The Skavenblight Threat Spoiler

By FiendishDevil, in Warhammer: Invasion The Card Game

Format is listed below.

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Card# Card Name (Card Type) Cost-LoyaltyCost

Power/HP Bold Text

Card Text

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Example: (Dwarf Unit) 2-DD means 2 resource, 2 Dwarf Loyalty. Whereas (Dark Elf Unit) 2-DD means 2 resource, 2 Dark Elf Loyalty.

Support cards with a 0/0 means they provide no power. 2/0 means they provide 2 Power.

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One Copy: 2, 4, 5, 6, 7, 11, 12, 15, 18, 19

Three Copies: 1, 3, 8, 9, 10, 13, 14, 16, 17, 20

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#1 Gurni's Elite (Dwarf Unit) 3-DDD
3/1 Warrior. Elite.

Battlefield only.

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#2 Stand Your Ground (Dwarf Tactic) 1-DD

Action: Put into play one target Dwarf unit that entered your discard pile this turn. (You choose the zone in which the unit enters play.)

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#3 Nordland Halberdiers (Empire Unit) 4-EE
2/2 Warrior.

You may play this unit from your hand any time you could take an action.

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#4 Infiltrate (Empire Tactic) 1-EE

Action: Target opponent cannot draw more than one card this turn.

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#5 Unique: Tyriel (High Elf Unit) 5-HHH
2/4 Hero.

Limit one Hero per zone.
Forced: Whenever an opponent attacks this zone, he must return one of his attacking units to its owner's hand at the end of the turn.

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#6 Steel's Bane (High Elf Tactic) 1-HH

Action: Cancel the next 10 damage that would be dealt to one target High Elf unit this turn.

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#7 Repair the Waystones (High Elf Quest) 0-HHH

Action: Discard 3 resource tokens from this card to target a support card in your discard pile, and put it into play in your quest zone.

Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

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#8 Spider riders (Orc Unit) 1-O

0/1 Calvary.

Battlefield. This unit gains 2 Power while attacking.

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#9 War Paint (Orc Support) 0-O

0/0 Attachment.

Attach to a target unit in your battlefield.

Attatched unit gains 1 Power for each damage on it.

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#10 Chosen of Tzeentch (Chaos Unit) 3-CC

1/2 Sorceror.

Quest. Action: Spend 1 resource to deal 1 damage to one target damaged unit (limit once per turn).

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#11 Bolt of Change (Chaos tactic) 1-CC

Spell.

Action: Until the end of turn, one target development becomes a unit with 2 hit points and 2 Power. It also counts as a development.

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#12 Unique: Malus Darkblade (Dark Elf Unit) 5-DDD

3/3 Hero.

Limit one Hero per zone.

At the end of your battlefield phase, deal 1 damage to each of your opponent's units that could have defended but did not.

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#13 Morathi's Pegasus (Dark Elf Unit) 3-DD

1/3 Calvary.

Toughness 3

Action: Spend 3 resources to have this unit lose all Toughness until the end of turn. Only an opponent may trigger this ability.

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#14 We Need Your Blood (Dark Elf Tactic) 1-D

Action: One target unit gets -1 hit points and another target unit gets +1 hit points until the end of the turn.

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#15 Unique: Greyseer Thanquol (Neutral Unit) 3

1/1 Hero. Skaven.

Limit one Hero per zone. Destruction only.

This unit may attack from any zone.

While attacking, this unit gains 1 Power for each Skaven unit you control.

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#16 Clan Rats (Neutral Unit) 2

1/1 Skaven.

Destruction only.

Action: Corrupt this unit to have one other target Skaven unit gain 1 Power until end of the turn.

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#17 Warp Lightning Cannon (Neutral Support) 2

0/0 Attachment. Weapon. Skaven.

Destruction only.

Attach to a target unit. Corrupt that unit.

Attached unit gains 3 Power while attacking or defending.

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#18 Unique: Marius the Righteous (Neutral Unit) 4

2/4 Hero. Witchhunter.

Limit one hero per zone. Order only.

Quest. Action: Spend 1 resource to deal 1 damage to one target corrupted unit in the battlefield.

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#19 Abandoned Mine (Neutral Support) 4

2/0

Building.

