Tooth & Claw - SPOILER LIST!

By Wytefang, in Warhammer: Invasion The Card Game

Yay, got Tooth & Claw today. Woot! Here's the spoiler:

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#41 Dwarf Unit - Gurni Thorgrimson (Unique) - 5R/3L - 2P, 4HP - Hero. Limit one Hero per Zone. "This unit gains 1 power for each card attached to it."

#42 Dwarf Support - Anvil of Doom - 3R/2L - 1P - Building. Kingdom. "Units in your battlefield with one or more Attachment cards attached gain 1 Power."

#43 Dwarf Tactic - Blessing of Valaya - 2R, 1L - Spell. Rune. "ACTION: The next 2 damage dealt to one target unit are redirected to another target unit."

#44 Empire Unit - Reiksguard Swordsmen - 5R/2L - 2P, 2HP - Knight. "Counterstrike 4."

#45 Empire Tactic - Iron Discipline - 0R/1L - "ACTION: Target one unit. Until the end of the turn, cancel any other action that targets this unit unless the action's controller pays an additional 4 resources (per action)."

#46 High Elf Unit - Dragonmage - 5R/3L - 2P, 3HP - Mage. Elite. "Whenever this unit is assigned damage, cancel all but 1 of that damage."

#47 High Elf Tactic - Gifts of Aenarion - 4R/2L - Spell. "ACTION: Cancel all damage that would be dealt to your capital until the end of the turn. For each damage thus canceled, gain 1 resource."

#48 Orc Unit - Ugrok Beardburna (Unique) - 5R/2L - 3P, 5HP - Hero. Warrior. Limit one hero per zone. "This unit gains 1 Power for each damage on it."

#49 Orc Tactic - Mob Up - 0R/1L - "ACTION: Until the end of the turn, combat damage cannot be canceled."

#50 Orc Quest - Dat's Mine - 0R/2L - "Quest. You may spend resources from this card to pay for Attachment cards that are played from your hand. Quest. FORCED: Place 1 Resource token on this card at the beginning of your turn if a unit is questing here."

#51 Chaos Unit - Blue Horrors - 2R/2L - 1P, 2HP - Daemon. "ACTION: When this unit leaves play, you may put another unit named Blue Horrors into play from your hand. (That unit may be played into any zone.)"

#52 Chaos Tactic - Brutal Offering - 2R/1L - "ACTION: Sacrifice a Unit. If you do, deal X damage to each unit in all Battlefields, where X is the sacrificed Unit's Power."

#53 Dark Elf Unit - Cold One Chariot - 3R/2L - 2P,XHP - Cavalry. "X is the number of developments in this Zone."

#54 Dark Elf Tactic - Grasping Darkness - 3R/2L - Spell. "ACTION: Until the end of the turn, take control of target unit with printed cost 2 or lower. Move the unit to your corresponding zone."

#55 Neutral Skaven - Rat Ogres - 4R - 2P, 3HP - Skaven. Destruction Only. "ACTION: At the beginning of your turn, uncorrupt all Skaven units."

#56 Neutral Skaven - Gutter Runners - 2R - 1P, 2HP - Skaven. Destruction Only. Battlefield Only. Scout. "This unit enters play corrupted."

#57 Neutral Skaven - Clan Moulder's Elite - 2R - 2P,5HP - Warrior. Skaven. Destruction Only. Battlefield Only. "This unit cannot defend."

#58 Neutral Unit - Errant Wolf - 2R - 2P,1HP - Knight. Order only. Quest zone only. "Limited - you cannot play more than one Limited card per turn."

#59 Neutral Tactic - Reap What's Sown - XR - "ACTION: Each player with X or more total developments may discard his hand and draw X cards."

#60 Neutral Support - Scout Camp - 2R - 1P - Building. "Kingdom. Whenever you search your deck, you may search an additional card."

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Enjoy!!

Lucky guy, thanks for the spoiler!

Those HE cards are absolutely sick, awesome cards.

how many card are there for each in each pack?

