Lizardmen in Warhammer: Invasion

By Thee Forsaken One, in Warhammer: Invasion The Card Game

I am really liking the look of Warhammer: Invasion. I didn't mind Warcry but this seems to be really doing justice to a Warhammer card game. I also love the system of balancing the various zones.

Anyway my main problem with Warcry was there were only two Lizardmen units ever made and they were rather mediocre promo cards. With the advent of W:I I'm hopeful they'll get a proper treatment eventually. Unfortunately I doubt it'll be any time soon so I figured I'd have a crack at making up some possible cards for Lizardmen (My main army since I started playing Warhammer over eleven years ago). I realise this is rather early seeing as the game isn't officially out yet but I figured with the rulebook and the spoiler list it could be possible to come up with some reasonable balanced cards.

Feedback would be greatly appreciated. At the moment it's just units but I hope to add support, tactics and a quest card eventually. For now I think this is more than enough for people to wade through.

New Keyword: Poison - Toughness may not be used in a combat by enemy units where a unit with this keyword is participating.

(Designer's Note: Originally I intended this that only poison units would ignore toughness but I realised that would not be in keeping with FFG's style of combat as well forcing special 'poison' damage to be handled outside of standard damage. Another possible interpratation was for it to be dealt in addition to normal damage but in order to balance that Skinks would need to increase in cost (Not practical.) or have 0 power (Very impractical). So this is the best compromise I could come up with.

It may turn out FFG make poison for Skaven units. If that happens I'll use what they have.)

Units

Name: Skink Cohort
Faction: Lizardmen
Type: Unit
Cost: 1
Loyalty: L
Hit Points: 1
Power: 1
Traits: Skink, Warrior
Card Text: Battlefield Only

(Designer's Note: Nothing really to say here. I figured ranked up skinks would be the best idea for a cheap throwaway unit that every deck seems to have so far.)

Name: Skink Skirmishers
Faction: Lizardmen
Type: Unit
Cost: 2
Loyalty: L
Hit Points: 1
Power: 1
Traits: Skink.
Card Text: Poison

(Designer's Note: First poison unit. Reasonable cost and just represents your stereotypical skink unit like on the tabletop game.)

Name: Priest
Faction: Lizardmen
Type: Unit
Cost: 2
Loyalty: LL
Hit Points: 1
Power: 1
Traits: Skink. Priest.
Card Text: Kingdom. Action: Spend 2 resources to deal 1 damage to one target unit.

(Designer's Note: In the background Skink Priests attend to the Slann. I figured that restricting them to their best in the kingdom zone best represented their natural inclination to stick close to home.)

Name: Chameleon Cohort
Faction: Lizardmen
Type: Unit
Cost: 3
Loyalty: L
Hit Points: 2
Power: 1
Traits: Skink. Ranger.
Card Text: Scout. Poison.

(Designer's Note: I thought about representing their chamleon abilities but in the end I just opted to give them the scout rule instead as well as poison.)

Name: Saurus Cohort
Faction: Lizardmen
Type: Unit
Cost: 3
Loyalty: L
Hit Points: 3
Power: 2
Traits: Saurus. Warrior
Card Text: Battlefield Only

(Designer's Note: Seemed appropriate to restrict Saurus to the battlefield in return for a slight discount in cost. gui%C3%B1o.gif )

Name: Temple Guard
Faction: Lizardmen
Type: Unit
Cost: 4
Loyalty: LLL
Hit Points: 4
Power: 3
Traits: Saurus. Warrior. Elite.
Card Text: Forced: The first point of damage directed to a unit with the Slann trait in the same zone is assigned to this unit instead.

(Designer's Note: Their forced ability seemed the best way to represent their loyalty to a Slann. Literally throwing themselves in front of shots directed at their charges. I also realise this makes Lord Mazdamundi an absolute tank but beyond his efficiency at destroying anything but units he's not really that powerful on the attack so it seems fair.)

Name: Terradons
Faction: Lizardmen
Type: Unit
Cost: 3
Loyalty: LL
Hit Points: 1
Power: 2
Traits: Skink. Ranger.
Card Text: Poison. Scout. Action: Spend 3 resources to move this unit from its current zone to another of your zones. Deal 1 indirect poisoned damage to each player's corresponding zone the unit moved from.

(Designer's Note: Their Action seemed the best way to represent their mobility, poison as well as their hit-and-run tactics. I think this unit could be fun to use.)