Kingdom. Action: At the beginning of your turn, you may return one of your developments to its owner's hand.

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#20 Forge (Neutral Support) 2

1/0

Building.

Kingdom. While you control two or more developments in this zone, lower the cost for you to play Attachment cards by 1.

So skaven don't have their own loyalty symbols -_-

Stand Your Ground (Dwarf Tactic) 1-DD that's auto-include in any dwarven deck...

Awesome, thanks for the list. I can already see some cards that are going to be causing questions... but the pack looks great.

@dormouse

Like having to play Steel's Bane before damage is assigned, in order for it to do anything? :)

I do agree, though, the cards look like great fun, and it looks like I'll be able to get one of my Skaven-loving friends to play now!

~Andrew

Dark Elves are looking VERY promising. Every single Dark Elf card printed so far is playable.

A bunch of Wonderful cards and some good ones. A nice BP, I have to say.

Love the "evil" inside Malus Darblade. demonio.gif

As an Empire (and control player in general) I like the Empire "Action-Unit" and the High Elf Hero.

Stand your ground is virtually in my deck, already. gran_risa.gif

Ah...Up for the Skaven Hero. aplauso.gif

A brief shoot through the list, and I have to say - I really like the look of the Abandoned Mine. Useful in any deck!

Order-wise, I think the Halberdiers are pretty handy, and Stand Your Ground and Steel's Bane look like decent utility cards.

With regards to first impressions on the Skaven, I guess the "Corrupt to Increase" angle makes them more of a long term proposal. A fragile long-term proposal, so I'm not that keen on what I see. Admittedly, based on like three cards so I think I might be being a bit quick to judge. Also, I see Marius the Righteous as being the Guy Who Gets The Direct Damage as soon as he turns up if you're running Skaven. Otherwise, not so much.

I'm liking the look of Spider Riders and Warp Lightning Cannon for aggressive decks, a 1-cost with a cannon is four power swinging on turn 2, five power if a Spider Rider happens to get hold of it, and the lack of loyalty makes it immensely splashable. Otherwise, Stand Your Ground is solid for Dwarves and Thanquol looks very interesting, especially if you play him to a burned zone then give him the Warp Lightning Cannon.

ornatov said:

@dormouse

Like having to play Steel's Bane before damage is assigned, in order for it to do anything? :)

I thought that at first too, but the timing is Assign Damage Action Window Deal Damage, so a player could use Steel's Bane after damage has been assigned to cancel 10 of that damage (similiar to the dwarf tactic that lets you redirect damage to a different unit).

JerusalemJones said:

ornatov said:

@dormouse

Like having to play Steel's Bane before damage is assigned, in order for it to do anything? :)

I thought that at first too, but the timing is Assign Damage Action Window Deal Damage, so a player could use Steel's Bane after damage has been assigned to cancel 10 of that damage (similiar to the dwarf tactic that lets you redirect damage to a different unit).

Of course, Stubborn Refusal can't move damage until it's been applied. Master Rune of Valaya is an all-out canceller for the beards.

I won't be reading this list - I'd rather be surprised myself when I get the packs later today. But thanks for the initial posting of the guesses. :)

LordMalinari said:

I'm liking the look of Spider Riders and Warp Lightning Cannon for aggressive decks, a 1-cost with a cannon is four power swinging on turn 2, five power if a Spider Rider happens to get hold of it, and the lack of loyalty makes it immensely splashable. Otherwise, Stand Your Ground is solid for Dwarves and Thanquol looks very interesting, especially if you play him to a burned zone then give him the Warp Lightning Cannon.

You know, I had not thought of deploying Thanquol to a burned zone - that could make him a whole lot more useful.

Only 3 Skaven cards in a pack with Skaven in the title, a bit weak.

But I like the new orc cards.

ATM forge is pretty "meh"

That witch hunter is rather 'meh' also, unless fighting things that like corrupting their own units (perhaps skaven and some chaos... and anyone running warpstone limited support card).

jogo said:

Only 3 Skaven cards in a pack with Skaven in the title, a bit weak.

I'll second this. I'd hoped for far more.

But with them having Skaven icons, it does raise hopes for a full faction for them in the future.

