Warpstone Excavation should it be limited?

By Renju, in Warhammer Invasion Rules Questions

After many games, i find that Warpstone Excavation should become limited or should have on the card text :" only on copie per turn."

Why?

A player that have 2 Warpstone Excavation in his hand; has a way too bigger advantage.
Often all the copies of the Warpstone Excavation finish in the same zone(quest) , and the corruption disadventage is no big deal.

Do you share the same filling?

Not really anyway ;) Especially if it's Empire who play 2 WE in their zone :P

Once I played likely to someone who did you mention and I fell into a trap because after I had Battlefield burning, Kingdom in a well condition and Quest almost in scratch (2 WE), my last resort was to play any unit into that corruptive zone. Unfortunately, my opponent was able to gather as many units as it was needed to bypass my corrupted defender and destroy my last zone ;)

By the way, Chaos really need Quest so it's not the best deal to play WE in the first turn right there.

Never mind, back to the topic - my opinion is that it shouldn't be limited :P

I think the OP is correct - this card is just a wee bit too powerful and the Corruption mechanic has RARELY, if ever, been a detriment to the player enjoying the benefits offered by Warpstone Excavation. :(

Hopefully this card will be tweaked in a future FAQ.

Many our games show that WE can really be a trap. :) It is tragic for Empire and Dwarves, can be damaging to chaos when forced to defence but it's ok with orkz.

This card would be worthless if it was limited. Absolutely no point in ever playing it unless your cards had beneficial effects when your own units were corrupted. The whole point of the card is to provide a fast start, the Corruption component is not much of a factor if the card is placed correctly and the player uses good strategy in his use of units. When the player makes mistakes in either of these areas WE bites him in the ass. What I've found to be a bit of a problem is that a lot of people facing off against someone who plays a WE early, is they don't know how to take advantage of that. My opponent puts out a WE I attack that zone straight-away. They will rarely play a unit into that zone as well (even though playing the unit first means it will not be corrupted), because they want the free power WE offers them in the zone where they are not putting units to boost both zones. It usually translates into two rounds of free attacks if it comes out first or second turn... of course not everyone has put a unit into their battlefield in the first two turns, and I usually don't either, except when their is a WE on the table.

In short, rather than calling for the nerfing of the card learn to take advantage of your opponent for playing it.

I don't think making it Limited would really matter that much, right now, as Destruction decks are usually playing only 3 Villages in the Limited department. If you draw 2x Warpstone in your opening hand, it's not a huge setpback to wait until the second turn to play the second one. Making WE limited *would* make it tough to print viable Limited cards for destruction in the future, which I don't really like. There are plenty of matchups where the Warpstones' corruption effect matters. Try playing Dwarf beatdown with 3x Valaya to blank their attacks. Swinging into totally unprotected zones with Durnar and Troll Slayers, it doesn't take long to burn them.

dormouse said:

In short, rather than calling for the nerfing of the card learn to take advantage of your opponent for playing it.

Not sure what kind of advantage I can use to counter my opponent that drops down 2 Warpstone Excavation in his Kingdom Zone on his opening turn...

The problem with this card isn't the card itself, it is that the second (and third) copies of it played onto the same zone has no drawback. A "only one per zone" restriction should do the trick (keep the card powerful for a quick start, and still penalize a player that reallies heavily on those free supports).

It's just hypothetising. Who on earth would shuffle 3 WE in his first turn? gui%C3%B1o.gif

Martin_fr said:

The problem with this card isn't the card itself, it is that the second (and third) copies of it played onto the same zone has no drawback. A "only one per zone" restriction should do the trick (keep the card powerful for a quick start, and still penalize a player that reallies heavily on those free supports).


