Deathmaster's Dance Spoiler

By FiendishDevil, in Warhammer: Invasion The Card Game

Format is listed below.

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Card# Card Name (Card Type) Cost-LoyaltyCost

Power/HP Bold Text

Card Text

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Example: (Dwarf Unit) 2-DD means 2 resource, 2 Dwarf Loyalty. Whereas (Dark Elf Unit) 2-DD means 2 resource, 2 Dark Elf Loyalty.

Support cards with a 0/0 means they provide no power. 2/0 means they provide 2 Power.

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One Copy: 62, 63, 64, 67, 69, 72, 74, 76, 77, 79

Three Copies: 61, 65, 66, 68, 70, 71, 73, 75, 78, 80

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#61 Mountain Legion (Dwarf Unit) 1-DDD

1/1. Warrior.

Toughness 1.

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#62 Empty the Hold (Dwarf Tactic) 4-D

Action: Search the top five cards of your deck. You may put into play (in any zone) one unit found amongst those cards with printed cost 3 or lower. Then shuffle your deck.

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#63 Reclaim the Hold (Dwarf Quest) 0-DD

Quest: After a card you control leaves play, you may discard 1 resource token from this card to place that card into its current zone as a development instead of discarding it.

Quest: Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

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#64 Viligant Elector (Empire Unit) 3-EE

1/3. Warrior.

Quest. Action. Spend 1 resource to attach this unit to a target unit. It then counts as an Attachment with the text "Attached unit is destroyed at the end of it's controller's turn."

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#65 Flagellants (Empire Unit) 1-E

0/3. Zealot.

Action: Sacrifice this unit to cancel the next 2 damage assigned to yur capital this turn.

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#66 Ulrics Fury (Empire Tactic) 2-EE

Action: Each of your defending units gains Counterstrike 1 until the end of the turn.

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#67 Silver Helm Detachment (High Elf Unit) 3-H

1/2. Warrior. Elite.

This unit enters play with 3 resource tokens on it.

Action: Remove a resource token fom this unit to gain 1 power until the end of the turn (limit once per turn).

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#68 Isha's Gaze (High Elf SUpport) 0-H

Attachment. Spell.

Attach to a target unit.

Whenever a unit is healed, attached unit gains 1 power until the end of the turn.

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#69 Banish (High Elf Tactic) 3-HH

Action: Return one target unit without any Attachment cards on it to its owners hand.

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#70 Iron Boyz (Orc Unit) 3-O

1/3. Warrior.

Toughness 1.

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#71 Grimgor's Spike (Orc Support) 1-OO

Attachment. Weapon.

Attach to an orc unit.

If attached unit is defending alone, destroy all attacking units when they take combat damage this phase.

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#72 Swarm 'Em (Orc Tactic) X-OO

Action: Deal X damage to one target defending unit, where X is the number of units and developments in your battlefield.

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#73 Great Unclean One (Chaos Unit) 6-CCCC

4/6. Daemon.

Battlefield. Action: Sacrifice a corrupt unit to give this unit 1 power until the end of turn.

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#74 Hellcannon Reserves (Chaos Support) 4-CC

1/0. Siege.

Kingdom. Whenever a tactic you play deals damage to one or more targets, deal an additional damage to each target.

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#75 Offering of Blood (Chaos Tactic) 0-CC

Action: Sacrifice a unit. If you do, deal 1 damage to each section of each opponents capital.

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#76 War Hydra (Dark Elf Unit) 5-D

2/1. Creature.

Place 5 resource tokens on this unit when it enters play.

Action: REmove a resource token from this unit to cancel 1 damage assigned to it. Then add 1 resource to your pool.

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#77 Reaper Bolt Thrower (Dark Elf Support) 2-DD

Siege.

Battlefield. Action: Spend 2 resources to deal 2 indirect damage to each opponent. (Players assign their own indirect damage.)

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#78 Caught the Scent (Dark Elf Tactic) 2-DDD

Play during your turn.

Action: Look at one target opponent's hand. You may choose and discard one card from that hand.

