The intent of this thread is to take an in-depth look at each of the leader abilities: strengths and weaknesses, types of decks with which they work best, and game-play strategies and tactics. As I have not played all leaders to a significant degree, I welcome reactions and input from others. My articles and any comments by others that offer significant insight will be indexed here. While I might comment on my perceptions of a leader’s effectiveness, my articles are more intended as a user’s guide than a rant about relative power. Eventually, I hope to have articles on every leader ability. This will take time – when an article is available, its link will be in blue.
MONSTERS LEADER ABILITIES
General Overview: Many (but not all) Monster leader abilities are highly focused around a particular archetype. Some (most notably Overwhelming Hunger) were severely nerfed in an attempt to balance a broken card – in my view, a very poor approach that has severely inhibited variety within certain MO archetypes. Carapace is probably the most general-purpose leader available; Force of Nature, White Frost, and Blood Scent are also generally effective, although clearly better with certain archetypes. The remaining monster abilities really require a deck designed to benefit from them.
Carapace
Force of Nature
White Frost
Arachas Swarm
Fruits of Ysgith
Blood Scent
Overwhelming Hunger
NILFGAARD LEADER ABILITIES
General Overview: As most NG leader abilities (Imprisonment, Lockdown, Enslave, Double Cross, or Imposter) are geared more toward interfering with or exploiting an opponent than supporting one’s own cards, NG abilities are very flexible across decks and allow a great deal of variety. In its present form, I would not recommend lockdown for any deck and Imperial Formation generally requires a soldier focused deck, but otherwise NG leaders are not particularly limited.
Imprisonment
Imperial Formation
Tactical Decision
Lockdown
Enslave
Double Cross
Imposter
NORTHERN REALMS LEADER ABILITIES
General Overview: Except for Pincher Maneuver, NR leader abilities are more linked to support of specific cards than to particular deck designs. These leader abilities are more interchangeable than the abilities of most factions and can be usefully used across a variety of different deck designs. This feature can be used as a surprise factor to cause an opponent to initially mis-identify your deck.
Inspired Zeal
Royal Inspiration
Mobilization
Shieldwall
Stockpile
Pincher Maneuver
Uprising
SCOIA’TAEL LEADER ABILITIES
General Overview: All ST leader abilities are tied to particular archetypes – providing significant advantages to that archetype. But in contrast to monsters, most leaders provide decent value to most decks. Unfortunately, unlike Northern Realms, the ties to archetypes are strong enough that it rarely makes sense for a particular ST deck to use other leaders and variety in ST decks can be somewhat lacking.
Guerilla Tactics
Invigorate
Nature’s Gift
Precision Strike
Deadeye Ambush
Call of Harmony
Mahakam Forge
SKELLIGE LEADER ABILITIES
General Overview: Except for Ursine Ritual, SK leader abilities are general purpose, although many are strongly paired with particular cards they significantly aid. (Battle trace with Dracoturtle, Patricidal Fury with Bloodthirst 3 cards, Blaze of Glory with Eist and Jutta, rage of the sea with Fulmar, Rioghan and Bride of the Sea). With slight changes to a deck, leader abilities are often interchangeable, giving the deck a different feel and SK a lot of potential variety.
Onslaught
Reckless Flurry
Battle Trance
Rage of the Sea
Patricidal Fury
Ursine Ritual
Blaze of Glory
SYNDICATE LEADER ABILITIES
General Overview: All SY leaders provide coins, manipulate prices, or provide uses for coins. Most do only this, although Blood Money also provides immediate damage, while Congregate and Pirate’s Cove also spawn units. Generally the leaders are chosen that best correspond to how coins are used in a deck and are rarely easily interchanged without significant impact on the deck.
Blood Money
Jackpot
Lined Pockets
Off the Books
Congregate
Pirate’s Cove
Hidden Cache
MONSTERS LEADER ABILITIES
General Overview: Many (but not all) Monster leader abilities are highly focused around a particular archetype. Some (most notably Overwhelming Hunger) were severely nerfed in an attempt to balance a broken card – in my view, a very poor approach that has severely inhibited variety within certain MO archetypes. Carapace is probably the most general-purpose leader available; Force of Nature, White Frost, and Blood Scent are also generally effective, although clearly better with certain archetypes. The remaining monster abilities really require a deck designed to benefit from them.
Carapace
Force of Nature
White Frost
Arachas Swarm
Fruits of Ysgith
Blood Scent
Overwhelming Hunger
NILFGAARD LEADER ABILITIES
General Overview: As most NG leader abilities (Imprisonment, Lockdown, Enslave, Double Cross, or Imposter) are geared more toward interfering with or exploiting an opponent than supporting one’s own cards, NG abilities are very flexible across decks and allow a great deal of variety. In its present form, I would not recommend lockdown for any deck and Imperial Formation generally requires a soldier focused deck, but otherwise NG leaders are not particularly limited.
Imprisonment
Imperial Formation
Tactical Decision
Lockdown
Enslave
Double Cross
Imposter
NORTHERN REALMS LEADER ABILITIES
General Overview: Except for Pincher Maneuver, NR leader abilities are more linked to support of specific cards than to particular deck designs. These leader abilities are more interchangeable than the abilities of most factions and can be usefully used across a variety of different deck designs. This feature can be used as a surprise factor to cause an opponent to initially mis-identify your deck.
Inspired Zeal
Royal Inspiration
Mobilization
Shieldwall
Stockpile
Pincher Maneuver
Uprising
SCOIA’TAEL LEADER ABILITIES
General Overview: All ST leader abilities are tied to particular archetypes – providing significant advantages to that archetype. But in contrast to monsters, most leaders provide decent value to most decks. Unfortunately, unlike Northern Realms, the ties to archetypes are strong enough that it rarely makes sense for a particular ST deck to use other leaders and variety in ST decks can be somewhat lacking.
Guerilla Tactics
Invigorate
Nature’s Gift
Precision Strike
Deadeye Ambush
Call of Harmony
Mahakam Forge
SKELLIGE LEADER ABILITIES
General Overview: Except for Ursine Ritual, SK leader abilities are general purpose, although many are strongly paired with particular cards they significantly aid. (Battle trace with Dracoturtle, Patricidal Fury with Bloodthirst 3 cards, Blaze of Glory with Eist and Jutta, rage of the sea with Fulmar, Rioghan and Bride of the Sea). With slight changes to a deck, leader abilities are often interchangeable, giving the deck a different feel and SK a lot of potential variety.
Onslaught
Reckless Flurry
Battle Trance
Rage of the Sea
Patricidal Fury
Ursine Ritual
Blaze of Glory
SYNDICATE LEADER ABILITIES
General Overview: All SY leaders provide coins, manipulate prices, or provide uses for coins. Most do only this, although Blood Money also provides immediate damage, while Congregate and Pirate’s Cove also spawn units. Generally the leaders are chosen that best correspond to how coins are used in a deck and are rarely easily interchanged without significant impact on the deck.
Blood Money
Jackpot
Lined Pockets
Off the Books
Congregate
Pirate’s Cove
Hidden Cache
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