Path of the Zealot Spoiler (Now Up!)

By FiendishDevil, in Warhammer: Invasion The Card Game

Format is listed below.

----

Card# Card Name (Card Type) Cost-LoyaltyCost

Power/HP Bold Text

Card Text

----

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.

----

One Copy: 23, 25, 27, 30, 32, 35, 36, 37, 39, 40

Three Copies: 21, 22, 24, 26, 28, 29, 31, 33, 34, 38

#21 Dwarf Miner (Dwarf Unit) 2-D

1/1 Engineer.

Forced: After this unit enters play, heal up to 2 damage from this zone's section of your capital.

----

#22 Gromril Armour (Dwarf Support) 0-DD

0/0 Attachment.

Attach to a unit.

Attached unit gains Toughness 1.

----

#23 Unique: Gustav the Bear (Empire Unit) 4-EEE

2/3 Hero. Calvary.

Limit one Hero per zone.

Cancel all damage to this unit while any opponent controls a corrupted unit.

----

#24Talabheim Detachment (Empire Unit) 2-E

1/2 Warrior.

Action: Spend 1 resource to return this unit to its owner's hand.

----

#25 Gate of Sigmar (Empire Support) 4-EE

2/0 Building.

Cancel one damage assigned to your capital each turn.

----

#26 Vaul's Unmaking (High Elf Tactic) 0-H

Spell.

Action: Destroy one target Attachment card.

----

#27 Repeater Bolt Thrower (High Elf Support) 3-HHH

0/0 Siege.

Battlefield. Action: Spend X resources to deal X indirect damage to target opponent. X is the number of developments in this zone. (Players assign their own indirect damage.)

----

#28 Arrer Boyz (Orc Unit) 4-OO

1/3 Ranger.

Battlefield. Action: Spend 2 resources to deal 1 damage to one target unit in any battlefield. Arrer Boyz then takes 1 damage.

----

#29 Wolf Rider Assault (Orc Tactic) 0-O

Action: Move one target Orc unit from your kingdom or your quest zone to your battlefield. That unit must attack this turn if able.

----

#30 Unique: Bule, Lord of Pus (Chaos Unit) 5-CCC

3/4 Hero.

Limit one hero per zone.

Forced: At the beginning of your turn, corrupt one target unit.

----

#31 Bloodsworn (Chaos Unit) 4-C

2/3 Warrior.

Forced: When an opponent's unit enters a discard pile from play, heal all damage on Bloodsworn.

----

#32 Unique: Wolves of the North (Chaos Quest) 0-CC

Quest. Action: During your quest phase, the unit questing on this card can initiate a single attack against a single zone controlled by an opponent.

----

#33 Dark Riders (Dark Elf Unit) 4-D

1/4 Calvary.

This unit gains a power while any unit in play is corrupted.

----

#34 Call the Blood (Dark Elf Tactic) 1-DD

Spell.

Action: Destroy one target damaged unit.

----

#35 Poison Wind Globadiers (Neutral Unit) 3

1/2 Skaven.

Destruction Only.

Battlefield. Action: Corrupt this unit to deal 1 damage to one target attacking or defending unit.

----

#36 Chittering Horde (Neutral Tactic) 1

Skaven.

Destruction Only.

Action: Search the top 5 cards of your deck. You may reveal any number of Skaven cards found and put them into your hand. Shuffle the rest of the searched cards into your deck.

----

#37 Zealot Hunter (Neutral Unit) 3

1/2 Witch Hunter.

Order Only.

Forced: After this unit enters play, destroy a unit that does not share the racial affiliation of its controller's capital.

----

#38 Veteran Sellswords (Neutral Unit) 0

1/1 Warrior.

Battlefield Only.

Forced: At the end of your turn, target opponent gains control of this unit and moves it to his corresponding zone.

----

#39 Surprise Assault (Neutral Tactic) 2

Action: Deal X indirect damage to one target player. X is the number of developments in your battlefield. (Players assign their own indirect damage.)

----

#40 Animosity (Neutral Tactic) 2

Play after a zone is attacked.

Action: Target unit must defend this turn, if able.

I'm getting 2 tomorrow night.

Looking forward to the sneak preview.

It always disappoints me that no local Minnesota game stores ever have these in stock before any other store. So much for "owning your backyard," eh FFG? ;)

Its not really up to FFG its in the distributors hands after it leaves them.

Editing original post with spoiler.

Sooooooo pumped to see this.

Done transcribing.

AND WOW I LOVE THIS SET!

Orcs no longer fear Forced March!

Skaven are only getting stronger! Future releases will make pure Skaven viable!

Dark Elf is wicked!

Chaos is wooooow.

I think this pack helped out Destruction the most.

Veteran Sellswords = Huh? Lots of interesting decks out of this card....

