[TAB]The winter court is more like their summer brothers than they would like to admit. Like the Ljosalfar they can build improvements on forest tiles, and that grants then the synergies with the Fellowship of Leaves should they opt to return to their former religion. They also gain the same double movement in forest tiles, which is more dangerous in the Svartalfars hands. [TAB]As for differences lets start with Faeryl, she is an Arcane/Raider leader that starts with Shadow, Nature and Mind mana. They have a unique hunting lodge that boosts the strength of all of their recon units. Along with their increased movement in forests this makes them the games most effective civ for capturing animals. Hunter rush has never been more effective, and their assassins can pick apart stacks of enemies. [TAB]Veil of Night allows them to make all of their combat units Hidden Nationality, as you can imagine this doesnt make the Svartalfar good neighbors. Add in Faeryls preference for the Council of Esus and its ability to not have the units bounced out of your borders when they declare war and you have a civ made for betrayal. [TAB]They are one of the only civs to start with Shadow mana (along with the Calabim) which grants access to the following spells: Blur (rank 1, sorcery)- protects units in the casters stack from first strikes (sadly for the Ljosalfar archers) Hide (rank 2, sorcery)- Makes the caster invisible until they attack or cast a spell Shadowwalk (rank 3, sorcery)- grants units in the casters stack the ability to ignore terrain and building defense Summon Mistform (rank 2, summoning)- hidden nationality summon Summon Phantasm (rank 3, summoning)- invisible summon with fear [TAB]But my favorite aspect of the Svartalfar is their hero, Alazkan the Assassin. He is a powerful elven assassin with the mirror ability. Mirror allows Alazkan to create an illusionary version of himself, it is identical in every way. Any promotions Alazkan has earned are shared by his duplicate. Every assassin needs a powerful summon to send in to warm up enemy stacks or scout into dangerous areas. [TAB]The weakness of the Svartalfar is they have a hard time operating as a builder. To be successful they need to get out and start causing chaos, maximizing the use of their raider trait and keeping their neighbors down. This is largely because of their second weakness, poor defense. Where the Ljosalfar have archer bonuses and the amazing March of the Trees world spell the Svartalfar have few tricks for defending their lands. I expect them to be extremely powerful in the right hands, and a favorite of players that like sniping at and betraying their enemies, but some players may have to adapt their play style to keep from being crushed as them.