Filavandrel buff

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ST is one of the weakest factions at the moment and I like to see some buffs/changes to one leader in particular.
After playing many games with Filavandrel last season (reached rank 4) I've concluded his leader ability isn't consistent in a long game and therefore can be risky.

All the cards that have synergy with boosting (Wardancer and Mahakam Defender) must be in hand to benefit the most from it.
You're forced to play Smugglers (King of Beggars optional) if you play the Elves and in worst case scenario you'll have to play Agitators on Defenders and lose value on Sheldon.
If you play artifects or any special card with this leader you'll lose points.....if you play more than 3 cards in R1 and didn't use leader you'll risk to lose points in R2 maybe even R3.
All in all a lot of punishments for a 10 point leader which makes him very challenging to play.

In order to make Filavandrel more competitive I'd like to see his leader abiliy change into boost all Scoia'tael units in hand and deck by 1.
Drop 1 provision on Smugglers because they generate the same value as Defenders which are 6 provisions this will make them better playable with other leaders as well.
Smugglers aren't required in a Filavandrel deck anymore, artifects & special cards are playable without punishment, no more broken cards, drop the withcer trio/roach to gain more points with leader and most importantly you can play R1 without losing points because of your leader ability
 
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The suggestion would make Filavandrel an up to 16+ point leader, which is (especially given his provisions) completely ludicrous.
Filavandrel is fine, given that the main aim is not dull boosting, it is improving power in a homogenous way for an entire hand, while also turning on a lot of 1 point above provision cost cards like Wardancer, Marauder (given the carryover it is even better than that forcing the opponent to play into round 2 in case you plan to go for round 1, rather than round 2).
Mahakam Defender is also an immediate 6 point card after Filavandrel and generating 1 additional point each turn, unless answered.
As for Smuggler, it is an immediate 5 point for 7 provisions engine, which generates 1 point each turn if not answered and potentially triggering synergies with cards like Sheldon Skaggs.
Shiruu can, depending on teh matchup, either be a 3 or 4 point nuke, which is a complete blowout against the common thrive setup strategy of Monsters (given that noone punishes that greed of equalising).

Smuggler is not supposed to get cheaper, it is by no means essential for Filavandrel and there is no reason it should be and an engine that is as little commital as Smuggler and only being 2 points below provision cost, if answered, is something a lot of engines, NR decks actually do run, would dream of and you are not saying they should be buffed either.
Smuggler is fine as is.

Of course Filavandrel's ability is not consistent in a long round, that is forcing out its boons, by that logic every one shot leader should be buffed, it can be countered and it should be doable, especially for a high provision leader.

Sheldon is a 6 points for 8 provisions card that doubles the hand buffs it gets, turning Agitator into a 6 point 4 provision card, Ithline into a 13 point 11 provision card, not to mention these plays cannot even be interrupted.

Again, noone forces you to play Smugglers, it is a dangerous engine, given that counters do exist, as for any other engine in the game (unless you play Foltest, in that case you get 3 free shots).

Noone said Filavandrel is easy to play, you cannot just turn into autopilot mode and have to keep tempo in mind, considering that all of your 10 cards you buff are supposed to be above average cards (and in case of cards like Defender are above average).
 
Your suggestion makes Filavandrel way too strong. Besides, the leader is already good as is. He has its strengths and weaknesses, like most leaders. You just have to know how to utilize Filavandrel to its full potential, sometimes taking a risk by doing so. For example, you mentioned that you cannot run (a lot of) non-unit cards, but it's a limit by design, just like with Unseen Elder, where you want to use (good) Deathwish cards; the leader can still brick, especially in a short final round.

Filavandrel, as he is now, is an interesting leader and I wouldn't want to see him changed, other than swapping his ability with Brouver's.
 
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