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#79 Unique: Deathmaster Sniktch (Neutral Unit) 4

2/2. Hero. Skaven.

Limit one hero per zone. Destruction only.

Action: Corrupt this unit to destroy one target unit with fewer remaining HPs than the number of skaven cards in play.

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#80 Juvenile Wyvern (Neutral Unit) 4

1/2. Creature.

Destruction only.

When Juvenile Wyvern defends, it deals its combat damage to all attacking units.

"#80 Juvenile Wyvern 4

1/2. Creature.

Destruction only.

When Juvenile Wyvern defends, it deals its combat damage to all attacking units."

Muhahahahahah!

Thanks for the spoiler. Any chance you can get the numbers of each card in the set?

I am really liking a lot of things I see here. I am especially excited about the new chaos toys!

So do Hellcannon Reserves and Offering of Blood work together?

Updated spoiler to fit my usual format. Consider the spoiler complete. Pretty sure I got all the typos >>

RexGator said:

So do Hellcannon Reserves and Offering of Blood work together?

If sections of a capital can be termed as a target, then I don't see why it wouldn't work together. I will say that it does work. It also works with Brutal Offering, Nurgle's Pestilence, and Flames of Tzeench.

Here's my take on the BP.

Powerful cards for Order. Empty the Hold is amazing. Reclaim the Hold quest is great for development decks.

All the empire cards are amazing.Flagellants can soak 4 damage! Viligant Elector is a must have card! Creature removal and damage soak ability for only 3 cost! Easy to get into play!

Banish and Isha's Gaze are great, Isha's Gaze is a must for Equipment Decks.

Destruction. I like the way the battlepacks are pumping out non-rush orc cards! Chaos cards were meh. Dark Elf cards were ok. The real good cards are the destruction only neutrals. Both are ridiculously good.

All in all, this BP favors order more in my opinion. Great BP...haven't been unimpressed with a BP yet! Let's hope it stays that way.

Thanks for the spoiler!
I'm also impressed with this BP.
I like that they manage to include 3 cards for each race this time. Only one Skaven but I think they are already too powerful as they are now.

I am a little nervous about the use of the word "targets" in the text of Hellcannon reserves. I could see that being interpreted that it limits the effect to tactics that specifically use the word target in their effect. i have gone ahead and submitted the question to James for ruling.

If the effect applies to Nurgle's Pestilence and Brutal offering then I think it is pretty strong and should be in any non-rush Chaos deck. On the other hand if it is limited to Flames of Tzeentch and Blood for a Blood God then it is meh.

I like Great Unclean Ones in a Chaos-Skaven deck as a finisher.

I think Offering of Blood opens up some new gameplay for Chaos. Consider the following:

1.Wolves of the North allows Chaos to potentially inflict damage on two zones a turn.

2. Sadistic Mutation allows you to ping a point of damage to a particular section of a capital.

3. Warpstone Meteor can potentially inflict a point of damage on a capital section as well. Add in all of the Chaos abilities that could leave the opponent without a unit to corrupt in the appropriate zone and it is a much more likely possibility.

4. Now offering of blood opens up the threat of 1 point in every zone, on demand.

I think this gives Chaos the ability to be much more fluid in their approach to attacking the opponent.

I wish Mountain Legion was DD (and lose the toughness) instead of DDD, so you could play it first turn more reliably. It's possible to play it first turn via 0-cost cards that give you loyalty like gromril armour or quests, but that's a bit too reliant on your opening hand. Oh well.

I'm assuming that if you turn Vigilant Electors into an attachment when damage has been applied, it won't care about the damage when the damage is actually dealt. So what you do is block with it, take the hp sink and then stick it on their unit, which subsequently dies at their end of turn.

#77 Reaper Bolt Thrower (Dark Elf Support) 2-DD

Siege.

Battlefield. Action: Spend 2 resources to deal 2 indirect damage to each opponent. (Players assign their own indirect damage.)

Seems really powerful for Chaos.

#64 Viligant Elector (Empire Unit) 3-EE
1/3. Warrior.

Quest. Action. Spend 1 resource to attach this unit to a target unit. It then counts as an Attachment with the text "Attached unit is destroyed at the end of it's controller's turn."