Well I guess I don't need to put up a spoiler. Am going to pick up my packs now.

Here's the breakdown of how many of each card - my apologies for the omission. We're all so used to Fiendish doing this that I was caught off guard by my rare opportunity here. :P

#41 - Gurni Thorgrimson x1

#42 - Anvil of Doom x3

#43 - Blessing of Valaya x3

#44 - Reiksguard Swordsmen x3

#45 - Iron Discipline x3

#46 - Dragonmage x1

#47 - Gifts of Aenarion x1

#48 - Urgok Beardburna x1

#49 - Mob Up! x3

#50 - Dat's Mine x1

#51 - Blue Horrors x3

#52 - Brutal Offering x3

#53 - Cold One Chariot x3

#54 - Grasping Darkness x1

#55 - Rat Ogres x1

#56 - Gutter Runners x3

#57 - Clan Moulder's Elite x1

#58 - Errant Wolf x1

#59 - Reap What's Sown x1

#60 - Scout Camp x3

Hope that helps!

A few thoughts and/or questions for my awesome fellow W:I fans:

1. So with Gifts of Aenarion, it's something you can cast right away as a deterrent, if I understand it correctly?

2. It seems that with Reap What's Sown, the game is going to become even faster than previously. Am I wrong?

3. I assume that with Grasping Darkness (#54), you can do whatever you want with the controlled card you take over? Even use it for a sacrifice? demonio.gif

4. With Blue Horrors, I assume that you don't pay the cost? Or do you?

Thoughts? Comments? Concerns? :D

Wytefang said:

A few thoughts and/or questions for my awesome fellow W:I fans:

1. So with Gifts of Aenarion, it's something you can cast right away as a deterrent, if I understand it correctly?

2. It seems that with Reap What's Sown, the game is going to become even faster than previously. Am I wrong?

3. I assume that with Grasping Darkness (#54), you can do whatever you want with the controlled card you take over? Even use it for a sacrifice?

4. With Blue Horrors, I assume that you don't pay the cost? Or do you?

Thoughts? Comments? Concerns? :D

1) Yup, although I would wait to get the resources, cast it too early and the opponent would just skip the attack.

2) Not wrong, pretty easy card draw.

3) Yes you can, as its under your control.

4) Correct on that one.

Remember "Reap What Sown" is an optional effect key word may. Irregardless, great card for Dwarves.

Cards that stand out to me are, the Skaven cards and Scout Camp (Combined with Chittering Horde) can make a great deck.

Equipment decks are now possible for lethal efficiency.

High Elves are getting better and better...

#44 Empire Unit - Reiksguard Swordsmen - 5R/2L - 2P, 2HP - Knight. "Counterstrike 4."

Aieee, CS4, that's sick.

HElf - DElf are getting further and further apart in terms of the number of cards they're getting. 2 vs 4 in this, if you have 1x each BP, there are now 14 HElf and 22 DElf cards out there.

Hi !

There is my assesment of the new cards :

Dwarf Section

Gurni Thorgrimson and Anvil of Doom makes an attachment powered deck viable, especially that the boost of multiple Anvil's stack. Howevere there ar not many good attachments out there to consider... yet.

Blessing of Valaya is an easily splasahble card with a very good effect... save your unit and kill your opponent's.

Overall : 5/5 (great cards with usable effects and dwarvish flavor)

Empire section

Reiksguard Swordsmen is unrealistically strong thank to his CS 4. Kill almost every unit in one stroke BEFORE battle. Maybe it's cost somehow limits it, but I'm not sure about this, especially if the empire player plays defensively.

Iron Disciple is something I hoped that will never happen in this game... a counterspell. And with basically 0 cost. This was one of the most anoying things in MTG : counter your opponent's card for much less resources made "blue" the strongest and most hated color there. I hope we don't go that direction.

Overall : 3/5 (Good control effects, flavor is right, but both cards seems overpowered. I hope I'm not right in this.)

