The Mistmourn Coast is a dangerous place even for the natural inhabitants of the Fae Woods. Outsiders fear the troll tribes of the Mistmourn, but those familiar with this perpetually shrouded wood know that the fae creatures are the true danger.
Magical and otherworld, what motivates these creatures is unknown. Shamans bind them to pillars of salt to stay their wrath or do the shaman's bidding. Yet these magics have dark consequence. When the spells of binding are broken the magfics of the formerly bound fae are trapped with the shattered salt pillar. Their essence infuses new life within the Salt and they are reborn as elemental golems. Driven only by blind instinct these Salt golems lash out at any who are near.
Classic Stats
- Type: Spawning Point
- Crystal Affinity: Ruby
- Abilities: Immune: Status Effects, Stealth Aura
- Armour: 1W (Defense)
- Hearts: 3
- Spawning Pool
- 1x Salt Pillar (Spawning Point)
- 2x Mist Hound
- 6x Sorrow
- Monster Platform: Start
Arcade Stats
- Type: Spawning Point
- Crystal Affinity: Ruby
- Abilities: Immune: Status Effects, Stealth Aura
- Armour: 1W (Defense)
- Hearts: 3
- Spawning Pool
- 1x Salt Pillar (Spawning Point)
- 2x Mist Hound
- 6x Sorrow
- Gangs
- Predators Gang
- Despair Shroud Gang
Add Immune: Status Effects icon key definition to card back Errata April 14 2015
Gameplay
Classic Mode
The Salt Pillar is just... bad. It has a limited pool and both its monsters don't scale up well - frankly, I felt for a while as though the Salt Pillar was just an excuse that let SPM extend out the models offered without using any new molds (as all three molds come from the Lava Whirl). I guess it does balance out the awesomeness of the other Mistmourn Coast Warband, though.
Arcade Mode
[insert tips for play]