Re: Ritual summons with more than one effect
There is one way to do it that I know of, you could replace the werewolf unit (Will work with any summoning combo that includes a unique commander) and the wolf unit with the commander and troops you desire. Then when you create your new summon spell, reference the old wolf unit number as the "Damage" for the spell. That SHOULD create a summon with the troops you specify and the unique commander should be the one that you replaced the werewolf with.
Keep in mind if you use this work around, you will want to take call of the wild (or whatever spell/units you replace) out of the game or that spell will summon the new combo you have created.
Beyond that, the way farsummons work is that they turn one of the normal troops into a commander.
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