Hodgepodge+Effigy


 * Hodgepodge Effigy, Outcast Minion**

// "Before the beginning was the Nonexistent Chao, balanced in Oblivion by the Perfect Counterpushpull of the Hodge and the Podge." - The Principia Discordia // toc

=__Overview__= A weird effigy, created by Zoraida to handle the oddballs, Gremlins, mercenaries and self-resurrecting creepy sorcerers of the world. The Hodgepodge Effigy offers a variety of strange card manipulation abilities, including many abilities revolving around the two Jokers in the Control deck. He also carries around huge roses for no discernible reason.

Although not the most useful model for most Outcast players, Neverborn and some other crews can make effective use of Hodgy.

=__Mobility__= The Hodgepodge Effigy has an average move rate and no special movement abilities.

=__Offense__= The Hodgepodge Effigy has a melee attack, **Oversized Knife**. It's Cb is a little better than most models of a similar cost, and its damage profile is fairly average. The Oversized Knife also has an automatic trigger, **Mismatched Arms**, which can have a variety of effects, which include making the attack Magical and bypassing Armor, Hard to Wound, or Hard to Kill. With a second Crow in the attack flip, the Effigy can gain a second benefit as well.

The Hodgepodge Effigy also has a ranged attack, **Random Gibbering**, which has an average Cb, mediocre damage, and no special triggers.

=__Resilience__= The Hodgepodge Effigy has an average Df, a decent Wd 6, and Object 1. It has one automatic defense trigger **"It Won't Stand Still",** which cancels the attack unless the attacker discards a Control Card or suffers 1 Wd. This may provide a small deterrent to attackers who are wounded or low on cards.

With this in mind, it will likely take 2-3 big attacks to take it out.

=__Tips and Tricks__= The Hodgepodge Effigy does many strange things with the control hand. Any Jokers he flips are shuffled back into your deck, and you get to draw an extra card whenever any of your other models has Black Joker come up, which is a useful ability. You can also use **(0) Foretell** to look at two cards from an opponent's hand, and if one of them is the Black Joker, the opponent must discard both. If the cards is a Red Joker, the opponent can draw one card, however. This ability is possibly useful later in the round when your opponent has fewer cards in their hand, especially if the opponent's Red Joker has been played, or if you suspect your opponent is holding the Black Joker in their hand to keep from flipping it. This ability is also good when your opponents has a low card count in hand. Seeing a portion of their hand then choosing your next move is a useful tool.

The Hodgepodge's most useful ability, perhaps, is **(1) Keeping a Balance**, which reshuffles all Jokers from your Discard Pile back into your deck. Use this when you've played your Red Joker but not your Black Joker. This can also be handy if your opponent has done something to view and/or affect the top cards of your deck, such as Perdita's Anticipation trigger or Zoraida's Crystal Ball.

=__Master-Specific Tips__= The Hodgepodge Effigy can be hired by any Neverborn leader, and by any Outcast Master. Neither Ophelia nor Von Schill can hire it, however, because its Misfit ability allows it to ignore restrictions of a leader's Abilities, but not the rules for Special Forces. Collodi, however, can hire the Hodgepodge Effigy, since it's a Doll. The Hodgepodge Effigy has some synergy with other Effigies and Dolls, since it can gain benefits from Collodi's spells, and can activate simultaneously with other Effigies. The Hodgepodge Effigy's ability to allow to draw a card while using it with Collodi is useful because when activating Marionette's attacks, the black joker will eventually cycle if you don't have it in your hand. Being able to draw from a missed strike is also a helpful tool, similar to **December's Pawn**.

However, as yet, the Hodgepodge Effigy doesn't seem to show a lot of special synergies or benefits to any particular Master. It's got some handy mechanics for helping you get the most and mitigate losses from your Jokers, but that's about it.

=__Minion-Specific Tips__= The Hodgepodge Effigy works best when close to the skirmish but far enough from harm. The Effigy's charge with it's trigger to ignore specific defensive abilities is what makes it stand out, so don't be afraid to get into the fray. Try your best to get your opponent to attack a few times to benefit from it's **Does not stand still** ability and force either wounds or discards. In crews against models with **Hard to wound** use his **(1) Keeping a balance** spell to cycle through your red joker at least once after it's been used for decent damage output.

=__Playing Against the Hodgepodge Effigy__= The Hodgepodge Effigy's defensive trigger as well as it's good charge potential can make it an annoying model. However, with enough focus the model can be taken down, especially at a far range. Bear in mind it's object 1 and can take a decent amount of hits, while discarding either your hand or dealing 1 wd to attackers.

Some of its card control spells can benefit your opponent, but if you know them they are easily avoided.

It does have a nasty little attack, so taking it out may be a good idea, but do ignore it to target most other models. Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])
 * __Ownership__ **