M2E+Mysterious+Emissary

// "Earth can be as giving as it can be irate." - Skinny Puppy, Human Disease (S.K.U.M.M.) //
 * Mysterious Emissary, Neverborn Enforcer**

=__Overview__= A fast and resilient Enforcer with decent attacks and great board control that can create terrain and Summon Changelings. The Emissary has different Conflux Upgrades to synergize with each Master. Also, provides a reliable but costly way for Neverborn to remove Conditions. toc

=__Mobility__= The Mysterious Emissary has **Wk 6** and **Cg 6**, plus **Unimpeded**, which is plenty enough to get around. It's also effectively immune to hazardous terrain, which helps. The Mysterious Emissary can also increase the mobility (or offense potential) of nearby models about once per game. It can use **(0) Prophecies in Lightning** to discard its **Destined +2** (or higher) condition to give all friendly Minions and Enforcers within 4" pulse the **Fast** Condition. Note that this can generally only happen on Turn Four or later, since it requires earning VP from the Strategy at least twice.

=__Offense__= The primary attack of the Mysterious Emissary is **(1) Nature Reclaims All**, with a very good **Ca** score, a good damage spread, and a flexible range (6" or 1" melee). This has three possible triggers:
 * On a built-in Mask, // Reclamation // will remove all Conditions from the target. This can be used to remove Conditions from friendly models, but the damage from the attack is high enough that it's a judgment call.
 * On a Tome, // Purge // discards all Corpse and Scrap Markers, and all Scheme Markers (friendly and enemy) within 4" of an enemy target. This is usually worthwhile, but sometimes may not be worth it.
 * On a Ram, // Rage of the Emissary // allows a second attack (which cannot declare triggers). This can be against the same target or another target, and greatly extends the Emissary's attack potential.

The Emissary also has two indirect offensive methods. First, it can summon a Changeling in base contact with a friendly Scheme Marker with **(1) Land's Child**. This discards the marker and does the Emissary 2 damage, but the Changelings make great force multipliers for nearby models' attacks. Second, the Emissary can create a 50mm Hungry Land Marker within 6" and LOS with **(0) The Lands Hunger**. This requires a 4 of crows or better to cast. These count as severe and hazardous terrain and can even affect those who pass within 3" who fail a TN 14 **Wk** duel. These Hungry Land Markers won't slow down the Mysterious Effigy and can actually heal it (thanks to **One With The Land**) so they can provide a lot of indirect offensive potential and board control, but can get in the way of your own models if you're not careful.

=__Resilience__= The Mysterious Effigy has a wide array of Resilience features. First, it has a very solid **Df** and **Wp** and a good number of **Wd.**

On top of this, the Mysterious Effigy has **Hard to Kill**, so it can't be killed with one blow. This stacks with the multiple ways the Effigy can heal: either at the end of activating from the **Destined** Condition (after earning VP), or when it would suffer damage from hazardous terrain from the **One With The Land** Ability.

=__Upgrades__= Like all Emissaries of Fate, the Mysterious Effigy has a wide array of free Conflux Upgrades, most of which are master-dependent.

Possible Conflux Upgrades include:
 * ** Conflux of Sorrow (Pandora): ** Can copy an Ability from any non-Leader Neverborn model within 6", which lasts the Activation. Also gains the long-range LoS-ignoring Attack Action ** (0) The Voice In Your Head ** which is resisted with ** Wp ** and gives Pandora's favorite Condition ** Mood Swing. **
 * ** Conflux of Blood (Lilith) ** : Give ** Black Blood ** and an action ** (0) The Burning Blood ** that makes ** Blood Blood ** even more dangerous nearby.
 * ** Conflux of Fate (Zoraida): ** Models the Emissary hits become vulnerable to ** Obey ** until the end of the turn, and gains an Action ** (0) Written in Stone ** to look through the top cards of your deck, draw one, and put the rest on top or bottom of the deck in any order.
 * ** Conflux of Nightmare (Dreamer) ** : Pushes enemy models close to Lord Chompy Bits when he's summoned, and gains a ** (0) **** Beckon the Night ** to place a friendly Nightmare Henchman (Lord Chompy Bits or Widow Weaver) into base contact.
 * ** Conflux of Music (Collodi): ** Gives the Emissary Puppet, bonuses to take ** Focused ** and ** Defensive **, and makes summoned Effigy models ** Fast. **
 * ** Conflux of Hunger (Jakob Lynch) ** : Gives a positive twist against models with ** Brilliance ** and the very useful ** (0) Sweet Whispers ** which can push models 4" and (on a tome) draw a card.
 * ** Conflux of Tyranny (Lucius): ** Heals friendly minions nearby, and gives Lucius a decent melee attack that does extra damage to moves that have already activated.
 * ** Mysterious Conflux (any): ** Gives nearby Minions a positive flip to Attack duels, and allows card cycling as a ** (0) ** action.

=__Tactics and Tips__= Use your hazardous terrain wisely. You can put it in the way of enemies, or put it close to the Mysterious Emissary for emergency healing. Remember that it doesn't provide cover, though.

Summon Changelings. This requires a Scheme Marker, either dropped by a friendly marker or dropped by the Emissary.

Different Confluxes give different abilities.


 * Conflux of Fate** can be particularly powerful because of card manipulation and boosting **Obey**. The exact reading on this upgrade is ridiculous; it gives a condition to one model that ignores both range and LOS to a model in addition to giving the **Obey** action a positive flip. Ignoring range AND LOS is huge and can allow Zoraida to become even more difficult to pin down, let alone kill. Combine that with the Emissary's survivability and sustainability and you've got yourself a routed and confused enemy. **Written in Stone** is another ridiculous ability as it lets you filter out even more the cards you don't want, and get exactly what you want on the next card draws, exactly when you need them.


 * Conflux of Sorrow** requires other models to use well, but can provide incredible abilities if you find good combinations. Some likely models for copying Abilities include:
 * Candy ( ** Sours, Sweets, ** or ** Casting Expert ** for extra AP and board control)
 * Insidious Madness ( ** The Madness Spreads ** to deplete enemy cards)
 * Stitched Together ( ** Eternal Nightmare ** for Reactivate)
 * Teddy ( ** Impossible to Wound ** or ** Regeneration +2 **for added resilience )

Remember that you can remove Conditions easily with the Emissary, as long as you're willing to inflict damage at the same time.

=__Playing Against Mysterious Emissary__= The Mysterious Emissary has **Hard to Kill** and several ways to heal during its activation. If trying to kill it, attack it immediately after it activates and plan to make several attacks before it dies.

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