Name: Kroxigor
Faction: Lizardmen
Type: Unit
Cost: 4
Loyalty: LL
Hit Points: 2
Power: 5
Traits: Kroxigor.
Card Text: Toughness 1. All damage assigned to this unit (before Toughness) is redirected to a unit with the Skink trait if present in the same zone, else damage is dealt as normal.

(Designer's Note: Figured this would be a nice way to represent the idea of combined Skink and Kroxigor formations as well as counteracting their rather low HP for their cost.)

Name: Stegadon
Faction: Lizardmen
Type: Unit
Cost: 6
Loyalty: LLLL
Hit Points: 8
Power: 4
Traits: Monster.
Card Text: Toughness 1. Action: Spend 3 resources to deal 2 damage to target unit or capital.

(Designer's Note: An utter tank but you pay for it.)

Name: Cold One Riders
Faction: Lizardmen
Type: Unit
Cost: 3
Loyalty: LL
Hit Points: 4
Power: 3
Traits: Saurus. Cavalry.
Card Text: Counterstrike 1.

(Designer's Note: Standard heavy cavalry.)

Name: (F) Gor-Rok
Faction: Lizardmen
Type: Unit
Cost: 4
Loyalty: LLL
Hit Points: 2
Power: 3
Traits: Hero. Saurus. Warrior.
Card Text: One hero unit per zone. Counterstrike 1. Toughness 1. Enemy units may not use Counterstrike in any combat Gor-Rok participates in.

(Designer's Note: The ultimate bodyguard. It seemed appropriate to make him very good at striking down foes before they can hit him back as well as soaking up the damage that might be dealt to the one he is protecting.)

Name: (F) Lord Mazdamundi
Faction: Lizardmen
Type: Unit
Cost: 6
Loyalty: LLLLL
Hit Points: 8
Power: 1
Traits: Hero. Slann. Mage. Priest. Monster.
Card Text: One hero unit per zone. Toughness 2. Action: Spend 2 Resource to destroy target development or support card.

(Designer's Note: Seems appropriate that a Slann mounted on a Stegadon with the Shield of the Old Ones should be very very hard to kill. His mastery of gemomancy is represented by the ease he can remove an opponents developments and supports. Unlike Grimgor he can do it any time rather than when he comes into play making him much more flexible.)

That's it all for the units. I'd really appreciate feedback on them, especially from those who have had a chance to play the game for real. If people think these are viable I'll have a go at making up the other cards for a Lizardmen deck. (I already have an idea for Salamanders as attachments inspired by the Warmaster Lizardmen army.)

Me again. This time I worked on the support cards and a quest card for the Lizardmen race. I tried to continue the theme of high magic and savagery. I hope it worked.

Name: Salamander Pack
Faction: Lizardmen
Type: Support
Cost: 2
Loyalty: LL
Hit Points: -
Power: -
Traits: Attachment. Weapon.
Card Text: Attach to target unit. Unit gains Counterstike 1 and 2 power.

(Designer's Note: This was inspired by the way Salamanders were attached to units in Warmaster as well as Organ Guns in the Dwarf set. If I remember rightly this is a bit more expensive than a Choppa so I like to think it's balanced.)

Name: Venom of the Firefly Frog
Faction: Lizardmen
Type: Support
Cost: 3
Loyalty: LLL
Hit Points: -
Power: -
Traits: Attachment. Magic Item.
Card Text: Attach to target unit. Unit's damage becomes uncancelable.

(Designer's Note: Trying to think of a way to represent magical poison and figured that the best way was to make it a super version of the poison keyword.)

Name: Sacrificial Pit
Faction: Lizardmen
Type: Support
Cost: 0
Loyalty: LLLLL
Hit Points: -
Power: X
Traits: Building.
Card Text: Limited. X is equal to the number of resource counters on this card. Forced: For each enemy unit slain in any player's corresponding zone add 1 resource counter to this unit.

(Designer's Note: This can become demented late game which is why I felt it was best to make them limited.)

Name: Sacred Gateway
Faction: Lizardmen
Type: Support
Cost: 2
Loyalty: LLL
Hit Points: -
Power: 2
Traits: Building.
Card Text: Kingdom. Pay X+3 resources. Search your deck for a unit card of cost X and put it into play as if it was played from your hand.

