• Reading the Rainbow D&D Faeurun Under Siege Draft Episode 1 Economy and Win Conditions



    Welcome back folks, today we are going to talk about Faerun Under Siege and give you guys a solid primer for drafting during your WKOs. To start off we'll talk about the sets economic tools and how that quickly rolls into the win conditions that will have us taking home the promos.


    First off, there is not much true ramp in this set, there are some cards that have individual economy, but not much that provides a tribalism bonus or other guideline for drafting the set. To begin with, there is everyone's favorite energy fixing global, Ring. This global lets you trade any one energy for a SK in your used pile on the face of your choice. In draft, remember that it can also be used to create Sidekicks, thus thinning you bag of unwanted dice. We also have 3 different characters with Swarm and the golems with Fabricate to get us some cool ramp mechanics going.

    All of these ramp mechanics though, are relatively stand alone. Fabricate doesn't have any "when KOed characters to synergize with, and though there are great when fielded effects to use, you lose a lot of board state to get those fabricate purchases moving along. Swarm requires you to keep a monster out in the field over several turns, leaving adventurers with relatively easy targets to gain experience from, and at the same time hurt your economy. Lastly, while ring is a really solid global, if you're not making use of the die itself, you're really just bringing a 9th card for your opponent.

    There are two cards that are great economy in this set though, Hellhound and Human Fighter commons. Both give discounts on a large number of the cards in this set, with hellhound giving -1 purchase and field for each fiend and Human Fighter giving -1 purchase for all cards with the Equip icon (this is a large number of characters in this set, though some TOs have been ruling this as JUST Gear, so double check with your TO before going whole hog on Fighter). Looking over Fiends all of the fiends with Gate can be pretty powerful in draft as they just swarm the field with large bodies. Getting that engine going though can be difficult with not a lot of cheap fiends to rely on early, so keep an eye out for the hellhound to start the cascade. Equipable characters on the other hand are all the rage, with relatively cheap fielding costs, slightly under valued stat line and (in this set at least) some pretty powerful abilities, Equipable is a solid faction with enough versatility that you can draft what ever lands in front of you and have a good shot at winning.

    Looking to our win conditions, the most commonly reported win condition is actually the Basic Action Cloudkill. Get lethal damage on the board, play Cloudkill to kill our opponent's 1 defense characters and then swing out against their defensive line that likely can't block you, as energy in drafts is relatively sparse and you're way ahead of the game. Speaking of which, there are some really solid cards to help push Cloudkill over the edge as an absolute win condition. Elf Thief, Intellect Devouer, common Potion and a slew of breath weapon characters give us the ability to either kill off more characters or deny our opponent the energy they need to pay for Cloudkill's tax.

    Another way to manipulate blockers is to use the Common Hill Giant and a slew of evil creature. Goblins for example would not only be a thematic DnD encounter, but also give you just the right energy to fuel a Cone of Cold Overcrush strategy for Hill Giant. Other cheap evil characters will greatly help this team, and if you get a rare Displacer beast the tricks you can perform are pretty amazing.

    There are other power cards in this set, most of them targeted removal or quality expensive characters with solid abilities, but for reliable win conditions we are mostly looking to bring characters with solid attack stats and cheap fielding costs to both abuse and avoid Cloudkill and other Basic Action oriented win conditions.

    Lastly, I would be remiss if I didn't provide you guys with some solid shield characters to win the game with. Uncommon Spider is probably the most powerful card in draft in this set as it allows you to constantly pick off any sidekicks your opponent fields and thus have a generally larger wall that your opponent. The fore block global also lets you pick of some problem characters or economic characters like Rare Dwarf Wizard or any swarm character. Couple the Spider with a few Rare or Common Blink Dogs and you're either cleaning up their field or chipping away at the opponent all while ramping some really cheap shield characters into bigger threats, perhaps a Clay Golem that prevents 2 damage your characters, then nerfing that oh so powerful Cloudkill win condition from our opponents.

