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    |   | Ngozi's Way A periodic column on Sanctum strategy, theory, and fun,
	   by Ian Schreiber, Sanctum player name Gannon.  You can reach Ian at
	    ai864@yahoo.com.
     |  
 
 
 
  Terraforming Part III: Arboria
  November 11, 1999
 
 The last in this series on strategy for the special maps, we will now take 
  a look at Arboria, a land rich in both soil and possibilities. 
 The TerrainAs one would expect, the defining characteristic of Arboria is Forests. There 
  are Forests everywhere, taking up most of the map. There are small patches of 
  Plains scattered about, and a few Swamps here and there that force you to consider 
  ways around them. Forests mean several things. One is that it will be very difficult for your 
  opponent to target your individual recruits, since Forests offer protection 
  from individual-target spells. Also, there are a lot of spells which can only 
  be cast in Forests, such as Tree Man or Faerie Circle; such spells can be cast 
  almost anywhere on this map. 
 Deck BuildingArboria gives a huge number of possibilities. You can take advantage of Forest-target 
  spells (an advantage that has several different possibilities, depending on 
  which spells you choose). Or, you can take advantage of the concealment that Forests offer, drop a group-protection 
  spell on your best group and make it nearly impossible to kill. Or, use lots of recruit-target spells and bypass the Forest's protection on 
  enemy groups with spells like Scorched Earth or Scrying Pool. Or, simply use any deck that won't be penalized by enemy groups in Forests 
  (such as an Attrition or Powerhouse deck) and be thankful that your own groups 
  are marginally protected. Let's look at how different Houses handle Arboria. Hope can do its standard 
  Attrition; Making can do Attrition as well, or it can use the combination of 
  Forests and Beobagh's Helm to make a nasty Combat deck. Life can use the Forests 
  to its advantage by including Faerie Circle; if it splashes in a third color 
  to get some way to remove the Faerie Circle after an enemy group enters it (such 
  as Abatement or Tornado) then it can turn almost any Forest into a Void-like 
  square and go for a group-killing strategy (if you dispel Faerie Circle while 
  a group is inside it, the group is lost permanently). Body, War, Abomination and Mind can behave pretty much the same way they always 
  do, since none of these has very many enemy-recruit-target spells in typical 
  decks. Unmaking can use either Scrying Pool or Scorched Earth to remove the 
  protection of Forests so that it can Jinx or Disintegrate enemy recruits, or 
  it can concentrate entirely on group-removal like Bolt of Somersaults and Void, 
  or it can use Leechwood and Unmagicking and go for a non-magical theme. Death 
  can cover its groups with Raven Shroud and go for a Combat win, like Making 
  does. Nature can do the same with Bellwether, or it can base its deck on Primeval 
  Forest and go for a flood of Monsters (or it can use a Waterworld deck and 
  try to drown the opposition, as it sometimes does on other maps). Despair can try for an early-game Lockdown, relying mainly on Fear and Disorient 
  and perhaps leaning a little more heavily on cheap Monsters like Gorgon and 
  Revenants. Justice finds it harder to cast its Sentinel (normally a staple spell 
  for this House) but both Intercession and Pyrrhic Victory work just fine; Justice 
  may have the best success with a fast Combat Denial deck, pumping its recruits 
  quickly and then starting a string of Intercession ... although another good option 
  is to splash in some Will mana and use either Raven Shroud or Beobagh's Helm 
  (or both) and jump on the Combat bandwagon. 
 During the GameThe terrain here presents little burden or assistance in movement (unlike Badlands 
  and Great Frost) so for the most part, just play your deck as you would play 
  it normally. Keep in mind what House your opponent is playing, and what options she has 
  available to her; loading up a group with Combat alterations when your opponent 
  is playing Unmaking is just begging her to wipe your group clean with Leechwood, 
  so keep that group out of the Forests if you can (not easy to do on this map!). Likewise, if your opponent just cast Scrying Pool, be prepared for some offensive 
  spells in the next few turns (and if you can, let loose a Monster or spell to 
  take care of whatever enemy group is standing in the Pool). 
 What to Avoid in Deck DesignClearly, any deck that includes a lot of single-recruit-target spells for the 
  enemy and doesn't include some way to deal with Forests is doomed to fail. Beyond 
  that, most decks can perform favorably here, although of course those decks 
  that are specially built to take advantage of Arboria will likely do better 
  than those that don't (as we'll see in a moment). 
 MetagamingGroup-protection Combat decks are the most obvious to build here, since they 
  have built-in recruit protection which complements them nicely. However, most 
  of these are at a disadvanage against Powerhouse decks that remove entire groups 
  without targeting them, so one would expect that Abomination (Accursed Minion), 
  Unmaking (Void), Justice (Pyrrhic Victory) and Life (Faerie Circle) would be 
  popular and powerful choices in the Arboria environment. This in turn suggests 
  decks that remove the benefit of Forests entirely, using Leechwood, Scorched 
  Earth, Scrying Pool and the like in order to destroy the advantage that Combat 
  decks and Forest-spell-based decks rely on. Two Houses deserve special mention here. One is Nature; aside from having a 
  lot of Forest-based spells and Monsters, it also has the spell Geomancy. This 
  allows it to do a Monster-flood theme while giving it a chance to reset the 
  board if the opponent destroys too many Forests. The other is Unmaking, since 
  it can do either group-removal (Powerhouse), Forest removal or Monster-based 
  attacks and is thus the hardest to predict at the beginning of play. Because 
  of the difficulty of fighting against an enemy who could have any of several 
  attack methods in this game, I would expect that Unmaking would be one of the 
  top Houses in Arboria, although a lot of other Houses can put in a strong showing 
  if they are built with the terrain in mind. Good luck! 
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