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Twilight of the Gods» Forums » General

Subject: Sanctuary Faction Preview: Legionary Fort rss

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Chris Morgan
United States
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Hi folks, Chris here to reveal another card for the Sanctuary Faction. Today's reveal holds a special place in my heart because it defines the sheer annoyance factor of just shutting down big, steamroller creatures with what amounts to a big wall. You will watch as your opponent's most brutal monsters slam into your defenders and leave not but a scratch. What I am talking about you might ask?

Legionary Fort.

This Greater Fortification has a cost of two Lesser and two Greater Aspects; a nice even cost that allows you to play it on turn four or five. This card does take up the West quadrant on your board for Fortifications so you typically won't be able to place another Sanctuary Fortification in it's spot. What it provides is one of the most annoying defensive abilities in the game, with an effect that can halt some of the biggest creatures,

Legionary Fort provides a defensive boon to one of your creatures in your opponent's Combat Phase at the cost of offensive power. When you use it's ability, one creature you control gains Armor equal to it's current Life. It also inflicts no Combat Damage during that turn when it is chosen. That means the more Life your creature has, the more Armor it gains.

When this ability becomes ridiculous is when it is put on creatures who excel on the defense. Cards like the Palace Sphinx will have five Armor with the ability to block Fleet creatures with it's Entrapment. It also has a Guardian trigger that gives Restores three with every successful block. Anu's Arbiter is a hilarious use of this card. Anu's Arbiter gains a staggering seven Armor from this Fortification and it's ability to place Freeze counters on creatures still work as it only requires to block a creature, not to inflict Damage on it. These creatures are excellent examples of utilizing Legionary Fort to your advantage as the threat of triggering the defensive assets of these cards can halt even the most bloodthirsty god. Be wary though, creatures with Overrun will go right through your defenders. Even if they cannot hurt your creatures, Overrun will do damage equal to the remaining Life of the attacking creature to your Life Stack so inflicting no damage on that creature will mean every point will still go through.

This card provides an excellent defense for players trying to outlast their opponents. It is also particularly good in multiplayer environments as it's ability happens on every opponent's Combat Step. Be wary though, other Deities may be covetous of such stout defenses and may team up to bring you to ruin. So make sure you back your defenders up with some powerful attacking creatures to shrink the tide of foes against you.
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