Elf section

It seems we won't receive some low loyalty, cheap elvish permanents ever after the core set. *sigh*

both cards are good by the way, but thank to that almost all elf cards cost 3+ with 2+ loyalty it's a hard thing to find place for them in any deck yet. Gift of Aenarion could work woders, both cost 4 to play, and destruction just received a way to ignore it.

In the long run both could find it's place in an elf deck.

Overall : 3/5 (ok cards, with currently somewhat limited uses)

Orc section

Ugrok is a real powerhouse, while Mob up outright cancels Toughness, Rone of Valaya, Gift of Anerion for free. The latter is not overpowered, because it's a dead card against many decks.

The quest is supprising to me... I suppose it works fine if you play chaos mutations or lighning cannon, but maybe it will be included in deck after we reveiver more (and more costy) attachments to our card pool.

Overall 4,5/5 (more options, which are both ok by orcish lore and by balance... hovewer nothing really inovative here)

Chaos section

One of the mayor hampering effects for mono-chaos players is the low quantity of effective 2 cost units. Is Blue Horror help us ? Not really. It's ability is very limited (most times you won't be able to pull it of) and it has 2 loyalty simbols. If you compare it with Nurglings, Pistoliers, Lobber Crew or Warrior Priest.. and those cards are even cheaper 1st turn plays. f you compare it with Vile Sorceress or Dwarf Cannon Crew you could wonder while this card cost the same.

If it could be a single loyalty would use it, as for now nothing better is available... but as it is it's wont worth a deck slot.

Brutal offering is a very good card, and since Chaos have Wolwes of the north, regenerating Bloodsworn, and available Thanquol tihs card could win games.

Overall : 2,5/5 (a very good tactic and a very weak unit)

Dark elf section

I feel both cards are a little bit strange. The chariot could be strong... but let face it : most destruction deck won't have too many developments. And it cost the same as the more reliable pegasus (ok, that has only 1 power, but could survive better)

The grasping darkness seems overcosted for it's effect... since what can you do with the controlled unit ? Sacrifice it ? Not many ways to do it, and for that many resources why don't you played some direct removal ?

Overall : 2/5 (not bad, but there are much better options to play)

Skaven section

If you play skaven you will be very happy seing these guys. Gutter Runners and the Elite are both battlefield only, but they are cheap to swarm the battlefield.

Rat ogres are pure machines with power... as you could uncorrupt all runners, globadiers and clan rats in the beggining of your turn. Oh, and by the new timing (there is an action window) I believe you could do that as many times as many Rat ogres you have. (which is only usefull for the clan rats)

Also, these cards are naturaly synergetic with the current skavens from Thanquol, Clan Rats to Chittering Horde.

Overall : 5/5 (just great)

Other neutrals

Errant Wolf is the ultimate quest unit for his cost... but he is limited. I wouldn't be supprised to see him all around the gaming table.

Reap what's sown is a great hand refiller for development heavy decks (dwarwes, empire shrine to taal/City gates combo)... and works wonders if a dwarf player draw some Stand Your Grounds. The X in te cost and the "each player" in the effect makes it a very interesting card at least.

Scout camp seems ok, however currently I could think of only 2 cards in the whole card pool which could use it's ability. (Chittering Horde, Dwarf Cannon Crew) Maybe a little bit underpowered.

Overall 5/5 (giving you more options without overpowering them... they are ok.)

Your toughts ? happy.gif

Cain_hu said: Iron Disciple is something I hoped that will never happen in this game... a counterspell. And with basically 0 cost. This was one of the most anoying things in MTG : counter your opponent's card for much less resources made "blue" the strongest and most hated color there. I hope we don't go that direction.
Yup. And my Chaos deck doesn't like this kind of effect corazon_roto.gif

Cain_hu said: The quest is supprising to me... I suppose it works fine if you play chaos mutations or lighning cannon, but maybe it will be included in deck after we reveiver more (and more costy) attachments to our card pool.