This is a GREAT suggestion, I think. This card leads to so many great starts that it's pretty powerful.

dormouse said:

This card would be worthless if it was limited. Absolutely no point in ever playing it unless your cards had beneficial effects when your own units were corrupted. The whole point of the card is to provide a fast start, the Corruption component is not much of a factor if the card is placed correctly and the player uses good strategy in his use of units. When the player makes mistakes in either of these areas WE bites him in the ass. What I've found to be a bit of a problem is that a lot of people facing off against someone who plays a WE early, is they don't know how to take advantage of that. My opponent puts out a WE I attack that zone straight-away. They will rarely play a unit into that zone as well (even though playing the unit first means it will not be corrupted), because they want the free power WE offers them in the zone where they are not putting units to boost both zones. It usually translates into two rounds of free attacks if it comes out first or second turn... of course not everyone has put a unit into their battlefield in the first two turns, and I usually don't either, except when their is a WE on the table.

In short, rather than calling for the nerfing of the card learn to take advantage of your opponent for playing it.

Limited : is a once a turn rule in this game.

The card would be worthless if only able to play once per turn ? i dont think so.

Warpstone Excavation is powerfull card.

I have enough playtime and card game experience too play with the avantage an ennemy WE give me.
So please dont talk to me like a was a no Brainer.

Did you play against an orc rush deck that in the first turn put 2 WE in quest?

Or did you early attack on a WE zone that was defended by a Rip+BT?
Is way too powerfull.

this card add too much luck in the game.

Thx for lissening

Renju Aka "no brain" weeper


The once per zone text is a really good idea.
REnju Aka "the NoBrain"

Yeah, thanks, but I know what Limited means in this game. Putting a single one in play early is nice but hardly game breaking and not even game making unless you get other cards in your hand to leverage with the extra resource. It is only getting two in your first turn that it starts to have some real effect on the game in a rush capacity and coincidently when its disadvantage becomes less of detractor. It is the risk of getting it mid-game when you really need something with some hitting power or an effect to help you gain the advantage where using it as an auto-include x3 can start to cause problems outside of rush decks.

The chances of it receiving errata of any type soon is infinitesimal, so figuring out how to take advantage of it (or simply accepting it) is going to end up paying higher dividends.

How can you say this” Putting a single one in play early is nice but hardly game breaking and not even game making unless you get other cards in your hand to leverage with the extra resource “ and “ This card would be worthless if it was limited. Absolutely no point in ever playing it unless your cards had beneficial effects when your own units were corrupted”
I can’t really figure this out?

And by the way the best zone for WE in most of the game is the quest.
Because the quest is the one ever burned zone in most of the game .

Don't you agrre that a game with 2 WE early in the same zone is game breaking? unless contered by a judgement of Verena?

And maybe if you play many other LCG, CCG , you mai have notice that most of the game have banned, contered 0 cost ressource card, for a good raison.

Except it does have a cost, just not in resources. I can say it isn't game breaking or game making because I've won games against it and I'm not the best player (or even particularly good in my opinion).

Dormouse, sorry, but... what the heck are you saying? Beside very useful answers of yours in many threads, here I disagree with you.

WE is not the best card in the game because of the corruption rule but IT IS game making. Maybe not for Empire and Dwarves but imagine such hypothetical situation. Orc player get for example 2 WE, 1 Contested Village and 2 Spider Riders (possible) in his first turn. Second turn, 6 resources (!!!). If he shuffles Choppa + We'z Bigga + Squig Herders x2 and maybe 1 Goblin or another Spiders unit... YOU ARE SCREWED in the third turn. Your opponent has now something around 10-12 damage in attack.

Isn't it gamemaking? If it isn't, which cards are gamemaking, huh?

I'm not the follower of some restrictions to WE but IT IS definately a useful card in every orc deck.

Do you want me to calculate the odds of getting that hand in a 50 card deck? I can if you like... but I hope you are joking about this as something that I should worry about, because you just named off 5 cards two of them multiples out of the Orc players starting hand and then another 5 specific cards for his next draw. While I have a better chance of my opponent drawing that than I do of winning the lottery I am more likely to get hit by a car. Seriously.

