Faction
Sand Goblins
"Roar into the Fray"

Faction Play Style

The Sand Goblins bring an assorted bag of tricks to games of Summoner Wars, possessing a suite of abilities and events with a 'toolbox' feel. They always seem to have a quality answer for any problem their opponents present them with! Some Sand Goblins units are also structures, and most of their events are a means of upgrading structures. This suddenly turns both their gates and many units into far more than may be initially apparent. Sand Goblins must adapt their play style to their card draw, creating chaotic and often highly entertaining battlefield situations.

Faction Background

In ages past, the Sand Goblins more resembled their cousin who dwell in caves, but these poor creatures had the unfortunate luck of being located on Kumer, the cursed island kingdom that gave birth to Ret-Talus. Once the Rotten King acquired his summoning stone and escaped that blasted, sandy waste, the Goblins inherited those abandoned places that were not the haunts of the undead, or the lairs of fearsome wasteland monsters. There, in a dark basement, they discovered black water, and were never the same.
The black water, a thick sludge that leaked up from below the cracked ground’s surface, killed most of the Goblins who drank it, but those who survived were forever changed. They were more frail, but so too were they smarter, and there in the ruins of a dead society, they began to build. They learned to burn black water to fuel machines of wood and metal, and when Krusk found his summoning stone, he quickly infused those machines with powerful magic. Now the Sand Goblins seek to share their ingenuity with the rest of Itharia, not because they’re bloodthirsty, so much as they, like proud children, can’t wait to show off what they’ve accomplished. The most common Sand Goblin battlecry is, “Look at me!”

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