Guess that is where we feed those cheap level 1 reanimates that are slow and would be obliterated when they die anyway.
Have to say I am loving all the new mechanics and play concepts they are bringing out. We may have seen most of them before in other games but adding the Mage Wars sophistication of positioning, lifetime value and resource management (not just mana and life but also generating various types of actions), they have given these mechanics a new lease of (un)life, a new game setting for gamers to puzzle out.
Bravo to the designers for these zombies and plants. Even acid ball and raptors were inserted as much needed meta changers, the latter boosting Beastmistress hurt by nonliving undead. With skeletons, well you can reconstruct them but otherwise they seem more traditional simulacrums of their holy counterparts which may not seem very original but satisfy the wargamers who don't want clever mechanics to sacrifice to an abstract altar but prefer the classic skeleton army, led by a vampire or demon. The more I see of this set, the more I am impressed by the thought that has gone into it. From someone not afraid to question the game and highlight any areas possibly needing attention, this is looking excellent. Well done to the design team!