(Designer's Note: Lizardmen are infamous for their ability to appear anywhere in the world when needed. I figured that the best way to reflect this was being able to fetch out the unit you needed. Assuming you can afford it. gui%C3%B1o.gif Yes this combined with sacrificial pit could become a very very powerful combo.)

Name: Totem of Prophecy
Faction: Lizardmen
Type: Support
Cost: 4
Loyalty: 3
Hit Points: -
Power: 1
Traits: Banner.
Card Text: Each player must pay 1 resource for each unit attacking this zone.

(Designer's Note: How to represent fear without ripping off the Master Rune of Dismay? I figure this is a good way of doing it.)

=====

Name: Recover That Which was Lost
Faction: Lizardmen
Type: Quest
Cost: 2
Loyalty: LL
Hit Points: -
Power: -
Traits: -
Card Text: Quest. Action: Sacrifice a unit on this quest to return all support cards from your discard pile to your hand. Use this ability only if Recover That Which was Lost has 3 or more resource tokens on it.
Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

(Designer's Note: Quests so far have always represented a primary mission associated with that race whether it be defending their land or seeking a glorious death to pay for misdeeds. Lizardmen are famous for the lengths they go to retrieving their lost artefacts so a quest representing that seemed the most appropriate.)

===

Only tactics left to do. I'm really looking forward to when the core set comes out. Then I can really start playtesting these myself to try and get them as balanced as possible. It's entirely possible FFG will decide to take Lizardmen in a different direction when they come to making them but I like to think I've stayed true to the core concepts of the races as represented in the various Warhammer background pieces they appear in.

Looks really cool and they seem to have powers very much in keeping with who they are within the context of the Warhammer Fantasy world. Great job!

Thanks. ^^ I'll try to get the Tactic guards finished sooner rather than later then. gui%C3%B1o.gif

Time for tactic cards as well as some neutral cards to help represent fighting in Lustria. I'll probably add some more neutral cards in the form of tactics to represent how treacherous fighting in the jungle can be but that can be for later. Those of you who know the current Lizardmen army book will recognise almost all of the tactic card names. I just love the Slann Disciplines and they seemed so appropriate for tactics.

=====

Name: Focus of Mystery
Faction: Lizardmen
Type: Tactic
Cost: 0
Loyalty: L
Hit Points: -
Power: -
Traits: -
Card Text: Shuffle any discarded tactic cards into your deck.

(Designer's Note: How to represent knowing all of one lore of magic? How about remembering all the tactics you just played? This may be too powerful a no cost. This is definitely one that'll need to be playtested well.)

Name: The Focused Rumination
Faction: Lizardmen
Type: Tactic
Cost: 1
Loyalty: L
Hit Points: -
Power: -
Traits: -
Card Text: All tactic cards you play cost 1 less resource until the end of the turn.

(Designer's Note: Makes spells easier on the table-top so why not the equivalent in W:I too? I like this one. I think it'll be very flexible.)

Name: The Harrowing Scrutiny
Faction: Lizardmen
Type: Tactic
Cost: 2
Loyalty: L
Hit Points: -
Power: -
Traits: -
Card Text: Play in an opponent's turn. Opposing units may not attack this turn.

(Designer's Note: I hope this does a good job of representing the W:I equivalent of terror. It's not too powerful but really useful to get another turn to save yourself. Of course it doesn't protect you from direct or indirect damage. gui%C3%B1o.gif )

Name: Higher State of Consciousness
Faction: Lizardmen
Type: Tactic
Cost: X
Loyalty: LL
Hit Points: -
Power: -
Traits: -
Card Text: Cancel X damage dealt this turn.

(Designer's Note: The anti Flames of Tzeentch. I really like this one as it really relies on good resource management in order to not be wasted.)

Name: The Becalming Cogitation
Faction: Lizardmen
Type: Tactic
Cost: 3
Loyalty: LLL
Hit Points: -
Power: -
Traits: -
Card Text: All cards target player plays this turn cost 1 more resource to play.

(Designer's Note: Think of it as a suped up one-shot version of Master Rune of Dismay.)

Name: Unfathomable Presence
Faction: Lizardmen
Type: Tactic
Cost: 2
Loyalty: LL
Hit Points: -
Power: -
Traits: -
Card Text: Target unit cannot be the targeted by any card controlled by an opposing player until the end of the turn.

