the East Wind! Hopefully you have been enjoying reading my reviews as much as I have been writing them. Please comment with any questions or concerns regarding this review.