I like this one but flavor wise it'll fit better as a Dark Elf unit. Dark Elf, according to the Assault on Ulthuan article, is "a cruel race who enslave and sacrifice prisoners".
Despite that, I like that the BP is offering different options outside the standard themes established for each race.

Regarding the Reaper Bolt Thrower is cheaper than the High Elves' Repeater Bolt Thrower, it does not depend on number of developments and it has a cooler name!

Is someone making fun of the High Elves again? Just compare these two...

Pilgrimage Cost 4

Lower the cost to play this card by 1 for each development in your quest zone.

Action: Return one target unit to its owner's hand.

Banish Cost 3-HH

Action: Return one target unit without any Attachment cards on it to its owners hand.

Thanks for posting, Fiendish. My reactions:

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#61 Mountain Legion (Dwarf Unit) 1-DDD
1/1. Warrior.
Toughness 1.
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Bad. I'd almost always rather see the Hammerer, and it's not exactly a powerhouse.


#62 Empty the Hold (Dwarf Tactic) 4-D
Action: Search the top five cards of your deck. You may put into play (in any zone) one unit found amongst those cards with printed cost 3 or lower. Then
shuffle your deck.

Bad. You'll probably have a 10-15% of whiffing in most decks. Worse than Stand Your Ground as a combat trick. You're overpaying by 1-2 barrels. Costs you an extra card from your deck. Marginally better in Alliance builds, perhaps.


#63 Reclaim the Hold (Dwarf Quest) 0-DD
Quest: After a card you control leaves play, you may discard 1 resource token from this card to place that card into its current zone as a development
instead of discarding it.
Quest: Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

This one is kind of fun with Abandoned Mine. Can you say "infinite Zhufbar Engineers"? Not really that hot without a combo, though.


#64 Viligant Elector (Empire Unit) 3-EE
1/3. Warrior.
Quest. Action. Spend 1 resource to attach this unit to a target unit. It then counts as an Attachment with the text "Attached unit is destroyed at the end of
it's controller's turn."

Assuming it stops being a unit when it becomes an attachment, then it's pretty good. If it continues to be a unit, then it can't pull double-duty as a
defender, so it's more situational.


#65 Flagellants (Empire Unit) 1-E
0/3. Zealot.
Action: Sacrifice this unit to cancel the next 2 damage assigned to yur capital this turn.

A super-soaker.


#66 Ulrics Fury (Empire Tactic) 2-EE
Action: Each of your defending units gains Counterstrike 1 until the end of the turn.

So you can go Intervention + Fury + weenies instead of Intervention + big CS guys. Or both. I think I'd run two of this w/ if I were running three
Intervention.


#67 Silver Helm Detachment (High Elf Unit) 3-H
1/2. Warrior. Elite.
This unit enters play with 3 resource tokens on it.
Action: Remove a resource token fom this unit to gain 1 power until the end of the turn (limit once per turn).

Not a splash card, but will be a staple for HE.


#68 Isha's Gaze (High Elf SUpport) 0-H
Attachment. Spell.
Attach to a target unit.
Whenever a unit is healed, attached unit gains 1 power until the end of the turn.

Yuck. I guess if heal effects that don't actually remove damage count, it's a bit better.


#69 Banish (High Elf Tactic) 3-HH
Action: Return one target unit without any Attachment cards on it to its owners hand.

I guess if you're already running three Pilgrimage?


#70 Iron Boyz (Orc Unit) 3-O
1/3. Warrior.
Toughness 1.

Meh. Boar Boyz is marginal, and this is worse than Boar Boyz. I guess if indirect damage takes off, you could go for some kind of stacked toughness build of Orcs. Doesn't seem good right now.


#71 Grimgor's Spike (Orc Support) 1-OO
Attachment. Weapon.
Attach to an orc unit.
If attached unit is defending alone, destroy all attacking units when they take combat damage this phase.

Pretty bad. Can't even put it on the Wyvern. :( A lot ways this card can fizzle. Removal, bounce, corruption, move effects, damage cancellation, one big
attacker, etc. Even if nothing stops it, you kind of need two to accomplish much with it.