For an Attachment-heavy deck, Forge seems a lot more useful than a quest. But, as you mentionned, Attachment-heavy decks aren't commonly-sighted.

Cain_hu said: One of the mayor hampering effects for mono-chaos players is the low quantity of effective 2 cost units. Is Blue Horror help us ? Not really. It's ability is very limited (most times you won't be able to pull it of) and it has 2 loyalty simbols. If you compare it with Nurglings, Pistoliers, Lobber Crew or Warrior Priest.. and those cards are even cheaper 1st turn plays. f you compare it with Vile Sorceress or Dwarf Cannon Crew you could wonder while this card cost the same.

I'll use that one. Sure, other factions may have access to better unit, but Chaos has so few 2-cost units, that we can't simply pass off this one. plus it has 2 hp, which is pretty rare amongst Chaos units.

BTW, the wording of the action make its timing very nasty... The unit must be on its way to the discard, buit you need to be able to take an action at that time... This will probably get a clarification in the next FAQ.

Cain_hu said: The grasping darkness seems overcosted for it's effect... since what can you do with the controlled unit ? Sacrifice it ? Not many ways to do it, and for that many resources why don't you played some direct removal ?

Another card effect burrowed from MTG. The basic trick is to take control of an attacking unit and to defend with it. Very reliable tactic. gran_risa.gif

Cain_hu said: Rat ogres are pure machines with power... as you could uncorrupt all runners, globadiers and clan rats in the beggining of your turn. Oh, and by the new timing (there is an action window) I believe you could do that as many times as many Rat ogres you have. (which is only usefull for the clan rats)

Not sure you could use other Actions between 2 "at the begining of your turn" Actions. However, Skaven do have an excellent cost/power ratio due to their lack of loyalty. Same for the other Neutral units.

Hi all,

i am a bit confused about the Scout camp

"Whenever you search your deck, you may search an additional card."

What exactly does that mean?
If I use Dwarf Cannon Crew, do I

a) search top 6 cards and put 1 into play (instead of 5)

b) search top 5 cards and put 2 into play

or and thats just my imagination running wild on the wording

c) search your deck for an additional card.

I think it might be a), but then the whole effect would be kind of "meh"...

Thx

Answer: A

B The card would have say: while your searching card in your deck take one aditionnal card in your hand.

C The card would have say: after searching an puting a card from a other card effect, search your your entire deck and take a additionnal card.

FiendishDevil said:

Remember "Reap What Sown" is an optional effect key word may. Irregardless, great card for Dwarves.

Cards that stand out to me are, the Skaven cards and Scout Camp (Combined with Chittering Horde) can make a great deck.

Equipment decks are now possible for lethal efficiency.

High Elves are getting better and better...


Fiendish, I am enjoying your insights. Please don't stop posting these after each release. :) Thank you!

Cain_hu said:

Empire section

Reiksguard Swordsmen is unrealistically strong thank to his CS 4. Kill almost every unit in one stroke BEFORE battle. Maybe it's cost somehow limits it, but I'm not sure about this, especially if the empire player plays defensively.

Iron Disciple is something I hoped that will never happen in this game... a counterspell. And with basically 0 cost. This was one of the most anoying things in MTG : counter your opponent's card for much less resources made "blue" the strongest and most hated color there. I hope we don't go that direction.

Overall : 3/5 (Good control effects, flavor is right, but both cards seems overpowered. I hope I'm not right in this.)

Great job dissecting this Battlepack - I loved hearing your thoughts, too! :)

One thing though, I totally DISAGREE about the counterspell-style cards. This game DOES need them. Without them, gameplay ends up being too predictable, at times. With the ability to counter Actions/effects, the game becomes a bit more exciting and unpredictable, which are good things, imho. :) Glad to see this card!

So i would like to post my 'pre-review' as well. score explains how do new cards put strengt into these races.

