My Chaos/DE deck- fairly effective

By Dywnarc, in Warhammer Invasion Deck Building

I have made lots of comments regarding decks here, and keep meaning to post one of my own.

This is the DE/Chaos deck I have been playing, I have found it to be very effective vs empire judgement decks, and orc rush decks. Although its about 40/60 verses orc rushes, but fact is, it has very good chance against them.

More so I find it very well rounded and able to deal with a wide variety of oppenents fairly effectively, its less R/P/S then anyother deck I play.

Experience wise, I went crazy with this game and get about 20-30 games a week in, sometimes more, although this last wekk has been light, maybe only 10-15 games. I have teh good fortune to be playing with a few different groups, ranging from throw together, just have fun players, and hardcore 3X core set tunned deck builders and a good mix inbetween.

I will not try to claim this is awsomemostdeckever, or anything like that, just a well rounded deck that appears to be able to take all comers with resonable success vs any, and yet still have a string fight vs some min/maxed themed decks.

I could make this deck a little better with a few "rarer: card multiples, but honestly I find it farily effective even how it is, and do not feel the need to uber tune it. Also for those that do not want to buy 3 of everything, I bought 2 of each set, and have never felt at a lose vs the 3 set buyers, even in the competive venues.

Anyways here she is....

54 card total

QUESTS 2

2x wolves of the north - This little quest is awsome, it pretty much always costs nothing to put out, and its handy to have a high power guy gather you cards then run off to attack. I think its strongest feature though, is the power to create 2 zone threats on one turn, there are many examples, but a good one is, say yoiu have enough power to burn a zopne in your battlefield, the guy on this quest can attack a different zone and get a head start on the damage, or make a player like dwaves or empire with damage protection, use those up before the main attack. Also handy sometimes is the power to goad the oppenent in to killing you if you find you are drawing too many cards. The fact that this quest dosn't have to wait forever to get going is a big plus.

SUPPORT 11

2x Shrines of nurgle- Got the pestilence combo, works well, plus its kingdom income with a chaos symbol, handy for this pricey deck.

2X DE alliance- Got enough DE stuff to make this worthwhile.

2x Armoury- Not as fast as contested villages, but with the need to devs down anyways when facing order, I figured they fit well, they often help to get me to 5-6 power in kingdom by the 2nd turn.

3x Warpstone excation- These are handy in first few rounds to keep you fast, something this pricey deck needs badley. Besides, they ensure my Dark riders are always a 2/4 unit.

2x Cloud of flies- Part of many snipping combos in this deck.

TACTICS 13

2 innovaction- In some respects a subpar choice in this deck, HOWEVER it has often been an early game difference maker, also can all for some late game surprises by giving me options oppenent dosn't think I have during his turn, handy enough they have stayed the coarse over many games.

3x call the blood- Snipper card

3x We need your blood- Another snipper card I like

3x seduced by darkness- classic destruction card, usefull on so many levels, can help keep you alive in the ealry game, can be a game winner in the late game

2x Nurgles pesilence- Combo with shrine, uberusefull, has saved my from orc rushes on many an occasion as well. As usefull as it is, I never miss having a third copy, and often I do not need it and it becomes deveolpment bait.

UNITS 28

I will divey this up into three catagories

HEROS- 6

2x Bule, Pus lord - A universal in all chaos decks

2x Valkia the bloody- Many seem to not have love for her, her special power is a little situational, especialy being quest only, but when push comes to shove, she is a 2/4 unit for 4 resources, and I feel confidence poppingher into any zone at that price, and with the new ruling regarding transfered damage, she becomes a little more impressive

2x Melekh the changer- not bad for his price, and often you can set up for the big corruption turn and turn him into an absolute killer.

SNIPPERS

2x nurgle sorc

2x Vile sorcs

2x chosen of Tzeentch

I think the deck would be better if I dropped the two chosen for tzeencth and got another nurgle sorc and vile sorc, still they seam to work, they can be a cheap back up for the nurgle sorc, or finish off what the pestilence fails to do, sub- optimal, but they get the job done for someone not willing to pay another 45 bucks for 2 cards!