And in that 10 card combo, the card in question appears twice... which is to say you remove those two cards and that two turn hand is still incredibly powerful and very likely to cause a zone to burn on round two and cost me the game round three... which proves my point, it isn't the Warpstone Excavation that is really game making or game breaking, it is after a single additional resource or card draw but it is the bump in acceleration that it gives a deck that is well tuned for speed that is dangerous... which of course is why it is a neutral card so every deck that needs to accelerate has equal access to it.

which of course is why it is a neutral card so every deck that needs to accelerate has equal access to it.

I have to hope War:I is not a only a luck game that the end is decided turn 1 on the number of WE you get?
Because the dump you gain is too important.

2 WE early is game breaking because you will have acces to 10/14 (23-30% of the remaining deck) card more or 10/14 ressource more than your opponent.

2 average players with the same deck play against one other, one player get 2 WE the other none the win losse ration should be at least 85/15.

For me a good game is a game who luck is the weakest factor.

Um... no. Your numbers are WAY off. It is two more cards drawn or two more resources pulled. Whether you are first player or not will have something to do with the impact of those as well. IF you can't beat your opponent because he got a small jump on you then your decks and play ability are evenly matched in which case it comes down to luck anyway, if WE didn't exist it would have been whoever drew into their low-cost unit or support that was also high power/special keyword/important effect first. When you are playing someone whose deck is not as good as yours that boost is nullified in two turns, and if you are playing a player who is not as good as you that boost never puts them at an advantage it only temporally puts you on more equal footing, if that.

If you only want to play games that don't involve luck then stop playing card games. Card Games are intended by their very nature to introduce a luck element. Or if you love the theme so much allow players to play after organizing their cards in whatever order they wish to have them in and allow players to look at any cards in their deck as often as they want. This will eliminate very nearly all the luck in the game. If you want to go further make both players play with their hands revealed.

The card is neither broken, nor an auto-include. If you are having problems with playing against it, I respectfully suggest you look at your deck building and play skills rather than blaming a singe card that only gives an additional power (not available for attack) at a constant play restriction as its cost.

I can agree with both sides a bit here. In an orc rush deck, if you plop down 2 WE in the quest zone turn one and have something else you can do with the 3 resources you have, you are in a really good position to win as you are going to be drawing a lot more of your efficient beaters and more cheap support to lay into your quest/kingdom. It is going to get out of hand cumulatively. I don't think it is as game ending as some are making it though. If you have a decent enough start with one of the other factions, you can hold off the small units of the orcs and possibly run them out of cards since they started so fast. Empire can lay down some counterstrike units, which are really deadly for orcs, or use Forced March to move the orc units to the quest zone making them draw out faster. Dwarves have some decent defensive cards to either cancel all the damage, or heal damage, or even force the opponent to pay a resource to attack with units. Chaos, since orcs play primarily to the battlefield, have a wrecking ball in Brutal Offering given that orcs have small HP, land a sniper in there somewhere after that and its really hard for orcs to recover.

Renju said:

which of course is why it is a neutral card so every deck that needs to accelerate has equal access to it.

I have to hope War:I is not a only a luck game that the end is decided turn 1 on the number of WE you get?
Because the dump you gain is too important.

2 WE early is game breaking because you will have acces to 10/14 (23-30% of the remaining deck) card more or 10/14 ressource more than your opponent.

2 average players with the same deck play against one other, one player get 2 WE the other none the win losse ration should be at least 85/15.

For me a good game is a game who luck is the weakest factor.

It's powerful but I've also seen players lose due to their WE, because they couldn't protect their quest/kingdom zone properly due to every unit entering it ending up corrupted.

The downside of WE is not negligible but it's best used in rush decks that never plan to block anyway. That's where it becomes overwhelmingly strong - 2 first turn WE in the quest zone in an Orc or Skaven rush is hard to beat.

No, because there is a counterpart for playing this card

I really like WE, in a lot of decks. But as hard as it may be to do, I think you HAVE to use them as developments when playing against an aggressive Orc deck. Or at least save them to rebound against the inevitable Troll Vomit... hopefully into a burning zone, if they didn't go after your battlefield first. The Orc player will usually beat on your battlefield while you spend the first 2-3 turns building up the sides, and they're second target will definitely be the side zone with the WE.