Dwarfs

Gurni Thorgrimson - currently he seems weak. there are no many attachement cards for dwarfs and 2dmg/4hp is not enough for the cost. 2.5/5

Anvil of Doom - brings some offensive power to dwarfs but the same restriction as above. 2.5/5

Blessing of Valaya not bad, not bad. but only 2dmg. 3/5

overall impression - cards that should have been released in further BPs

Empire

Reiksguard Swordsmen - rediciulously good. although the cost is high and can be taken out by some spells. 5/5

Iron Discipline - 0 cost? OVERPOWERED 6/5

Total - way too good

High Elves

Dragonmage - just great. well balanced, strong but not too much 5/5

Gifts of Aenarion - wonderful. i see were they are going with HE 5/5

Total: just great! i can't wait to play them!

Orks

Ugrok Beardburna - TOO POWERFUL! combine it with war paint and chopa. he alone will do dmg above 10. 7/5

Mob Up - perfectly fits orks 5/5

Dat's Mine - nothing special. 3/5

Chaos

Blue Horrors - 2R/2L - 1P, 2HP - this unit brings PAIN!!! but not the kind it should! what is this?? 1dmg/2hp and 2 loyalty?? a sh*tty skill? is this how they want to make chaos equal to other races? great... 0/5

Brutal Offering - it can be powerfull. used after the attack or defence. why after? try to use it against dwarfs or empire. your battlefield will be clear due to low hp units. but their's wont. but it's a low cost so 4/5

Total: No mercy from me. This is a **** bad joke from devs. just: WTF? Compare the new cards for chaos with f.e. orks or empire. this IS sick! What do they bring us? A sh*tty low hp/dmg unit and a tactic that should have been brought before? I'm very dissapointed that there is no more point in playing chaos, in which i was interested most.

Dark Elves

Cold One Chariot - nice. it depends on the player whether this unit is going to be powerfull or not. 5/5

Grasping Darkness - awesome. DE seems to be using sacrifice a lot. and as someone before has said, opponents attacking unit can be used for our defence. how could it work when using this skill on Ugrok ? :):):) 6/5

I'm not going to write about other cards. We get some great cards that bring new power and opportunities to the game. Everything sweet but the new chaos cards leave a bad taste. TOTAL 3.5/5

There needs to be a way to counter effects. Without tactics become too powerful, you spend two turns setting up the perfect combo, attack, whatever and suddenly your opponent flips one tactic card and all your work goes to pot, and they knew there was absolutely nothing you could do to stop it from the beginning. with the ability to counter card effects you cannot rely on any one specific effect. You have to assume your opponent has the ability to cancel it and plan and play accordingly.

I don't want to see the game full of cancels, and I certainly don't want to see one race essentially have all the cancels, but I'd like a few different cancels in the environment with each house having access to something. War is brutal and uncertain. This game reflects that pretty well.

EXACTLY what Dormouse said. The man KNOWS!! He just KNOWS!! :D

Cain_hu said:

The grasping darkness seems overcosted for it's effect... since what can you do with the controlled unit ? Sacrifice it ? Not many ways to do it, and for that many resources why don't you played some direct removal ?

Now that we have an action window BEFORE the Kingdom phase means you can steal that MASSIVE Pistolier as soon as he get's boosted and cancel all the jumping jack stuff. Then play Brutal Offering... gui%C3%B1o.gif

The cost 2 limitation is what I find annoying, I would rather see an X+1 costed Tactic to steal a Unit with cost X.

dormouse said:

There needs to be a way to counter effects. Without tactics become too powerful, you spend two turns setting up the perfect combo, attack, whatever and suddenly your opponent flips one tactic card and all your work goes to pot, and they knew there was absolutely nothing you could do to stop it from the beginning. with the ability to counter card effects you cannot rely on any one specific effect. You have to assume your opponent has the ability to cancel it and plan and play accordingly.

That seems a point... but the problems are :

- now only empire has that kind of cancel effect... if it really that needed as you say then it's way inbalanced in itself
- it cost 0 for a very powerfull effect.