    In the end, the standard draft ideals of "Good body, cheap field and a useful ability" are really where you're looking to go with your draft picks, so make em count and good luck!
    Comments 13 Comments
    1. bahamut7's Avatar
      bahamut7 -
      "Lastly, while ring is a really solid global, if you're not making use of the die itself, you're really just bringing a 9th card for your opponent. "

      Thank you. This point needs to be stressed more.
    1. KennedyHawk's Avatar
      KennedyHawk -
      Ring can be great in combination with the common beholder. I'm really excited for the article that gets to that guy.
    1. KennedyHawk's Avatar
      KennedyHawk -
      Another win condition I've used in both drafts so far is uncommon spider with some cheap early aggro.

      When uncommon spider attacks all of the sidekicks/NPCs must block him. You can catch your opponent off guard with this early and pump through something cheap like gnome ranger for some damage.
    1. chrisrhenke's Avatar
      chrisrhenke -
      Not sure if you include ramp with economy, but shocking grasping your own sidekicks is a really easy way to get 6 dice on an early turn.

      As a bonus, the ring global makes this extremely reliable if somebody brings it.
    1. TheConductr's Avatar
      TheConductr -
      Quote Originally Posted by chrisrhenke View Post
      Not sure if you include ramp with economy, but shocking grasping your own sidekicks is a really easy way to get 6 dice on an early turn.

      As a bonus, the ring global makes this extremely reliable if somebody brings it.
      That's exactly what I did =)
    1. Stormyknight's Avatar
      Stormyknight -
      "(this is a large number of characters in this set, though some TOs have been ruling this as JUST Gear, so double check with your TO before going whole hog on Fighter)."

      This is just dice that have the equip keyword. Text on human fighter is,

      "While Human Fighter is active, [equip] dice cost [1 energy] less to purchase (min 1)."

      The words "equip dice" there make it gear not characters with the equip Icon. Characters that have that icon are not know as Equip dice.
    1. tenlaven's Avatar
      tenlaven -
      Quote Originally Posted by Stormyknight View Post
      "(this is a large number of characters in this set, though some TOs have been ruling this as JUST Gear, so double check with your TO before going whole hog on Fighter)."

      This is just dice that have the equip keyword. Text on human fighter is,

      "While Human Fighter is active, [equip] dice cost [1 energy] less to purchase (min 1)."

      The words "equip dice" there make it gear not characters with the equip Icon. Characters that have that icon are not know as Equip dice.
      Agreed, this is how I would rule it, though I can see how it could be understood both ways.

      As a side note, most of my wins within this set have come from common Bahamut.
    1. Shadowmeld's Avatar
      Shadowmeld -
      Quote Originally Posted by Stormyknight View Post
      "(this is a large number of characters in this set, though some TOs have been ruling this as JUST Gear, so double check with your TO before going whole hog on Fighter)."

      This is just dice that have the equip keyword. Text on human fighter is,

      "While Human Fighter is active, [equip] dice cost [1 energy] less to purchase (min 1)."

      The words "equip dice" there make it gear not characters with the equip Icon. Characters that have that icon are not know as Equip dice.
      I understand your opinion, which is why I even mentioned the conflict in the first place. However, the community is pretty starkly divided on this issue, there is no current right answer so ask your TO.
    1. Kamuisito's Avatar
      Kamuisito -
      I'd say that it reduces the cost of characters with that icon. WK has always referred to Equipments as Gear, never by the [equip] icon. All cards so far that affect gear in some way have always said gear, both in BFF and FUS. Never have gear been called equip dice before either, at least not officially by WK that I know of.

      When has WK made a card reference an icon and made it not meant cards with that icon?
    1. SarkhanMad's Avatar
      SarkhanMad -
      "While Human Fighter is active, [equippable] dice cost [1 energy] less to purchase (min 1)."
    1. tenlaven's Avatar
      tenlaven -
      Quote Originally Posted by Kamuisito View Post
      I'd say that it reduces the cost of characters with that icon. WK has always referred to Equipments as Gear, never by the [equip] icon. All cards so far that affect gear in some way have always said gear, both in BFF and FUS. Never have gear been called equip dice before either, at least not officially by WK that I know of.

      When has WK made a card reference an icon and made it not meant cards with that icon?
      An excellent point, though Wizkids has asked judges to rule in favor of the weaker interpretation until there is an official ruling... Of course, I don't always agree with that either (see the Black Lantern ruling...)
    1. gkpon66's Avatar
      gkpon66 -
      Thanks for the excellent article, lots to think about before the regionals this weekend.