#72 Swarm 'Em (Orc Tactic) X-OO
Action: Deal X damage to one target defending unit, where X is the number of units and developments in your battlefield.

Horrible. A Flames of Tzeentch that only targets defenders, can't hit really big guys, and will randomly require you to overpay for it. If X were up to # of
units/devs, maybe.


#73 Great Unclean One (Chaos Unit) 6-CCCC
4/6. Daemon.
Battlefield. Action: Sacrifice a corrupt unit to give this unit 1 power until the end of turn.

A lot of Chaos icons for Skaven, but still an option. Solid in mono-Chaos.


#74 Hellcannon Reserves (Chaos Support) 4-CC
1/0. Siege.
Kingdom. Whenever a tactic you play deals damage to one or more targets, deal an additional damage to each target.

Four is a bunch for only one hammer and text that only works in Kingdom. Maybe playable if it works with Pestilence/Brutal Offering/Offering of Blood, but
I'm guessing it won't.

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#75 Offering of Blood (Chaos Tactic) 0-CC
Action: Sacrifice a unit. If you do, deal 1 damage to each section of each opponents capital.
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Hmmmm. Cost is negligible, but three evenly-spread damage isn't much. I think I like Rock Lobber better, and I've only played that in a few decks. Better if it's boosted by Hellcannon, and possibly good in a Chaos/DE siege deck.

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#76 War Hydra (Dark Elf Unit) 5-D
2/1. Creature.
Place 5 resource tokens on this unit when it enters play.
Action: Remove a resource token from this unit to cancel 1 damage assigned to it. Then add 1 resource to your pool.

Removal bait, but against Order or Orcs it's a 2/6 fatty for five that gives you all five barrels back if it gets to defend. A nice Quest unit to balance the deterrent of Cauldron of Blood. But really, really bad against Chaos or DE.

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#77 Reaper Bolt Thrower (Dark Elf Support) 2-DD
Siege.
Battlefield. Action: Spend 2 resources to deal 2 indirect damage to each opponent. (Players assign their own indirect damage.)
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Lower cost/loyalty make this better than the HE version for now. I think you can definitely build a respectable Chaos/DE deck with indirect damage + direct damage to capital. Or you could go DE/Orcs for Rock Lobber + Followers of Mork.


#78 Caught the Scent (Dark Elf Tactic) 2-DDD
Play during your turn.
Action: Look at one target opponent's hand. You may choose and discard one card from that hand.

Too much loyalty for now. Not as swingy as Will of Tzeentch, and probably not quite as crippling as Infiltrate, but soild from a DE board.


#79 Unique: Deathmaster Sniktch (Neutral Unit) 4
2/2. Hero. Skaven.
Limit one hero per zone. Destruction only.
Action: Corrupt this unit to destroy one target unit with fewer remaining HPs than the number of skaven cards in play.

Seriously? This guy on turn two is just downright unfair, especially if you went first. Killing their Savage Maruaders before they even collect any barrels from them? Killing anybody that sets foot in Quest for Empire, or anybody that gets a Shrine boost? Anybody but Boar Boyz in Orc rush? Even against Dwarves, you can hit Runesmiths and Miners on turn two, and then pretty much anybody but Mountain Brigade by turn three. He can actually kill *two* guys per turn when you get a Rat Ogre out, because you can uncorrupt this guy twice (once in Phase 0 and once in Phase 1). And you can always throw Lobber Crews into the mix for more fun. Somebody want to tell me why this guy isn't completely busted?

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#80 Juvenile Wyvern (Neutral Unit) 4
1/2. Creature.
Destruction only.
When Juvenile Wyvern defends, it deals its combat damage to all attacking units.
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Kind of cute with Rip Dere 'eads Off or attack pumpers. A decent card for handling rush, but I think Destruction has better options in that department.

RexGator said:

So do Hellcannon Reserves and Offering of Blood work together?

Page 7, FAQ - "Target
Targeting is checked when the card is played and when the card effect resolves. A card effect to is considered to be targeting as long as it says “target” in the card text."

