Orc Rush deck - once again

By lord nekrah, in Warhammer Invasion Deck Building

Supports: (12)
3x Grimgor's Camp
3x Contested Village
3x Warpstone Excavation
3x Choppa

Tactics: (14)
3x Waagh!
3x Mob Up
2x Troll Vomit
3x We'z Bigga!
3x Pillage

Units: (24)
3x Squig Herders
3x Crooked Teef Goblins
3x Spider Riders
3x Lobber Crew
3x Veteran Sellswords
3x Boar Boyz
3x Clan Moulder's Elite
3x Followers of Mork

Total: 50 cards

- The doubts: should I make room for third troll vomit (it's good to have emergency exit button) and big'uns ? Big 'uns aren't so good for the rush in my experience but they could be still pretty viable. I removed Grimgors and Totems 'cause they tend to slow the deck down in my opinion. The main idea is: kill the enemy in 4-5 rounds, if you 'cant press emergency exit (troll vomit) and kill the opponent in next round. I'm not so sure also about the Clan Moulder's Elite but they seem to be really good for two resources (and they're really nice with We'z Bigga).

So throw your opinions with good explanations, thank you (or we'z gonna smash ya !)

Looks sleek, fast, and pretty deadly. :) However, for my tastes, your deck is just too small. Sticking to 50 cards may help your deck stay focused but against any delay-style deck (Empire, Empire/Dwarf, Chaos/Dark Elf Sniping/Card Removal) you'll be in trouble after they survive your initial rush. Also, I can't imagine that deck being as dangerous without Totem of Gork . I nearly consider it a must-have for any Orc Rush deck (if there is anything like a sure-thing for the Orcs it's the Totem of Gork or Waaaugh, of course).

Remember, just because M:TG players worry about card ratios doesn't mean you have to do the same thing here with W:I. You control your draw amounts and can adjust your drawing ratios accordingly. I'd relax a bit with the 50-card deck minimum. I've played a ton since getting the game early at GenCon and I can safely say that sticking to a 50-card deck doesn't guarantee a victory as much as many here may claim or might think. ;)


Good luck! Cool deck either way!!

A solid build, but I would be tempted to tweak a couple of cards.

Troll Vomit doesn't really work that well in versions that go full-on weenie rush with all the Battlefield Only Guys (BOGs?). It's just too hard to amass a swarm after a Vomit b/c you have so few hammers that can go to Quest. Admittedly, a lot of the effectiveness of Vomit depends on other things who went first, who got the better draw, matchup, how much your opponent is thinking about Troll Vomit, etc. It's a huge card in the right spot, it's just that this deck doesn't see the right spot as often as some.

Totem of Gork is probably not quite as good as Waaagh! in most matchups, but is still pretty good if you stick with the Battlefield Only weenies. I prefer Rock Lobber for the full-Skaven version, since Totem doesn't help Thanquol/Clan Rats, you have fewer Orc icons, and self-corruption occasionally leaves you with a useless guy. But, Totem is the call here.

I would probably switch out Clan Moulder's Elite for some combination of Urguck/Boar Boyz/Doom Divers, since you have 3x Grimgor's Camp and 3x We'z Bigga (only 9 targets for the latter). Elites are pretty good, though, so you might run both and something else.

In any version, I like Bloodthirster/Rip better than Mob Up, since it is useful in all matchups. Even against Dwarves, you get the extra five hammers in your attack for a barrel.

Hmm... I find troll vomit pretty essential... I won yesterday chaos deck because of it - she had vile sorceress, chaos marauder and Bule on the table and I had just sellsword and follower of mork with choppa > vomit to the table, wait for turn, play boardboyz with we'z biggas (I assume they are cummulative ?) and rock lobba > lobber sacrifices himself and the boarboy makes the last zone burning in two rounds.

So in essential when you play troll vomit you want to have 1-2 units which are good and which you can splash on board immediately, because the opponent has much harder time to regain the control if he has only 1-2 hand cards and he draws only one card per turn.