UTILITY UNITS

3x Nurlgings - say no more

3 x dark riders

3 x maruders I tried to keep the 1 hit point units out, cause I hate clearing my own field with pesilence, but they are such a good buy and help the kingdom zone big early, they are great to put into play at anystage of the game, early they go to kingdom, middle they go to quest, late game they go to battle, also with need your blood, they sometimes can get boosted and survive the plague.

3x Bloodsworn- sweet unit if they get the cloud of flies, I regard them as upgarded maruders and deploy them as such

2x chaos knights- As bloodsworn are upgrades to maruders, I view and deploy these as upgrades to bloodsworn.

2x Disciples of Khaine- if anybody could happily from this deck its these guys, there power is situational, and can be hard to play early, but if I them I no longer like my unit ratio and need to some tatic or support, I could run with dar zealots easily enough, but they give a DE icon which is usefull to keep the tatic cards and other DE units cheap to buy, they may not be great, but I find they do no harm. they are not the best unit on the wolves of the north quest, but they never get stopped cause oppenents tend to not like blocking them, I see them becoming very good as DE flesh out into a full race.

I used to have Malus Darkblade in the deck, he was golden on the wolves of the north quest, but his high count of DE icons and the fact I got 6 heros in the deck already, had me dropping him as a develpoment more time then not, that told me it was time for him to go.

I have had oppenents tell me this deck is too pricey with not enough cheap units, frankly I have not found this to be the case. I do find myself muliganing this deck more then most of my others, but still I find I often have what I need to get going, first turn can often be a bomb cause there is no one costing stuff that can be played allong with a 2 pointer omn the 1st turn, I know this drives lots of players nuts, but really I find it not too much of a problem, Either savage maruders, or a support card and a warstone, and I find I have 5-6 to spend on my 2n dturn, that is enouhg to start dropping heavies, on my 2nd turn I till usally a heavy into my kingdom to get this pricey deck the oncome it needs, from third turn on I am in a possition to two heavies a turn. First one always goes in quest as a need card draw as well.

I will not get too much into tatics vs different decks, play it out and you see, I will comment regarding the dreaded orc rush. I know many do not feel its the big problem some do, but there seams to be a sizable minority that feels orc rushes are "unstoppable" I have faced orc decks more often then anyother with this deck and have well over 100 games in vs them. Not all of them are "ubertuned" but many are. (BTW I am discounting the slower orc decks entiely, they are not effective currently IMO vs other tuned decks, so please no one think I am tooling on sub-par orc decks and do not know what a rush is, my brother who play a lot loves orc argo decks and builds many configuations as fast as any you see posted, so my experience is relative to well played tuned as all heck orc decks)

Orc rushes can be ugly, sometimes they will draw a hand full of spider riders and vetern sellwords, and kill you on turn 4, nothing can be done about that unless you draw pestilence. However vs anything but a god hand draw, you can weather the orc assult with this deck.

First play is obviously a play into kingdom with whatever. However, vs an orc rush I really do not feel you have the time to spend throwing a 2nd unit into the zone, not right away at least, I feel you got to throw the next unit into quest and get your draw up fast, you need to fill your hand with options. I do not liek to burn usefull cards like seduction early, but vs the rush, taking a 2 power attacker out of play for a turn, may jyst buy you the time you need.

A true rush deck will ALWAYS burn a zone before you feel liek you are getting going, and get the hurt on in anyother, but you must play patient and keep your draw and kingdom high. They will likey hit your quest zone first, for good reason. They know you are going to more units into kingdown soon enough, and are likey not get units going in quest right away, also they figure they can hit battle anytime as you will be struggling to build up infrature and still devote guys to devend the battlefield. SOem caggy Orc players will give a big smack to ALL the zones once, negliting to burn, but leaving you feeling you must deffend eveything.

It take a fair amount of skill, instinct and experience to know what to play on what to keep youself alive during the intial rush, ALSO you have to acount for the fact that the orc rush may very well have a troll vomit that can clear the field and leave him to start flinging units out and start the rush all over if you do manage to stablize, these are all problems.

