I am concerned about Agrith becoming less interesting with the changes. Now, with the Acolytes (why would you play him without?), he essentially has no downsides, just a Whirlwind, Flying 5-Attack monster. Pretty much just a cruise missile. That's ok, but he's supremely powerful with no real drawback. More troublingly, no real choices. You just want to engage with as many things as possible every turn, because doing so both helps offensively and helps prevent Starved.
I would like to suggest a modification to Whirlwind Assault to put some choice back into his play. Increase his Attack to 6, and change Whirlwind to:
Quote:
WILD ASSAULT
Agrith-Naar may subtract 3 from his Attack to attack any or all figures adjacent to him. Roll each attack separately.
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