Sealed - One core box only

By Derebane, in Warhammer Invasion Deck Building

Probably going to play a sealed event with this game next sunday in which you get either the destruction or the order cards from one core set to build a deck from. Any good ideas? I'm quite unexperienced with the game.

I just went to one of those and won with order. In fact I played pure empire with no dwarf support.

However I had more experience then most players, and my oppenents all seamed to like destruction and tried to win fast with battlefield plays. I weathered all the early assults and the empire synergy allowed me to hold on and counter strike.

If you are a little inexperienced the destruction would be easier to play. BUT if the field as a whole has not got to many sharks, you could do very very well with a empir elist with a splash of dwarf defence. Key stone forges in particuler. Hold those forced march cards in your hand till you really need them. I have decked chaos players with untimely moves of bloothristers into quest zones enough times it must be getting embrassing for BT's by now.

Aside from that. The game is especial fun between new players just learning the game. Just sit down and have fun with it!

Some say orcs are easy to play at first cause they are so stright forward in there play. I would actually dissagree with this. Empire is tougher to learn for a new player, but I find lots of really fresh new players often struggle to get the right balance of card/cash draw and get too caugfht up in dumping units in the battlefield and attacking. Vs new players I seam to have little trouble if I keep my cool and focus on develpoing my zones.

Just out of curiousity, how do you deck the Chaos player by moving the Bloodthirster to their Quest Zone as often as you say?

If you move the Bloodthirster during the Action Step at the end of the Kingdom Zone, then the Bloodthirster would cause them to draw 5 extra cards. At the beginning of the next turn, when the Bloodthirster's Forced action resolves, the Chaos player can choose to sacrifice the Bloodthirster itself.

So at best, (unless the other player is foolish) - the most card drawing you are going to make him do is 5 cards - do your games often go that long? I have found that unless the player is filling his quest zone to the point where he is drawing 8 or 9 cards a turn, the game doesn't go that long (and I usually play Empire).

I find that either my opponent gets an excellent draw, and kills me quickly (Orcs, usually), or, if I survive 3 or 4 turns, I have enough board control that I win pretty handily - Empire is the only race so far that allows such control - can move units, move developments, change which zone is being attacked, pick who can't attack or defend this turn, etc.

Good point Jake, and you are right, it SHOUDL not work as often as it does....... Like I say, most were less experienced then me. I found that the chaos players are often set up with high card draws in a smallish deck to begin with, and often for either defence reasons or other reasons I do not understand, they fell the need to keep the thrister for a bit.

I have brought that up afterwards and found that some felt they could use the thrister to get a mittfull of cards and ensure they have enough options to pull themselves out of the problem, thing is my EMpire set up by that time is ussaly solid enough to deal with that.

So you are right Jake, it SHOULD not work near as well as it has, I suspect at the local experience level increases it will not be as effective.

Well, played Empire with dwarfen keystones and won every match ^^ 2 from them outmilling themselves.

awsome well done. Woudl like liek to think my advice helped. cool.

I will note that as players get expansion packs and more sets, decking becomes less likey. As decks get tuned the games will not be as long cause some player will get what he wants.

It really did, splashing the keystone forges in the empire deck really was quite effective. Thanks :)

Hi,

I believe the decking only work if you have all 3 forced march in your deck... doesn't seems likely enought to depend on it.

My experience that with similar experience level (my brother and I) the destruction side wins in sealed about 80% (with no bloodthirster or such).

You should get some resources and drawing going, and since you mostly have stronger units and corruption the order player is often forced to defend.

Maybe the chaos with some ork splash was the best working combination for me. Some cards to mention (above corruption) : savage marauders, vile sorceress, lobber crew, Prepare for War! (to get back used key cards), Smash 'em all !

If you chose order then take as many good defensive cards (Reiksguard Knights, Forced March, Keystone Forge, Contested Fortress, Master rune of Valaya etc) as possible, and some heavy hitters (Troll Slayers, Greatswords) for the late game, and units with abilities (Pistoliers, Free Company). You could win a war of attrition, if you could survive long enought.

General advice : Use support removal ! (could win a game if played in the right time). Grab many cheap support cards if you can, especially contested villages and warpstone excavation... if you could build up faster it really matters !

About the draft cards : use "Counterdraft" and "Search 5" if you don't see a really good card to choose. Remember : your opponent could use those too if you don't do. Limited supply in multiples in some early packs could also help, but not needed.

How do these sealed box events work? You buy an entire new base set ever time you play in them? Why can't you just use a base set you already have? Why would you want that many copies of the same cards? :o

I can't answer for the exact event mentionmed above, but I can give you several reasons for that.

1) The game is still new, events like this can generate a lot of sales and bring a bunch of people into the hobbey. Built deck events would make more sence if the local community is already well develepoed

2) Many players want multiple sets in order to build strong themed decks, these plays way be ok with going in and buying another copy.

3) In same cases, it may just mean you can;t add boosters or extra cards to the basic set when you build your decks, build a deck, but only out of core set cards.

I do not know which was the case, but there a lot of scenarios that make sense.

How many people own multiple copies of the core box? I got interested in this game because I thought it wouldn't require buying multiple sets of cards. I was hoping I'd do ok with just owning one copy of every set that get's released.

When the new format of LCG comes in, then you will be cool with one copy of anything.

I agree with you, I also was drawn to thsi gaem csause of not having to get into to a buying game. Sadley some very good cards in the core set are 1 copy only.

I have actully been playing with proxies for my deck builds that are multiples, easy to do with card sleaves. I do not think you need to buy mulitple core sets or battlepacks if the people arround you are not, you will face decks you struggle with if you go to an event which allows the full deck building rules which includes 3 of anycard.

The battlepacks are good in that its singles are not THAT important. Sure some are very good, but none of the battlepacks so far have the likes of Judgement or troll vomit in them.

I firmly beleive that very good and perfectly compeditive decks are buildable from having 2 core sets, I do not think thriples is nessary to have otimized decks, just greater consistantcy.

Hmm I still don't think I can bring myself to buy another core set. I really only play drafts with my mate who doesn't even own the game so it's not really a big deal.

Though these draft decks are going to get mighty thick with each expansion that comes out...