(Designer's Note: On the table-top this makes you practically immune to magic. Seems like an equivalent on W:I would make a unit un-targetable. Of course like any non-target mechanic untargeted effects will remain as effective as before.)

Name: Fork-Tongued Comet
Faction: Lizardmen
Type: Tactic
Cost: 3
Loyalty: LLLL
Hit Points: -
Power: -
Traits: Spell.
Card Text: If controlling player does not have any Lizardmen loyalty icons then they must sacrifice this card immediately.
Place this card into your battlefield zone. For all intents and purposes it is treated as a unit with Power 10 and HP 1. It also has the Poison keyword and Monster trait. At the end of your turn sacrifice this card.

(Designer's Note: Yes a little nod towards the Twin-tailed Comet as well as to Lizardmen history. This card basically summons an avatar of Sotek who runs amock for one turn before disappearing. I added in the initial clause as I felt it was inappropriate for cards like Slaanesh's Domination to be able to control a rival god's avatar. It may turn out to be too powerful in which case I'd probably increase the cost to 4 to put in more in line with other zone wiping cards like Verena's Judgement, etc.)

=====

Name: Ruined Temple
Faction: Neutral
Type: Support
Cost: 1
Loyalty: -
Hit Points: -
Power: 2
Traits: Building.
Card Text: Limited. Sacrifice this card to gain 5 resources.

(Designer's Note: Like you couldn't make a Lizardmen deck without including ruined temples for them to protect?)

Name: Lost Treasures of Lustria
Faction: Neutral
Type: Quest
Cost: 2
Loyalty: -
Hit Points: -
Power: -
Traits: -
Card Text: Quest. Action: At the beginning of your turn you may sacrifice a unit on this quest to gain a number of resources equal to the number of resource tokens on this card.
Quest. Forced: At the beginning of your turn, place 1 resource token on this quest if a unit is questing here.

(Designer's Note: Need some gold badly? Why not send a unit on a quest to the fabled land of gold? Of course no one comes back unscathed from Lustria... On a more serious note I really like the idea of a resource bank that you can tap in an emergency.)

Name: Lizardmen/<Insert Order Faction> Alliance
Faction: Neutral
Type: Support
Cost: 2
Loyalty: -
Hit Points: -
Power: 1
Traits: Banner.
Card Text: Order Only. (This alliance provides both a Lizardmen and a <insert order faction> symbol.)

(Designer's Note: I think every faction will be getting these and Lizardmen are truly a force of Order so seems fair enough to use these. Yes I was too lazy to re-type for each Order faction. Sue me. lengua.gif )

===

Starter Deck Construction:

Skink Cohort x3
Skink Skirmisher x2
Priest x1
Chameleon Cohort x2
Saurus Cohort x3
Temple Guard x1
Terradons x2
Kroxigor x3
Stegadon x1
Cold One Riders x2
(F)Chakax x1
(F)Lord Mazdamundi x1
Salamander Pack x2
Venom of the Firefly Frog x1
Sacrificial Pit x2
Sacred Gateway x1
Totem of Prophecy x1
Recover That Which was Lost x2
Focus of Mystery x2
The Focused Rumination x2
The Harrowing Scrutiny x1
The Becalming Cogitation x1
Unfathomable Presence x2
Fork-Tongued Comet x1
Total 40

That's it for now I think. Now it's just a matter of playtesting and balancing. Once I think the starter deck is balanced moving on to balancing constructed decks would be the next step just to make sure that the cards scale properly.

Honestly a lot of these seem too powerful and with little to no drawback. I get the flavor you are going for, but I think you need to go back through the core set cards and use them as templates and adjust the themes they have to the ones for your Lizardmen, that will keep them from being too powerful or one-sided.

Not to say you need to keep yours as absolute copies with slightly modified effects, but really looking at the effect a card has, what it costs to play who it effetcs, and how broad that effect is will start to help you see the cost /benefit formula that is used by Eric in his design.

I had the spoiler list in front of me every time I worked on these. Most of them are slight variations on the core set. For example all the unit wiping cards are 4 and 2 loyalty with either wiping your own units as a drawback or only working in undeveloped zones. The forked-tongued comet has the drawback that it's a unit and can only affect one zone.

I do appreciate your feedback as I do worry about making them too powerful. However I really need you to be more specific about what ones you feel are overpowered. At the moment I find it hard to see which ones you're referring to apart from the ones I mentioned myself I was unsure of.