Looks awesome . . . . I see Empire gaining an awesome boost with this set . . . . plus I intend to see some more High Elf themed decks popping up in our play area.

thankyou so much for posting this Fiendish :)
now to play the waiting game...
probably wont get it here till after the new year

Aww after the new year? sad.gif

By then I'll have already spoiled Tooth and Claw lengua.gif

lol shutup gui%C3%B1o.gif
heheheheehehe

Many thanks for the spoiler :D eeeeeeeeeeeeeeeeeeeeee *excited new card squeal*

Here's my opinions on the new cards:

Dwarf Miner: Its a turn 1 2-cost 1-power unit, but its ability doesn't become relevant until later in the game. Possibly useful against rush decks, as it heals for 2 and provides 1 power to defend with; and can still be useful at any point in the game. A very interesting option for dwarves.

Gromril Armour: I personally don't like it that much. Most of the large Dwarf units already have toughness, and I can think of very few cards I'd want to give toughness by wasting a slot in my deck. I'm sure it has its uses, but its just not that hard to play around . . . and its only 1 damage. I'd much rather slap an Organ Gun on the same unit.

Gustav the Bear: Interesting aganst Skaven (and possibly Dark Elves, if the build resorts to corrupting some of its own units to ensure corruption. I could see them splashing Skaven for this actually) and as always I'm a massive fan of 2 power for 4. Will see play.

Talabheim Detachment: An interesting card, especially as you can bounce it in response to an opponent's kill spell or assigned damage. Shame its stats are lower, it would be a lot more interesting to see this ability on a Hero or a card with a decent amount of power/HP.

Gate of Sigmar: I'm not too sure about this card. I prefer Contested Stronghold as my 4-cost Support in Empire, and this would probably be more useful in Dwarves/Empire than straight Empire but I won't knock it until I've tried it.

Vaul's Unmaking: Pretty meh at the moment. When the legendary "relics" in The Warpstone Chronicles hit I may change my mind. At least the loyalty cost is low in case an Order deck does want to splash for attachment destruction.

Repeater Bolt Thrower: If this card wasn't Battlefield dependant, it would have been a great finisher in Empire and Empire/Dwarves, as it is I prefer Shrine to Taal in the same role.

Arrer Boyz: An interesting enabler, and direct damage dealer. Loyalty makes it a bit expensive for splashing in Chaos or Dark Elves for what it does, and in most Orc builds I can honestly think of better cards to run that cost the same amount.

Wolf Rider Assault: Definately has a role in the slightly slower Orc builds, for example moving Grimgor to the battlefield after destroying all of the support in a more relevant corresponding zone, but is redundant in the blitz builds that play mainly support cards to non-Battlefield zones.

Bule, Lord of Pus: A very solid hero for Chaos. I'd rather have this guy over any other Chaos hero currently available, and with him in the battlefield I can still Rip Dere 'Eads Off into Bloodthirster (yes, I run this combo in Chaos as well) as Bloodthirster isn't a hero. I'm going to be running 3 of both of the new chaos units in my decks, this battlepack has been good to the ruinous powers!

Bloodsworn: In this battle pack it seems Chaos is finally getting the muscle it needed to go alongside the Chaos Knights. Large enough to survive Nurgles Pestilence, two Power and a solid effect for 4, I like it. I can see a Support-heavy chaos deck running mainly 2+ power units and kill spells, and as soon as I get this battle pack I'm going to be building it :D Also, he seems to be a great recipient for a Cloud of Flies especially vs. Rush builds.

Wolves of the North: Okay, looks like my Bule is going to my Quest zone. For zero cost, this card is immense, especially early in the game while zones are still being developed. The fact that it doesn't use Quest counters makes it pure awesomesauce, and the fact that Bule is still drawing cards and corrupting possible defenders at the start of your turn makes it even more fun!

Dark Riders: Meh, would prefer Cold One Knights in most situations, but at least its another Dark Elf card to play with.

Call the Blood: A nice kill spell, especially in a Chaos deck where it gives you the ability to turn a ping into a kill. Although I wouldn't mind if Dark Elves finally made up their mind as to whether they want to damage things, or reduce HP.

Poisoned Wind Globadiers: With the Dark Elves new theme being developed, I could see this card being run as both a corrupted-unit enabler (for cards like Dark Riders) and a damaged-target enabler (for cards like Call the Blood) and the lack of loyalty is just gravy.

Chittering Horde: Insane advantage, especially as it can fetch more copies of itself. As more Skaven cards are released, this is only going to get better. Its a shame Destruction can't run Twin Tailed Comet for copies 4 through 6 of this.

Zealot Hunter: Already previewed, could be a very nice tech card for order dependant on the prevalence of Alliance decks in your metagame.

Veteran Sellswords: Not quite sure what to do with this card :/ I think I need to look over all of the existing cards and see if there's any tricks I can use to make him a Trojan horse but off the top of my head I just see him as a weird unit. But apart from that I think I'll see how 3 copies run in Orc Blitz in place of Night Goblins. I don't care if they get to attack me back, I get moar power for free! And they benefit from Waaagh!