So some tips.

- Do throw devs down everyturn. Often being a point or two shy burnign a zone is all it takes to survive long enough to stablize and take the offencive.

- If you get a snipper unit or card in hand early, sometime its tempting to hit the attackers in battlfield, and sometimes this is nessary, but whenever, and as much as possible, hit the units poping up in the quest zone, often these will be one point wonders like greay seers, clan rats and cheap orc cards. If the orcs hav a poor draw, they will often run out of steam, and aagin give you just enough time to stablize. IMO the most dangerous rush decks are the skaven filled ones, where a chittering horde can get arround card draw in the early game and keep the pressure playing. The other reason its good to hit those quest zone units, is that often they are cards that can help out other zones as well, plsu some decks will have wolf rider card and get those units into the rush anyways, KILL THE QUEST UNITS.

- If you do findyourself in the position of a counterattck unit or so, spread the damage between kingdom and quest. Why? Well if you can burn one of the outright, sure go ahead, this then forces him to block with his feeble deffenders if you start hitting the battle zone. Otherwise you want him to feel presure to but units into those zones, a good orc player will know his ban is if you stablize the situation, can attack the battlefield and have him in a position he must deffend. If he has, say 4-5 damage in each kingdom/quest, and you start attack his battlefield, he is pressure to lose battlefield units and also is pressure to spread his units in hand to the other zones to prevent an attack there. Wolves of the north is great for this. Orcs rush decks tend to not throw developlemts down much, they are intending to end the game before it matters anyways.

I will not try to claim beating a orc rush deck is easy with my deck, and my deck is not designed to just take them on. I think a more tuned and pure DE/CHaos snipper deck would easily beat the rush, I have built such a deck, this deck is intended to be a more well rounded, less rock, papper, scisors deck, that can take on a wide variety of oppenents and yet still have a chance vs rush decks. I have enough success vs rush decks with this build I do not feel the need to build it specicly to deal with the orc rush.

If you have too much trouble with the orcs and feel the need to build a deck that can beat them always, use this deck as an outline, but get another vile sorc and nurgle sorc, another pestilence, sub call for blood for blood for the bloodgod, (a better, but more situational card, better vs the orc rush) and a few bolt of changes or flames of tzeench.

Anyways I am about to play a bunch of games vs some orc rush decks, will post back in a few and report.

I have been asked by a few why I do not have gors or bloodthristers in the deck, two popular chaos cards I guess.

On the Gors, I like them in lots of chaos decks, just not this one. There are better buys for the quest or kingdom in the early game, and with this deck I am more inclinced to turns 2-3 and often 4 being building turns, I tend not to be dropping devs in the battle zone. If I have the gors in my hand early I tend to be temped to try a semi-rush, and I start playing the deck all wrong. Sometimes it will work, but often they oppenent can stablize and you are not rady for the loing game, also by the time I am ready to start putting units in the battle zone, I have the income to unit that hit as or almost as hard, and are a heck of a lot tougher. At the stage of the game I am ready to go to battle, I have the income for Dark riders, chaos knights, bloodsworn etc, and gors are appearing sub par by this time. Gors are great, just not in this deck.

Regarding the bloodthirster, too pricy, too late, and my units are too good to be feeding to him. I had him in this deck, and played him one out of 12 games at most, and even then, win or lose, I felt he was not the difference maker. Even times I had the income and was in a good posiiton to play him, I often found dropping a chaos knight or bloodsworn and having points for some nurgle sorc snipping action, or another unit, served my needs as well or better. Bloodthirster has no place in this deck, I would even take Darkblade over the thrister, and HE dosnl;t work for me.

A final note on the orc rush deck- Watch the rock lobbers, every orc rush deck should have 3 of them, and they are ugle vs you, with its two hit points its hard to snip it before you put a unit put, just a unit and cringe as you have to eat it, as often as raw lucky speed draw, this is the card that will kill your game.

So just played 5 games with a deadly orc rush deck. I won 2 out of three on a best out of three, took it to best out of 7 and lost by one! As I thought orc rush will beat this deck often, but I have more then a fair chance, 2 of the games where THAT CLOSE for me to win.