I didn't want to be a wanker and go card by card saying which cards I think are too powerful... but here are a few.

Focus of Mystery - way too powerful for no cost. I get this card in my hand and I get every tactic card back? I must be drawing a blank because I don't remember anything this broken in the game, admittedly I haven't committed all the cards to memory either. This should have a cost or it should be limited to a single tactic. An X cost equal to the resources spent or devlopments you have on your city would all make sense.

The Harrowing Scrutiny - not too powerful, just an NPE. I get to sit around and not attack for a turn? This will be an auto include x3 if there ever was one, and getting hit by this a couple of times a game is not going to make Lizardmen a popular faction to play against. It should be an additional +1 to cost and loyalty at least to effect every unit. The Empire's is 1/1 and effects one unit's ability to attack/defend. Yours is 2/1 and effects every unit on attack. It should be 3/2 or at 2/1should affect both players.

Unfathomable Prescene - it should be any player not just opponent. It is way to easy to abuse otherwise.

Forked Tongue -Comet should not have the Poison key-word.

Becalming Cogitation - should cost 4

Ruined Temple - There should have an increased cost or require some sort of trigger, otherwise I pay 1 and can immediately get 5 for it? Worse if I set it in my KZ, in which case for an investment of 1 resource and one turn I get 7 resources.

Sacrificial Pit and Sacred Gateway are just broken. The Pit could be fixed but Sacred Gateway needs to not exist. A permanent search mechanic? Please dear lord no. Make it be discarded on use a flat cost and a cap on the power or cost of the retrievable card and then maybe you will have something that won't break the game.

Focus of Mystery: Yeah I did have a concern that 0 was too good. I like the sound of giving it a X cost.

The Harrowing Scrutiny: Yeah 3/2 sounds fair enough.

Unfathomable Presence: Hmm yeah that makes sense.

Forked-Tongue Comet: Yeah poison was a concern for me. Although mass Dwarf toughness could then make this card utterly useless. For its cost it should be able to do something. I'll run it without poison. I'm about to playtest this deck against a Dwarf starter deck so we'll see how it works it.

Becalming Cogitation: You realise making it 4 makes it the same cost as Master Rune of Dismay? Yes it affects everything rather than just units but it only lasts one turn and it does not contribute power to a zone. Also it has a higher loyalty cost than the rune. I'll keep this to three for now. If playtesting shows you're right then feel free to say: "I told you so."

Ruined Temple: Yes now that you point it out I guess that makes sense. I figured the trade-off would make it a difficult choice. I may add you take some indirect damage as a punishment. Like raiding the temple but setting off all the traps.

Sacred Gate: The sad thing is MtG does have permanent search mechanic cards although I conceed they don't let you search for any creature. Then again usually it's a very low cost for a specific type. In fact Dragon Arch lets you take out a multi-coloured creature just for a tap if I remember... Anyway, I'll have to think on this. I'm leaning to either you can only use the gate three times or the unit is shuffled back into your deck at the end of your turn. The second I like the sound of. Perhaps force you to take a unit back into your hand as an exchange in addition to reshuffling.

Okay here are the revisions I came up with using your feedback:

Name: Focus of Mystery
Faction: Lizardmen
Type: Tactic
Cost: X
Loyalty: L
Hit Points: -
Power: -
Traits: -
Card Text: Shuffle X discarded tactic cards into your deck.

Name: The Harrowing Scrutiny
Faction: Lizardmen
Type: Tactic
Cost: 3
Loyalty: LL
Hit Points: -
Power: -
Traits: -
Card Text: Play in an opponent's turn. Opposing units may not attack this turn.

Name: Unfathomable Presence
Faction: Lizardmen
Type: Tactic
Cost: 2
Loyalty: LL
Hit Points: -
Power: -
Traits: -
Card Text: Target unit cannot be the targeted by any card or ability until the end of the turn.

Name: Fork-Tongued Comet
Faction: Lizardmen
Type: Tactic
Cost: 3
Loyalty: LLLL
Hit Points: -
Power: -
Traits: Spell.
Card Text: If controlling player does not have any Lizardmen loyalty icons then they must sacrifice this card immediately.
Place this card into your battlefield zone. For all intents and purposes it is treated as a unit with Power 10 and HP 1. It also has the Monster trait. At the end of your turn sacrifice this card.

