Krusk
Krusk
Summoner Unit
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10
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3
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Card Abilties

Mobile Structure
This card may move.
Carry
Before this unit moves, it may target any number of friendly adjacent units. After it moves, place each target adjacent to this unit.

Unit Background

Krusk is the boss, a mantra he constantly repeats to his lackeys, and when he suspects one of them has forgotten that fact, he nails a sign bearing those words to their body as a reminder. As Sand Goblins go, he’s the smartest of the smart, another fact he constantly voices. But Krusk is perhaps more intelligent than he aught to be, and his brain suffers from a great malady. He is tormented by frequent headaches and at night, his nightmares regularly feature his mother dancing with a seal lion. He isn’t sure what it means, but he is certain it is some foul portent, which can only be cured by drinking more black water.
Krusk is currently obsessed with his biggest project yet. It started as an idea to make a big, leather-covered wooden horse that could hide Sand Goblins inside, but he can’t stop innovating and redesigning. Currently the structure more resembles a towering roo-rat, resplendent in chrome, with wheels and large speakers that can play the most popular Sand Goblin song of the past five years, “Wiggle Yer Butts N Legz.”

Card Strategy

Krusk is one of the least essential summoners for a faction. Krusk is ultimately just another tool. A potential structure to improve, with the strength that he has pretty good initial stats (for a structure to be upgraded), but the downside that he can’t be detonated. Carry is not an integral ability to the faction like many other summoners, but instead, it is a way for Sand Goblins to bring a lot of units to the front to push, or reach a place that would be hard to reach for assassination. Krusk is also important to his faction in the sense that structures can be summoned next to him.