So no.

#64 Viligant Elector (Empire Unit) 3-EE
1/3. Warrior.
Quest. Action. Spend 1 resource to attach this unit to a target unit. It then counts as an Attachment with the text "Attached unit is destroyed at the end of
it's controller's turn."

So I spend the resource and attach it to an enemy unit, that unit is then destroyed at the end of their turn, does the Viligant Elector turn back into a unit or is it discarded when the unit is destroyed?

"#63 Reclaim the Hold (Dwarf Quest) 0-DD - Quest: After a card you control leaves play, you may discard 1 resource token from this card to place that card into its current zone as a development instead of discarding it."

Just a nitpick: "leaves play" is now limited to "being discarded" lengua.gif . What does Banish and Pilgrimage do then ? gui%C3%B1o.gif

cyberfunk said:

#79 Unique: Deathmaster Sniktch (Neutral Unit) 4
2/2. Hero. Skaven.
Limit one hero per zone. Destruction only.
Action: Corrupt this unit to destroy one target unit with fewer remaining HPs than the number of skaven cards in play.

Seriously? This guy on turn two is just downright unfair, especially if you went first. Killing their Savage Maruaders before they even collect any barrels from them? Killing anybody that sets foot in Quest for Empire, or anybody that gets a Shrine boost? Anybody but Boar Boyz in Orc rush? Even against Dwarves, you can hit Runesmiths and Miners on turn two, and then pretty much anybody but Mountain Brigade by turn three. He can actually kill *two* guys per turn when you get a Rat Ogre out, because you can uncorrupt this guy twice (once in Phase 0 and once in Phase 1). And you can always throw Lobber Crews into the mix for more fun. Somebody want to tell me why this guy isn't completely busted?

The same feeling. He's an uber sniper, deadly in tier 1 and still usable in late game.

cyberfunk said:


#80 Juvenile Wyvern (Neutral Unit) 4
1/2. Creature.
Destruction only.
When Juvenile Wyvern defends, it deals its combat damage to all attacking units.

Kind of cute with Rip Dere 'eads Off or attack pumpers. A decent card for handling rush, but I think Destruction has better options in that department.

I think this unit best fits in a chaos deck. It might be the unit we were waiting for. Just think of Wyvern + Shrine to Nurgle... Of course u can move it, destroy it, whatever, but the same goes for every other unit.

Demic said:

#64 Viligant Elector (Empire Unit) 3-EE
1/3. Warrior.
Quest. Action. Spend 1 resource to attach this unit to a target unit. It then counts as an Attachment with the text "Attached unit is destroyed at the end of
it's controller's turn."

So I spend the resource and attach it to an enemy unit, that unit is then destroyed at the end of their turn, does the Viligant Elector turn back into a unit or is it discarded when the unit is destroyed?

oO WOW. Are you sure it is legal to play attachements on opponents units? This seems so OP... It should read: Kill a unit for 4 gold at the end of the turn.

Aaaagh, i changed my mind. 4 gold is a lot. Dwarves have a better tactic for i guess 2 gold that destroys 1 attacking unit. So it's ok.

Aryan said:

oO WOW. Are you sure it is legal to play attachements on opponents units? This seems so OP... It should read: Kill a unit for 4 gold at the end of the turn.

Warp Lightning Cannon broke the floodgates in that respect. WLC got an official ruling that "target unit" allows you to play said Attachment on an opponent's Unit.

Sniktch

Well, I guess I'm stuck buying three of this pack, too.

Thank you for the spoiler ! It's great to know about the new cards.

Here is my assesment of the cards in BP 4. I will follow the same system as last time.

My Overalls are trying to be a sum of usefullness (both in itself and in combos), flavour, game balance and innovation.