That being said, I must admit this, beating the orc decks took al my experience and a LOT of perfect, and sometimes lucky judgement calls as to what is best, while the orc player just has to slam down cards and attack and prey for a troll vomit if I start to stablize. BTW troll vomit at the right time was the key to two of the orcs wins, yet on another occasion it was used in desperation and didn't pay off.

I am now 100% confinced that the cry about orc rushs being unbeatable, or win too often, s totaly the result of the easy learning curve they offer to beginners. Experience players will well rounded decks can hold off and beat back the orc rush.

This post is aboput my chaos deck vs the orcs, as an aside I personaly have had good success vs orc rushes with fast dwarf decks and a totaly tuned empire judgement deck. But those experiences are for other posts.....

You keep mentioning Shrine + Pestilence combo, didn't the FAQ neuter that?

I am still not clear on it, I actully thought the faq confirmed it, will look that up.

Taht beign said it dosn;t matter. Its rare that combo comes into play actully, but its still handy to clear out winnie units, I would keep in the deck regardless.

Shrine now works only when unit is dealt combat damage.

I used to have seduction in the deck to clear out players that looked liek were setting up a combo of tactics. It was effective vs empire decks, a little less vs orcs and chaos, but often very good vs chaos, but in the end I figured I was best off focusing on what I do well and trying to win the game that way. Not sure I want to clog the deck with more situational tatics, although I could afford to loss the call of blood cards.

nice deck,

with your deck chaos/DE sniper, have you some problems against empire ?

how do you proceed for survive against a jugement at the third turn ?

because it´s a never ending problem for some chaos player in my group.

I mean:

turn 3 -turn 4

happy.gif

I have a pure empire tuned judgement deck I play against. I beat it. I start dropping devs from turn one, empire has to play there own devs to protect there zones, and still have the cash to move mine and play judgement. They play it too early I have time to recover. Plus this deck is fast enough to recover.

Do not get me wrong, judgement decks can beat me, I have lost to them, and have beaten this deck with judgement. But its no sure thing. I have won games in which I was judged 3 times! Empire sometimes lacks the punch to follow up.

Honesty the orc rush is a touhger match, but I do beat it enough to be happy.

Frankly the deck that scares me most is a orc/chaos speed deck, the likes I have not scene posted here yet, that is faster then anything.

judgement decks are also the reason I use armouries instead of contested villages. I tend to start dropping cards turn 1, and armours pay off better in the long run if that is your habit. Villages belong in pure speed decks.

the nurgle shrine things is fine, the old combo I never used anyways. Still handy for getting tough tough and playing call for blood after, or snipping with.

Drop the khain followers to improve this deck.

thks, I just wanted to know your method, the way to play is very important in WHi

Dywnarc,

I've really enjoyed reading your extensive thoughts here in these forums. Good stuff. HOWEVER, please take some time to improve and/or work on your grammar and spelling. It's been really tough to read some of these posts due to the sloppy English. Probably the easiest way to improve this is to post or type your stuff in MicroSoft Word first, then have it spell-check your stuff before posting it here in these forums.

Just a friendly tip - as it may lead to even more people reading and enjoying (as I have) your thoughtful and extensive posts. :)

Thanks.

Sure. I will try that. I like to post and run, and do a lot of my posst while travelling so its easy to be lazy, and I have no use of a keyboard in my life outside of game forums! I read my posts afterwards and am in wonder of those that get through them. I will work on it. Thank You.

Like I said though, I've really enjoyed reading these as they reveal thought processes that in turn help illustrate other truths about this game and how people approach deck-building. :) Keep up the good posting. :)

Great stuff , thanks good reading.

Would you make any changes to your deck with all the BP's that are out now?

good question. I am not playing as much now as I have moved, but I have bought the packs.

I find the skaven are pretty bad ass now and run right over this deck. But really, I do not see any changes to this deck as it stands, snipping has not gotten any better, this deck is not set up to use the new chaos scraficing cards, so at the moment no.