Name: Ruined Temple
Faction: Neutral
Type: Support
Cost: 1
Loyalty: -
Hit Points: -
Power: 2
Traits: Building.
Card Text: Limited. Action: Sacrifice this card to gain 5 resources. Take three indirect damage in this zone when you use this ability.

Name: Sacred Gateway
Faction: Lizardmen
Type: Support
Cost: 2
Loyalty: LLL
Hit Points: -
Power: 2
Traits: Building.
Card Text: Kingdom. Action: Pay X+3 resources. Search your deck for a unit card of cost X and put it into play as if it was played from your hand. As an additional cost return a unit in the same zone to your hand. Use this ability once per turn.
At the end of your turn shuffle the newly played unit back into your deck.

Sure you can use it every turn but you're going to run out of units to swap out eventually.

Feel free to tear each card apart. Honestly the more it gets torn at the more balanced it'll become. I don't want this to be your stereotypical unbalanced fan-cards. I want this to be a viable balanced deck.

I wish I could edit posts... Anyway I think I need to reword some of the units powers and costs a little. I've only run one playtest with them so far but they utterly demolished a Dwarf started deck. Admittedly the Dwarves got some bad draws to start but I feel like perhaps the units were too effective. Definitely I think Kroxigors need to go down in power. 5 is too good.

That was kind of what I was referring to. I know you were looking at the cards when you were designing them, but that wasn't precisely what I was referring to. I meant more like -

Hammer of Karak Azul
Dwarf
Cost - 2
Loyalty - 1
Power - 1
HP - 2
Traits - Warrior. Elite.
Toughness 1

And then your version

Hand of Khaine
Dark Elf
Cost - 2
Loyalty - 1
Power - 1
HP - 2
Traits - Witch. Elite
Scout - 1

Then maybe add a little minor variation to keep it interesting

Hand of Khaine
Dark Elf
Cost - 2
Loyalty - 1
Power - 1
HP - 1
Traits - Witch. Elite
Scout - 2

Admittedly it is easy with the more vanilla cards but this is what I was suggesting, especially as you get to the more powerful and esoteric cards to keep them balanced with the existing cards. After you get two tweaking a number of these and then play testing you can scale them up or down as needed to keep the deck as a whole balanced compared to the others (because while a single card may be more powerful than its counterparts the other cards will need to obviously be lowered ti keep the deck balanced.

A lot of my units were designed like that. For example Cold One Riders are a very slightly adjusted version of the Cold One Knights for the Dark Elf faction. The problem is the more unique units (Shock horror there). The Skinks worked very well but also died in droves whenver the Dwarves attacked so I think they're good. So far the only units giving out warning signs are the Kroxigors. I got Terradons out (I was worried about them) but their very low HP means any attack they're involved in they tend to be the first to die.

So apart from adjusting Kroxigor to Power 4 there's nothing I'm going to change yet. Although part of me thinks Saurus being the same cost as their cavalry equivalent isn't working well. Yet I'm loathe to decrease the cost of the Saurus and increasing the cost of the cavalry would make them more expensive and worse than their Dark Elf counterpart. I'll need to think on it.

Salamanders also packed quite a punch but then again Choppas are almost the same so they seemed fine (I attached them to a sarus unit in the quest zone giving me a 5 card draw every turn but if I had Choppas it would be the exact same effect albeit cheaper but no counterattack).

I got a sacrificial pit out but didn't kill anyone in the Dwarf Kingdom Zone so it literally remained powerless the entire game.

Just completed another test game against Dwarves again using the revisions I mentioned earlier. It was a much closer game this time with two of my zones down to half health before I was able to take them down. Mazdamundi was great at sniping developments to stop the Dwarves from getting too hard. It was fortunate I drew the Fork-Tongued Comet before the Dwarves two keystone forges had a chance to repair their capital beyond my ability to destroy it.

As a note it was definitely the right call dropping poison from the comet and Kroxigors definitely got a much more balanced statline with the decreased power. I've not had the opportunity to play a Stegadon or Chakax yet but so far all the units are looking fairly good. I'll need to test them out against the other races just to be sure, though.

As always feedback is welcome on any of my cards. Feel free to pick them apart. :)

Just an update to say I haven't forgotten this project. I'm just very busy.

However I think I'm going to have to do a major re-write. With Skaven being made into destruction only neutrals, I'm going to remake Lizardmen into order only neutrals. I'll probably have to wait until the Skaven cards are actually up to see how they handle loyalty.