I mentioned earlier to look at how the card distribution in AGoT packs are done if you want to get an idea of how they would be handled here (same number of factions, and the same general number of card types unit/character, support/attachment, tactic/event, quest/plot). Some people seemed to think that the packs would only feature (or very heavily feature) Skaven, but even looking at the cards we knew would be included in a pack revealed that out of the 20 unique cards we'd be pretty unlikely to see more than five Skaven traited cards per pack.

If we look at how many came in this pack though, and remember there are five more like it coming, we should have enough cards to field a decent Skaven themed deck.

WOW! My mind is already hyperactive with deck-building ideas!

Buhallin said:

I'll second this. I'd hoped for far more.

But with them having Skaven icons, it does raise hopes for a full faction for them in the future.

Actually. The Skaven do not have icons. They have no icon at all, they are Neutral. The only thing they have are the Skaven trait/keyword. Theoretically there can still be a Skaven race. These particular Skaven are Destruction only mercenaries if you look at it from a fluff perspective.

FiendishDevil said:

Actually. The Skaven do not have icons. They have no icon at all, they are Neutral. The only thing they have are the Skaven trait/keyword. Theoretically there can still be a Skaven race. These particular Skaven are Destruction only mercenaries if you look at it from a fluff perspective.

Whoops. I thought someone had said they did. My bad.

I have a hard time qualifying Thanquol as a mercenary, but I do see your point :) I wonder why they decided to make them neutral, rather than just having them as another "Coming soon" race like the elves?

I think that a long term plan of only having to regularly support 6 races is a better idea than introducing new races all the time, and people that are only collecting, say "dwarves" do not want to buy a set that has no dwarf cards in it. But if you are a fan of one of the 6 races and know that you are getting something new in every pack, then you'll pick it up.

Then you can still make an all Skaven deck eventually by buying all the packs from this collection. But long term FFG doesn't have to continue supporting new skaven releases.

Too many races to worry about and their model will force them to have to support of some if they were to continue constantly making all of them. (Vampire Counts, Tomb Kings, Ogre Kingdoms, Lizardmen, Wood Elves, Brettonians.) By including Beastmen units in the Chaos set, they made it clear they were trying to support less races and not more. The neutral that only works with Order or Destruction is a nice elegant way to work around things.

Gargamel said:

The neutral that only works with Order or Destruction is a nice elegant way to work around things.

Yes but I think they should of designed a proxy system that works likes the loyalty system.

for Example

#16 Clan Rats (Neutral Unit) 3

1/1 Skaven.

Destruction only. Ally 1

Action: Corrupt this unit to have one other target Skaven unit gain 1 Power until end of the turn.


(ally #: this card costs one less for each Destruction card you control with a minimum of #) (only cards count, not the capital)

It would make dedicated theme decks quite possible in the future without having to support 12 diffrent factions.

As long as there is strong interaction between neutral race cards, maybe I can forgive them for not adding loyalty symbols :)

Those cards in this pack do have that thing going on, so that's good.

What would be the point of a proxy loyalty system? Does it add something fundamental to the game to add a new mechanic/rule to the game? The cards will play just as well and will be simpler for people to understand the cost of them as they are now. Since a number key off traits (as I said they probably would based on the treatment of neutral sub-themes in other LCGs) it creates a nice thematic hook for players while keeping the system and number of races streamlined. (If it is just for coolness factor and fanboi sensibilities, I understand, I actually suggested something very similar).

dormouse said:

What would be the point of a proxy loyalty system? Does it add something fundamental to the game to add a new mechanic/rule to the game?

It's basicly an idea to make (almost) pure faction decks with one of the factions that isn't one of the 6. Having a flexible cost systems (similair to the main 6 makes this more likely then a fixed cost)

But it doesn't. There is nothing ingherently better or worse about a fixed cost than a variable cost due to loyalty, the cards will just be balanced somewhat differently. I can build a solid Skaven deck (or at least will be able to assuming we continue to get three cards for Skaven over the next five Battle Packs) at least numerically, with or without loyalty. If the loyalty of all the Chaos cards was suddenly added to their main cost in some sort of ratio it does not make a Chaos deck unplayable by nature, it just means I need to deal with my resource curve just a little differently.