Dwarf Section

There are three new cards here. Mountain legion is cheap, but it's high loyalty mean you won't play them on turn 1 most times. At and after they are a fine boost to your KZ or QZ, or even as a cheap attacker in more aggresive builds replacing Defender of the Hold. Works nicely with Grudge Thower/Ranger decks. Reclaim the hold have many possibilities in itself, and could easily mean an extra free development per turn. As somebody mentioned it cries for Abandoned Mine to abuse it. My tought : use it on your BF units to

Empty the hold is a nice utility card for the middle/lattegame when you could afford that extra 1-2 resources to get the unit you exacly want. It could anything from a pure and simple troll slayer or even a more tricky zuffbar engineer, dwarf cannon crew, masons, miners... or even Durgnar the Bold. Maybe the best to play it in a deck with 3 Scout Camps and 3 Dwarf Cannon Crew for maximum utility.

Overall : 8,5/10 (8 for well tought and well balanced cards, but nothing really outstanding or innovative. +0,5 because future potential in "the hold" cards.)

Empire Section

With the coreset, and BP 3-4 I feel that empire is the designers favorite faction, an they getting the most love... and most toughts if more and more ways to win. Now they received 3 defensive cards to ensure they could more easily survive while they could pull of their regular Judgement/Electors or Jumping Packs combo. I'm so unhappy about this.

Vigillant Elector seems ridicolously overpowered... soak 3 damage and targeted unit-destroy effect for 4 (3+1) resources ? Especially strong against destruction, where there is no cheap attachment removal as Vaul's Unmaking. Flagellants is very good defender, hovewer note that he won't able to soak 5 damage from an attack (since if you defend with him, and damage is assigned to him it's late to use it's ability on the capital board...since damage is already assigned). He is still good, since can defend zones where he is not actually present. Ulric's fury is another rush-destroyer card, but at least need defender units to have any use... but still could be a one sided Khaine's Wrath/Brutal Offering in many cases.

Overall : 6,5/10 (It would be 8 if they would not overpower the Elector. It would be still 7-7,5 in a vacuum, but I believe that any new cards to defend the already near-unstoppable combos what empire have hurts game balance)

High Elf Section

At least, we recived some very usefull HE cards. The Silver Helm Detachment is something like a Savage Marauders in future HE-builds (2 power in turn 1), but become depowered after 3 turns. I really like this unit. Isha's Gaze a nice support into Dwarf/HE attachment builds, especially if it gains multiple powers from a mass healing... even without that works with Archmage of Sapphery. At then you could use your lot of HE icons to play a dragonmage asap.

First I tought Banish is a good card... but if you compare it to Pilgrimate which is almost never played (which is better if you have a single development in QZ). At least it fits the elf thematically/functionally. To be honest : it have some potential in it, especially combined with Pilgrimate, as you could deny your opponent of his best highcost units.

Overall : 7/10 (nice cards, but the gaze is very situational and banish seems weaker than a core set neutral... and this is with 2 loyalty icons)

Orc Section

These cards are really suprised me. Iron Boys are a nice replacement for Black Orc Squad (is somebody used them anyway), and could be included against indirect damage builds. Those decks could appear in number and strenght, since now both Elf factions have bolt thowers. Grimgor's Spike have little potential in current orc builds, since there is not many orc units in QZ/KZ with more than 1 power anyway, and it could not be used offensively. Swarm 'Em is nice by flavour, but seems a little weak by power... since it many time could cost to much for it's effect. Hovewer it seems a valid tactic to hold back some units in hand, and rather destroy Counterstriker defenders than overruning them.

Overall : 7,5 (plus points for that these cards were a real supprise,maybe except the iron boys...an also because they are sifting orc deckbuilding for longer play, rather than rush. This is also forced, because there are more and more anti-rush cards out there)

Chaos Section

As it is already discused in the forums Great Unclean One is just great. A nice highcost heavy hitter, but you won't pull of he's ability very often... but overall he is a very impressive unit. And you could play multiples, since he is not a hero. Hellcannon Reserves seems another useless chaos support (next to the nerfed "never triger" shrine). Based on it's text it will only work with Flames of Tz. and Blood for the Blood god what is very limited. And if you compare it to any other 4 cost support you wil recognize that all of them able to contribute at least 2 powers, not 1. If it wouldn't depend on targeting then it would much better (brutal offering, pestilence, offering of blood) what would made it playable. Offering of Blood have some potential (you could sacrifice dying units), if you could spare a deck slot for it... or could be very usefull if you manage to create a DE-Chaos indirect damage deck to work.