Even in MtG they discovered that undercosted counters makes the game less fun (as because of those effects you could not reliably play non-control style decks)... so they did not reprinted "Counterspell" for a long time, only it's more limited and/or more costy brothers... and even that was never free in a much more resource scare enviroment than W:I.

Can Iron Disipline really be used as a counter-spell (in the most literal sense of "You do X, and I immediately cancel it")? Or does it have to be played preemptively?

"ACTION: Target one unit. Until the end of the turn, cancel any other action that targets this unit unless the action's controller pays an additional 4 resources (per action)."

I suppose the argument for using it as a counter-spell relies on playing it "in response to" an action taken by your opponent. But in my mind, the additional four resources are a cost, and I thought costs couldn't be changed retroactively once the action was already in the LIFO stack.

Of course, I'm still trying to wrap my head around a lot of the LIFO interactions, so I'm really just throwing that out there as a request for clarification....

see your concerns about countering...but consider:

-this only cancels actions that target your units: currently few cards like Blood for the Blood God, Call the Blood, etc are going to be the biggest candidates for this...also sniping damage, corruption but those are not as impacting. Does nothing to combat Troll Vomit, Brutal Offering, upcoming Invoke Khaine's Wrath...

-I think Empire's toughest threat right now is Orc / Skaven / Chaos blitz; pumped up units & multiples ones at that. This doesnt alleviate that at all.

-Supports & Tactics are arguably more precious to Empire than most of its units - again doesnt help by adding another.

I think Bright Wizard Apprentice is much more potent than Iron Discipline...i may be wrong - just my opinion happy.gif

Reiksguard Swordsmen on the other hand...now we're talkin' gui%C3%B1o.gif I also love the synergy of Skaven or else i wouldn't want to play with self-corrupting Ratmen lol but gonna have to buy 3 packs now for the Rat Ogres (was trying to keep at 2 copies of each) and i guess that means i'll have 9 Blue Rejects sitting in my box. I bet if they searched your deck for another copy instead your hand they'd be useful. A little disappointed with Dwarf showing with the attachments...like the pretty much useless Forge right now, we're buying cards that only compliment future ones - i'm guessing the Warpstone Chronicles BP. Please give us better Units & hand discarding options for Chaos!

Player 1 plays an action, he pays its cost and chooses Unit as its target.

Player 2 plays the Iron Disipline in response to Player 1s action, and chooses Unit as its target.

Now Player 1s action will be canceled (since it still targets Unit), unless Player 1 pays 4 resources to prevent it from being canceled.

If Player 1 pays, Player 1s action resolves.

To me the additional 4 resources are not cost, since you can still play the actions on the unit for normal cost, but it wuld be canceled if you don't pay the 4 resources. If the resources have to be payed as a cost, wuld only mean that (in the example above) the action wuld be straight up canceled since Player 1 didn't pay 4 extra resources when he/she payed for the action.

Cain_hu said:

Even in MtG they discovered that undercosted counters makes the game less fun (as because of those effects you could not reliably play non-control style decks)... so they did not reprinted "Counterspell" for a long time, only it's more limited and/or more costy brothers... and even that was never free in a much more resource scare enviroment than W:I.

Okay, you've touched a nerve now. LOL :P

REPEAT AFTER ME - "THIS...ISN'T...MAGIC: THE GATHERING."


Thank you. :(

Just because this game isnt MTG doesnt mean we shouldnt observe and use information about what makes a fantasy card game work from the longest lasting, most successful fantasy card game that exists. People that get offended by those that mention MTG in the same breath as another game make me think they are playing that game specifically because it's not MTG and not just because they happen to enjoy it.

As for the counters argument, I dont think counters are necessary. What I do think the game could benefit from is more damage reduction (for order) and some cards that either directly mill or force opponents to draw (for destruction). This game seems to be designed to be as brutal as possible, resulting in a lot of quick games for aggro or long totally dominated games for control. More cards that work against broad strokes might fit the game better right now than something designed to negate just 1 effect.