Surprise Assault: Late game (i.e. 99% of times this card will be played) I just can't see it making that much of a difference once your opponent has units to soak the damage. I might run it in Empire for a bit, but on paper I'm not its biggest fan.

Animosity: Essentially a very weird removal card. What it does let you do however, is attack into a burning zone to force a unit there to defend (if its posing that much of a problem) and kill it. However, most kill spells also let you target the unit and don't require you to be attacking and take damage back from the defending units power. Both neutral tactics are prety underwhelming IMO, nothing on the level of Innovation from the Core.

And Fiendish Devil, if you don't mind, could I add the spoiler to the "Future" thread for a few weeks crediting you, until everywhere has release and the Path of the Zealot section is removed?

I was expecting three skaven cards... oh well! Still juicey stuff and some epic things also (the chaos regenerator guy)

"Repeater Bolt Thrower: If this card wasn't Battlefield dependant, it would have been a great finisher in Empire and Empire/Dwarves, as it is I prefer Shrine to Taal in the same role."

Don't forget you can use an action multiple times. So if your battlefield has 1 development and you generate 20 resources you could activate the Repeater 20 times to do 20 damage. I would still use Shrine to Taal in a Empire movement deck since the power can be used in multiple zones but in a dwarven development deck this is has a slot.

Ratcur said:

"Repeater Bolt Thrower: If this card wasn't Battlefield dependant, it would have been a great finisher in Empire and Empire/Dwarves, as it is I prefer Shrine to Taal in the same role."

Don't forget you can use an action multiple times. So if your battlefield has 1 development and you generate 20 resources you could activate the Repeater 20 times to do 20 damage. I would still use Shrine to Taal in a Empire movement deck since the power can be used in multiple zones but in a dwarven development deck this is has a slot.

Wow, I missed that. That's some pretty weird card design on FFG's part O_o Unless there's a once per turn we missed on the spoiler or something?

I am in love with veteren sellsword. I personally can not wait to shove this guy in my orc blitz deck. You should always benefit much more from having this guy than your opponent.

It annoys the eff outta me that I never get these until after most people do. Lame!! Glad I don't read Spoilers, though...that way I can still be surprised when I get my packs. ;)

Don't forget toughness stacks. A Gomril Armor or two in a deck can take a mediocre damage soaker and turn him into a super soaker. ;)

I could probably fin da couple slots for this card without trying to hard.

I can see a lot of Chaos uses for Veteran Sellswords - plenty of Chaos effects depend on your opponent having corrupted units. Use it for effects which require you to corrupt, and then hand it over to your opponent.

I agree with Buhallin. That was the first thing that came to my mind. "Oh! you don't have enough corrupted units. Here take another. Now you have to waste the ability to uncorrupt the one unit per turn on a measly 1/1 OR you can uncorrupt that big unit you have, but I still get the bonuses of you having a corrupt unit."

The card has an ongoing effect also. Because when you have control of it you are attacking so it doesnt matter if it is corrupted. Then on your opponents turn it acts as a festering wound.

Add on the bloodsworn ability to regain health when it leaves play from opponents side. and there you have your combo. Even if opponent uses a spell to kill them your bloodworn still regen. It is like an annoying itch that allows you to take control of the game. Win win for chaos. the Quest for chaos is amazing too.

But hey! When you sell yourselves to chaos what more could you have expected?

@LordMalinari: Sure, I don't care what you do with my spoiler for future thread usage. We're a community together and I didn't make the cards, I just spend 10 minutes writing them up (=

@Repeater Bolt Thrower: No, its not limited to once per turn. Can spam ftw.

I'm curious how you're getting these earlier than everyone else appears to be getting them? Inside source perhaps?

I agree, this is a potent Battlepack.

I'm still disappointed though at the lack of "canceling-type" cards. We need some Neutral counter-cards for Tactics, pretty badly, imho. This set surely pushes Chaos over the top and into the role of the BEST faction.

I pick them up from my store same day that they arrive. My store is very good about getting orders in on time so they can release on street date. They are also very careful to hold product until street date so as not to hurt their relationship with the product's company.

I'd like to think that all other brick and mortar stores simply don't have as good a distribution manager as my store happy.gif

I also preorder my battlepacks...so I get a phone call when they are put on the shelf.

Yes. Chaos is (four) godly now. Combine Chaos with a little Orc splash and Skaven and you have a really fast, really mean deck build.

I'm fine with that . . . . maybe now you won't see so many "Orks are soooo broken" threads now that it'll seem Chaos will be able to wipe the floor with us due to this battlepack.

I'm really excited, cause all but one player in our area jumped ship to something else when they tried out Chaos, so kudos to our one player for sticking it out . . . this battlepack is like a huge thank you.