When I said Imp I meant the Fae.
Just played a few battles with a Summoner to refresh my memory. Here’s some thoughts:
The key to keeping the Summoner alive is to have a golem out and to shield him as much as possible. A golem redirects all enemy hits to him, and if he has a shield, he won’t hit you (like most summons do - they strike you for a bit of damage when they are struck. A shield prevents this from happening.
To that end, I chose the Golem as my starting creature. Your initial deck also has a few shield spells in it. My goal was always to get the Golem out, get him shielded, and keep that guy alive no matter what. You can shield, promote cards, use your Summoner ability to promote him, activate him (when activated, he heals himself). In the rare situation where he’s gonna die, you should attempt to throw out a second Golem.
As for damage, you have the Wurm and the Abom. Wurm is good for single targets and Abom is good for multi target. I typically go for one or the other depending on the enemies, but there’s no reason you can’t have both - I will only spend resources promoting one of them though.
The Fae is good to throw out when the threat level is low. Activating him bumps your Summoner power, and that can be used for some big promotions - I always try to hold out for it to get to 9 so I can get 3 levels on a creature (and when get it to 9 I always save the promotion to right before I am going to use the promoted creature).
So typically I’d spend a few early turns buffing the Golem, shielding him, etc, playing a threat and maybe a Fae, buffing them up and playing defensively. Once you get a decent sized shield on your Golem you are pretty unstoppable.
I realize that’s sort of generic but I hope that helps.
This particular run was shaping up well. I selected an ability that stuns a random enemy when a Fae is played. On my last battle I got an ability to sacrifice a creature to summon a Fae (meaning multiple ways to get a stun). I received a shield card that was labeled as an ‘Ability,’ which means it returns to your hand every turn. Meaning I was guaranteed to have a shield spell each turn. I also equipped a rune in my armor that does 4 damage to each creature at the end of each turn. That rune is awesome when you’re playing against the summoners who like to summon a low HP creature every turn. They summon it, you kill it.