Cloaks Logic / Cunning is represented in a deck that builds up to its biggest trick, making the opponent Summoner disappear in one shot.
Logic is represented through several cards that improve units and as a consequence their ability-copying Summoner. Cunning is represented through a lot of tricks that allow its built-up units to reach where they need to be and survive the ordeal of getting there.
Cloaks is a very versatile deck that can play a lot of strategies, from the extreme swarm offensive, to an absolute defense, to an economy game based on overpowered stacked-up units.
But behind all of that noise, its biggest weapon is the ever-present potential to assassinate the opponent Summoner from nowhere.
As the most versatile faction released so far, it is hard to talk about basic strategy with Cloaks because their basic strategy is “all of them”. It really depends too much on the match-up, cards drawn and game flow. But let’s talk about the tools this faction has for each of the 3 basic gameplay styles that exist in Summoner Wars.
Offense:
Cloaks can play a fast offensive game, thanks to their overall cheap cost, having a solid starting setup, and lots of mobility, thus able to quickly reach the opponent's side and even the opponent Summoner, while using survival tricks to keep things going. Rustside Bandits with their cheap cost and high life can easily take spots, supported by Guild Gunners that allow units to reach their destinations faster. If Cloaks can create enough pressure, they can force the opponent Summoner into a bad spot to then land a game-ending Out of Shadows.
Defense:
When playing defensively, Cloaks can realize the full potential of Guild Machinists since it’s easier to have movements to spare when in defense. Vlox+Machinist on the defense can allow Cloaks to have an unfair number of attacks to dismantle enemy offensives. In addition to that, it is dangerous to bring the Summoner close to the offensive lines versus Vlox since one mistake can easily be all that is needed for Vlox to surround and kill a forward-playing Summoner.
Economy:
Cloaks have two main ways to win an attrition war against any faction.
The first is to buff a unit with one or two "pieces of equipment" in the form of Hand Cannon and Moto Boots, then copying that unit with Vlox. Thus having a “super unit” and an overpowered Vlox to out-value the enemy.
The second is simply making use of Guild Snipers and Gunners' abilities to poke the enemy units while offering only the cheap but tough Rustside Bandits in return.
Cloaks is a tremendously versatile deck with a massive threat of assassination thanks to Out of Shadows and a lot of tricks. No matter the plan that threat should be a part of the menu, but Cloaks can play any strategy in the game thanks to their versatility.
The fact that they can change and adapt to the opponent is their major strength.
But no matter what you do, if your opponent does not have to fear the ever-looming threat of their Summoner or big champion being surrounded and killed, then Cloaks are not fulfilling their full potential.
You can ping from afar while protecting your units, rush your opponent and put them against the back row or use Guild Machinists and multiple tricks to surround and outflank the enemy units, always ready to jump on the opponent Summoner for the kill if it makes a misstep.
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