Overall : 6,5 (a good late game card, a cheap sometimes usefull tactic... and a very-very useless 4 cost support to never leave the card-box. Would be 8 without that... but it really disappoints me)

Dark Elf Section

What to say here ? Reaper Bolt Thrower is better than the similar High Elf weapon, War Hydra is a very powerfull unit which gives you resources (nice with tactics, or the new gun) and Caught the Scent is a good card-denial (only limited by it's high loyalty cost for now).

Overall : 9/10 (this is the best made part of the BP, except that the thrower is not on the same power level as it's cousin. The other two ne cards are very innovative, giving us new mechanics)

Neutrals

Holy Nurgle !! Deathmaster Sniktch is a real powerhouse, earning well his deathmaster title. He can easily decide a match single handedly (just by some other skavens watching by) His power could be neutralized by direct removal, or blessing of isha. I'm a huge skaven-fanboy, but this guy have the potential to be uber-broken. Also note that it counts skaven cards, not skaven units (only Warp Lightning Cannon where this difference counts currently). He works well in any skaven builds, and with sniping decks (where you already lower enemy HP-s by vile sorceress/we need your blood)

I think we will see Vigillant Electors and Zealot Hunters in most of the future order decks, just to stop this single rat.

The Juvenile Wyern is an anti-rush card, but not the best for that role. Still have potential, because it's possible to increase it's hitting power. I belive it won't appear in the near future in any builds. (maybe for orcs against other rush decks)

Final toughts :

I feel that the best cards (power/utilitywise) in BP 4 are the Vigillant Electors, Deathmaster Sniktch and Empty the Hold in this order. Overall I feel that the power difference between increased between Empire decks and anything else. Why ? Because while all factions gain new cards, Empire gain cards to power-up his current plan, while other factions gains new possibilities for new deck types and no power-level increase. I hope someday they will finish this empire power-creep.

I also feel that both direct-removal unit is overpowered : Electors because could destroy any unit and also soak up damage, and the skaven because he is reusable... but at least he is an unique hero and cannot destroy anybody he sees without any hidrance.

Demic said:

#64 Viligant Elector (Empire Unit) 3-EE
1/3. Warrior.
Quest. Action. Spend 1 resource to attach this unit to a target unit. It then counts as an Attachment with the text "Attached unit is destroyed at the end of
it's controller's turn."

So I spend the resource and attach it to an enemy unit, that unit is then destroyed at the end of their turn, does the Viligant Elector turn back into a unit or is it discarded when the unit is destroyed?

Page 7, Rulebook - "Support Cards
Support cards represent buildings, locations, fortifications, items, weapons, and other attachments. Once played, support cards remain in play until destroyed by game or card effects.

Exception: Cards that are attached to another card (most often Attachments are support cards) are sacrificed (put into the discard pile) if the card they are attached to leaves play for any reason."

Martin_fr said:

"#63 Reclaim the Hold (Dwarf Quest) 0-DD - Quest: After a card you control leaves play, you may discard 1 resource token from this card to place that card into its current zone as a development instead of discarding it."

Just a nitpick: "leaves play" is now limited to "being discarded" lengua.gif . What does Banish and Pilgrimage do then ? gui%C3%B1o.gif

I imagine Reclaim the Hold is just meant to work with Units that are killed (sent to discard deck from play) rather than ones sent back to owner's hand. Kind of a shame it's limited to that as you probably can't use w/ Banish & Pilgrimage on say Dwarf Cannon Crew, Dwarf Miner, etc...BUT that isn't really the most efficient means currently. I just think Grudge Thrower to sacrifice a Unit is more efficient anyway...

Didn't read this thread (I never do, preferring to enjoy the excitement of seeing the cards in the packs themselves for myself), but grats on beating me this week. If we had a decent FLGS around these parts with better timeliness, we'd have a tighter competition to get this data posted. :P

Thanks for doing this either way, Fiendish. You rock (as always). :D