Chaos with Skaven deck

By Cain_hu, in Warhammer Invasion Deck Building

Hi All,

I'm just working on this decklist, please give me your toughts. Keep in mind that I have 2 coreset, and 2 of each BP. (but maybe can borrow some cards from fellow players)

Supports (13) :

3x Contested Village
3x Warpstone Excavation
3x Shrine to Nurgle
2x Warpstone Meteor (speed and corruption !)
2x Cloud of Flies

Tactics (15) :

3x Seduced by Darkness
3x We Need Your Blood
3x Call The Blood
2x Bolt of Change
2x Burn it Down (early distruption and a needed removal against Church of Sigmar and Shrine to Taal)
2x Nurgle's Pestilence

Units (26) :

3x Clan Rats
2x Greyseer Thanquol*
2x Poison Wind Globadiers (uber-counterstrike 1, even usable on the offense)
2x Vile Sorceress
3x Savage Marauders
3x Festering Nurglings
2x Melekith the Changer*
2x Valkia the Bloody*
2x Bule, Lord of Pus*
3x Bloodsworn
2x Chaos Knight

Quest (2) :

2x Wolwes of the North

Basic plan wih the deck : take out 2 power to kingdom in first turn, and bulid up as fast as possible, while slowing down my opponent with removals (tactics and vile sorceress. Also attack with Thanquol or the quest.

My concerns/questions are :

- Should I decrease this deck to lower card number ? (current : 56 cards)
- Nugle Sorceress should be used, or not ?
- Tactic section : Flames of Tzeentch ? I'm thnking about adding 2. 3rd Burn it Down ? 3rd Pestilence ? Are those needed ?
- Support destruction : Thinking about adding a single Smash em all! against dwarwes, or replace Burn it Downs for them.
- Warp Lightning Cannon ? Works nicely with the quest.
- Cold One Riders ? (they are my personal preference above Dark Riders)

Any cards that should be added or removed ?

I do not like warpstone excavation is this deck. You do not have a high ratio of cheap units, You will find vs orcs and empire, that this hurts you more then oppenents, mostly cause it takes a high value deffender out of play if you are running those.

I certainly would not add more support cards of any type. You are already running too many support/tatics for my liking. I have a crazy amount of experience with chaos decks and I really find more big baddies is most often better. Card count is fine, I am not into this obession of having no more then 50 cards, althought I would take out the meteors. Nurgle sorcs are handy, work well ina pure nurgle deck and crtainly pair well with both corruptiuon stuff and vile sorc. But I do not know what you would take out, a couple of tactic cards.

Do not get obsessed with trying to solve every problem deck by loading it with situational cards, like the orc quest etc. Focus more on being better and faster at what you do best.

I will add my comments to Dywnarc's.

You have to many heros : 4 differents heros and only 3 zones. This means that if your opponent doesn't kill any you won't be able to play them all. Cut off Valkia (action too situational) and Melekh (it is a bit difficult to have more than 2 opposing units corrupted at the same time).

To increase your number of "cheap" units, you should add in 3 Savage Gors (instead of the Savage Marauders). Chosen of Tzeentch or Nurgle Sorceror could replace the 2 Vile Sorceress.

Warpstone Meteor should be replaced by a cheaper support card : one of the various Alliance or an Armory for example. the problem with the Meteor isn't its cost, but its loyalty : you can't play it on your first turn.

"We Need your Blood" is rpetty limited within your deck (less than 3 Vile Sorceress), and thus would kill only units with 1 HP. Flames of Tzeentch or Blood for the Blood God are much more versatile. And you don't have many DE cards, so you'll probably have to pay its loyalty cost. "Call the Blood" on the other hand is a great card, even if you pay it for its full cost demonio.gif .

If you need to reduce the size of your deck, remove the "Bolt of Change" (unless you plan on putting developments in every zones quickly).

Hope this help.

I like we need your blood, but not in this deck, not enough DE symbols, and not enough pinging action, too situational. I am not a big fan of blood for blood Gad cause its only good in the battlefield, I like being able to effect more areas.

Agreed on too many heros. I like all the heros he has for different reasons, but in this deck, I would agree that val is the overload. Mal can stay, sure he will often not be very strong, but he is cheap, and sometimes all you need is one turn with lors of coruption out there and have him hammer a bit.

DO NOT take out the savage maruaders, they are good when drawn at any time, and they have only one chaos symbol, so you can always afford them. If they are in your starting hand, you but them in kingdom, if you get them 2 or 3rd turn, they go in Quest and help card draw, if you get them any later then that they go in battlefield and attack.

Savage gors a good buy, but here is my take on them.

IMO chaos deck builders have so many ways they can go, its hard for them to focus and actualy be consistant at what they do.

I do not think this deck is bad, its better then the other skaven/chaos deck IMO, but this is the bottom line.

Pick a direction and run that way HARD.

Do you want tons of control, and play the long tactical game, or do you want just enough control, and hit back hard, IMO you can have one or the other, but not do both well.

If its strong controll you want, you need tougher units that can "hold the line" till you get some controll elements in play, lets face it, you got to be able to stand up to orc speed and empire hand attacks.

That deck should have more DE stuff and perhaps DE allaince cards.

The other way you could take this deck, is fast, but not as fast as orcs, but harder hitting, with a little controll element, in which case take all the skaven you can get, but get gors in the deck and warplightining cannons. less controll, but some, but faster and harder hitting.

To be 100% fair, these are just tweeks you need, over all I do not think this deck is a bad one.

Thank yo for your ideas !

First : I decided to remove the warpstone meteors and one of Valkia the Bloody. (maybe I remove the second too...) She is still a tough chaos unit.

Some comments on card choices :

We Need Your Blood : It's not a pingng complement in my deck, but a smewht multi-function tool. Could remove small units... or save Valkia, Bloodsworn or a rampaging house (Bolt of Change effect) from death if played between assing and appy damage in combat.

Savage Gors : I figured that I cannot be as fast as the orcs in rush... so I planned a midgame-control deck from the start. Gors are much better for rush, and I already have many, many 1 HP units.

Savage Marauders : same toughts as Dywnarc :)

Bolt of Change : Helps a lot in the early game against orcs as a cheap blocker. Could be used as a "draw 2 cards" if played into quest, or could help with an attack against everything else.

Heroes : Well, I have only 2 of each... I don't think it's a realistic scenairo to draw all four... and since Bule and Thanqoul are having a bg TARGET symbol on there head they won't stay in th field forewer.

Final toughts for now :

For now I remove the second Valkia as well, and adding 2 Alliances and 2 Cold One Riders (I consider them superior than the popular Dark Riders) in the place of her and the meteors.