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Effisaries - what do you think?


CapnBloodbeard

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So, what does the brains trust think about the Effigy upgrading to the Emissary?

To do so, it needs a 2SS upgrade - and you have to wait until the start of turn 3.  This gives you a half-dead Emissary (ie on 6 health). 

It also means that you're running a 6SS effigy for 2 turns, so you're really wanting him out of harms way because you'd hate for him to have died costing you 6 SS.  

In 2 turns keeping him out of harms way isn't too much of  a problem for most deployments, but basically the only thing he gets to do is a little bit of healing, if needed.  

 

So, what do people think about the worth of doing it this way rather than just hiring DonkeyMan to start with?  With only 3 Trinket options, does the Emissary do enough anyway?

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Because he bases himself on handing out upgrades, I think the Hodgepodge Emissary/Effigy is the least useful pair to benefit from Effigy of Fate. He doesn't really turn into a damage dealing power house when he finishes eating his Wheaties either, so I'd say the 4 stone difference is worth the upgrades, auras, and HP in those crucial early turns. 

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42 minutes ago, Kharnage said:

Because he bases himself on handing out upgrades, I think the Hodgepodge Emissary/Effigy is the least useful pair to benefit from Effigy of Fate. He doesn't really turn into a damage dealing power house when he finishes eating his Wheaties either, so I'd say the 4 stone difference is worth the upgrades, auras, and HP in those crucial early turns. 

And the extra movement! 

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Definitely agree with Kharnage, I want the donkey active from Turn 1 for the oodles of support he gives the crew on turn 1. getting him in later and out of position doesn't really benefit me or the reason that I add him to crew.

I don't use mine as a hitter, but he definitely enables my hitters!

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I agree on ours. I get the most use out of him turns 1-3 through trinkets, heals and pushes. 

A niche use could be sneaky claim jump run turns 4 and 5. Just sit him at the back of the board for the first 2 turns. Heal up turn 3 and then move up turn 4.

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The only way I'm considering it is with a Henchman Leader and the Effigy is free, then 2SS for a 3rd turn Emissary is okay.

I'm planning a Barbaros & a Pride lead crew, so we'll see how that goes.

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I am running Henchman leader as my master is now a chocolate teapot. 

The emissary is needed in the crew, but I can't find points for a support vehicle that costs so much.  And the Effigy is nice that he is free with a Henchman but doesn't have the best synergy. 

The problem is that by Turn 3 the reason you would want to bring the Emissary has expired for value, he needs to be there early to add benefit. So I can't see myself using the upgrade on the Effigy. 

 

I would love it if the Henchman Leader allowed the Effigy Upgrade an additional condition to make the Emissary cost 2 less in that crew setup, something like that. 

 

Cheers,

-Tim

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