I don’t like Avatar Pandora. Honestly, I’m not a huge fan of regular Pandora either, though for entirely different reasons. She is far and away my least-used Neverborn master. I don’t like to use her because I think she’s a negative play experience for my opponents most of the time. Even with the plethora of changes that have come down for her over time, some directly to her rules (not being able to Incite/Pacify friendly models anymore, etc.) and others that have happened to rules she uses (making fleeing not quite as devastating as before), she is still a top tier master. It’s not that I think top tier masters are negative play experiences, it’s just that the way Pandora tends to win can be a negative play experience for your opponent. Everything fleeing when it’s least convenient, and all your massive melee beasts whacking themselves to death with their own weaponry… that can start to grate on people. Add to that her defenses which are ample… “You tried to hit me? Sorry, failed your WP duel so you take a wound AND I push out of the way so you can’t even try again.”
But I digress. This article is not about how good regular Pandora is. It’s about how bad Avatar Pandora is. And quite frankly, it comes down to a single ability on her card that makes her terrible: Immobile.
Immobile: This model’s position in play may not be changed by movement effects or placement effects. This model cannot be buried.
I get that the fluff has her planted to the ground and tentacles shooting out of the ground all around her. I get that it fits with the fluff to have that ability. But really? A master who is completely unable to move. Come on. So much of this game is dependent on maneuvering that planting your feet when you manifest does two things:
1. It prevents you from reaching any schemes or strategies that you need to move to get to.
2. It allows your opponent to move freely towards their strategies and schemes that you have not planted yourself on.
So what do you gain from manifesting? You do one damage whenever your opponent fails a WP duel, which you could do anyway. You can make your opponent hit themselves with their weapon, which you could already (admittedly you can sometimes make them hit themselves harder than you used to). And if you get a crow on that spell, you paralyze them too! Though you used to make them fall back, which is generally a stronger effect. You get Anathema for your Terrifying, but it’s so easy to avoid a model that can’t move that it’s no big issue.
The problem is that once Avatar Pandora plants, unless she’s planting where she needs to be for the rest of the game, you’ve lost her as a useful model. You’ve traded one of the fastest models in the game for the slowest. You get Candy in the trade, but she’s more fragile and a bit slower.
My issue is that anything Avatar Pandora can do, regular Pandora tends to be a better call for. And in certain situations, Avatar Pandora’s Immobile is such a disadvantage that it actively hurts your ability to play.
I have used Avatar Pandora a fair shake of games. The majority of the games went in a familiar pattern: Pandora came out strong, was winning early on, then manifested and due to her limitations manifesting, my opponent was nearly able to recover and push the game back in their favor. Had I remained with regular Pandora, I would have wrapped the game up earlier. I still win games with Avatar Pandora. It's just that often it is in spite of manifesting rather than because of it.
It’s really too bad. I love her model.







