Even the Fighter’s 3-health guard with no other stats seems more useful than these: it actually survived a surprising number of early turns in our games simply because of that 3rd health. During the early turns it’s very likely your opponent will have at least 1 or 2 damage if they drew any cards with combat which means your few champion synergies are even less likely to trigger as your Followers pretty much get removed the first opponent’s turn after they are played. Having such low health (even if you give them +1 with her hero ability), they don’t usually manage to stick around very long which means you have to be buying champions from the market constantly (and perhaps solely) to make your synergies at all likely to trigger. The Followers seem generally lackluster as class cards. Even if you manage to get the champion synergy rolling it doesn’t seem to help as much as the synergies of other characters (such as the potential for 9 damage with 3 cards in the Thief deck or the chain drawing in the Ranger deck). The only card she starts with that draws is the Starsoul Amulet (which you’ll only have in your deck if you have that extra, Kickstarter magic items set). Her starting cards lack draw power and don’t have a lot of synergy, especially compared to some of the other characters. She doesn’t have a lot of combat potential right out of the gate and even with the potential 8 gold in the deck she also seems the most under-resourced of the characters. She begins with 2 1-health guard Followers and her once per turn hero ability works best if you have a couple champions in play as it gives them 1 additional health until your next turn. The Cleric character pack revolves mostly around trying to amass champions and keep herself healed up. Starsoul Amulet: magic item 1 gold, Gain 2 combat for each champion you have in play.2x Follower: 1-health guard, exhausts for 1 combat.Prayer Beads: 2 gold or 5 health, If you have 2 or more champions in play, gain both.Use this ability only on a champion that was stunned since your last turn.
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