Totem of Gork is ok - but the cost is three and you need to play it on battlefield, it is good on slower decks but on this I consider it slowing the attack down. I don't like Urguck or Doom Drivers that much, only units I ponder are Grimgor (goodbye developments) and Big 'Uns. Wolf Riders quest could be playable and Smash Kaboom! would be also nice addition. But strict 50 cards gives you mathematical advance always ;)

Wytefang said:

Looks sleek, fast, and pretty deadly. :) However, for my tastes, your deck is just too small. Sticking to 50 cards may help your deck stay focused but against any delay-style deck (Empire, Empire/Dwarf, Chaos/Dark Elf Sniping/Card Removal) you'll be in trouble after they survive your initial rush. Also, I can't imagine that deck being as dangerous without Totem of Gork . I nearly consider it a must-have for any Orc Rush deck (if there is anything like a sure-thing for the Orcs it's the Totem of Gork or Waaaugh, of course).

Remember, just because M:TG players worry about card ratios doesn't mean you have to do the same thing here with W:I. You control your draw amounts and can adjust your drawing ratios accordingly. I'd relax a bit with the 50-card deck minimum. I've played a ton since getting the game early at GenCon and I can safely say that sticking to a 50-card deck doesn't guarantee a victory as much as many here may claim or might think. ;)


Good luck! Cool deck either way!!

I think orc rush is the deck you should most want to stick to 50. If you add cards to boost your mid to late game, you will not get as explosive of a start, making it so the opponent survives more often to the middle game. Once at the middle or late game, all your "weenie" units you have in the deck because you had the idea of rushing, are pretty bad draws.

I think with any deck except orc rush, you can make a decent argument for more than 50, but if you do that in rush, you won't be able to rush every game and that is going to cost you games.

I would cut the 3x Grimgor's Camp, 2x Troll Vomit, 3x Pillage, and 1x Mob Up, and add 3x Clan Rats, 2x Greyseer Thanquol, and 2x Totem of Gork, and 2x Ugrok Beardburna.

The Grimgor camps can be replaced by units that can be used in the quest or kingdom zone like Clan Rats and Greyseer Thanquol. I have found that 2x Mob Up is enough. The Ugroks are just really good with all your self damage. The Totems aren't great, but they act as Waaagh 4 and 5 if you don't draw an actual Waaagh!.

Well, again, the value of Vomit depends on a lot of things, not least of which is whether your opponent is playing around it. Lobber Crews are quite good after a Troll Vomit, but you only have three and often use them early in the game. With Rip Dere 'eads Off and a few more guys that are big threats on an empty board, like Ironclaw's Horde/Ugrock, Vomit starts to look better, but you probably have to lose some of the marginal weenies to make room for that.

I do sometimes sneak in a single Smash-Go-Boom into Orcs on the theory that if I get into some protracted slugfest with Dwarves, I'll probably have time to draw into it, and it could win me the game. And it's randomly useful against Shrine to Taal silliness and Destruction opponenets packing Rip Dere 'eads Off. I would steer clear of the Quests for this deck. Wolves of the North is not worth two barrels. If it's early, you need other stuff more; if it's late, a single-unit attack is too easy to defend.

I do think that the Orc decks need to be smaller than any other faction's decks, I should clarify. I'm just not sold that it has to be at the 50-card level exactly. I think you have room to wiggle. :)

I agree 55 cards is fine there is plenty of room for adustment in this game.

Hi !

I would call your deck the Orcish Glass Cannon ! gui%C3%B1o.gif

There is so much explosive power... but almost nothing to defend it. You are very vulnerable to board clearing (even your own troll vomit) since you will have a weak quest zone to resupply. You were lucky that you had both a Troll Vomit and a Lobber Crew in your hand since that is a very good restart point... but even with that you were still lucky that he doesn't played supports to his KZ pre-vomit time.

There are are incredible quantity and quality of cards to slow down the rush in the current enviroment. sad.gif

I would drop a single We'z Bigga and a Mob Up! (to situational to be a 3-of) to include 2 Thanquols and 3 Clan Rats to power up your KZ/QZ without giving up much offensive. That would increase the deck to 53 cards, but also make it more unit-heavy.

Cards to consider : Totem of Gork and Deathmaster. Maybe I would use Deathmaster instead of Troll Vomit as a more one sided board control... but maybe only because I don't like complete resets, since that is often a gamble.