Hi.
I built up 4 mono decks with a couple of Core Sets and have been playing with them for some loooooong playtesting nights
Now I decided to begin to work on this "project". It's still in my mind and once I'll get my 3rd copy of the CS I'll try to build it up...But I'd like to do that with some advices and ideas to make it better.
I don't really now how it can work...I have a general intuitive idea, but that's it.
Here's the list. I'll comment a couple of choices at the end of the thread.
Units 28
3x Squig Herders
3x Followers of Mork
3x Black Orc Squad
3x Boar Boyz
2x Night Goblins
2x Doom Divers
3x Lobber Crew
3x Savage Marauders
3x Festering Nurglings
3x Chaos Nights
Support s 5
2x Shrine to Nurgle
3x Chaos/Orc Alliance
Tactics 27
2x Smash-Go-Boom!
3x Rip dere 'eads off!
3x We'z bigga!
3x Pillage
3x Waaagh!
2x Troll Vomit
3x Seduced by Darkness
3x Flames of Tzeentch
3x Blood for the Blood God
2x Slaneesh's Domination
TOT. 60
For a "number/loyalty" factor, it's an ORC CAPITAL deck.
As you can see, is a "two-sided" deck , with an Aggro feeling with cheap insidious Units (Festering Nurglings, Squig Herders, Followers of Mork) and some nice boosts (Waaagh!, We'z bigga!).
On the other side , we have bigger Units, that we can call "finishers" (Chaos Knights, Boar Boyz) and different removals (Pillage, Flames of Tzeentch, Blood for the Blood God, Smash-Go-Boom!).
I put in "Rip dere 'eads off!" for the SURPRISE FACTOR and "Shrine to Nurgle" for control (as well as Troll Vomit).
You can even see that it's surprisingly low on Supports . The Idea is to have a flexible deck , with different unexpected choice, to protect the early "rush" and the late game "dominance".
That's it.
What do you think?