Mob up! The must have card in any rush deck.

By deviant-dj, in Warhammer: Invasion The Card Game

Initially when i was first thinking of this thread i had been experimenting with this card purely in my chaos/skaven rush deck. But recently i've also been using it in a near mono chaos deck i'm running and even in there it's a total difference maker. It allows what would be a minor irritation for order decks to become an unstoppable juggernaught of death, in all honesty i think a well timed use of this card has won me games more often than not. Now i always try and pack 3 of these in any destruction deck i build.

Its interesting to read your views on Mob Up, because I'm personally not a massive fan of it. I find that when I draw it I would much rather have drawn a Waagh! or some other form of pump, or that a Seduced by Darkness is a much better way to squeeze an attack through. I only go for game winning alpha strikes if my opponent is out of resources, so the threat of a Master Rune of Valaya is limited, or if I've used Rip Dere 'Eads Off to get a Bloodthirster into play, but when the High Elves enter the fray hardcore with Assault on Ulthuan I can see running cards that stop damage prevention being a very canny tactic. At the moment I just can't seem to bring myself to spend the three slots on it, but hearing about your use of it in Chaos builds is interesting and something I had not considered . . . I may have to reevaluate some of my existing decks and give Mob Up another chance :/

i tend to against alot of dwarf and empire decks that just bounce damage around, so i felt the nessescity for making sure my attacks hit home, now my play group has widened even against other destruction decks i find it's won me more games than not because you just overwhelm them to the point that they can't cope anymore, i use it alot in conjunction with prepare for war to cycle it back in and journey to the gate to destroy thier hand. When deathmasters hits the uk this month i'm gonna be working on comboing it with juvenile wyvern, shrine to nurgle and grimgors spike to just totally devastate the opponent.

I had my dwarf stall deck (which plays a total of 6 stall cards 3 x runes and 3 x the High elf cancel all damage) ripped apart last night as my opponent simply slid in 3 x Mob Ups. A very strong card depending on what your meta is, but I see it as also a dead weight card against a wide range of decks.

I suppose if don't mind having potential dead weight in the deck to as a development, its a good situational card.

Bountyhunter said:

I had my dwarf stall deck (which plays a total of 6 stall cards 3 x runes and 3 x the High elf cancel all damage) ripped apart last night as my opponent simply slid in 3 x Mob Ups. A very strong card depending on what your meta is, but I see it as also a dead weight card against a wide range of decks.

I suppose if don't mind having potential dead weight in the deck to as a development, its a good situational card.

I remember you posting this on sQc :) i'm the TBC on there ;) but yeah it is an awesome card and only 1 cost for non orcs

Bountyhunter said:

I suppose if don't mind having potential dead weight in the deck to as a development, its a good situational card.

Yeah I'd much rather not run it, Bloodthirster and Rip Dere 'Eads Off in the same deck; but I'm tempted to slip three copies in to my Orc/Skaven blitz as it currently has no way to circumnavigate damage prevention and this could prove to be very problematic if a deck survives long enough to get some running. Interesting question I've never thought about until now, how does Mob Up interact with Toughness?

LordMalinari said:

Bountyhunter said:

I suppose if don't mind having potential dead weight in the deck to as a development, its a good situational card.

Yeah I'd much rather not run it, Bloodthirster and Rip Dere 'Eads Off in the same deck; but I'm tempted to slip three copies in to my Orc/Skaven blitz as it currently has no way to circumnavigate damage prevention and this could prove to be very problematic if a deck survives long enough to get some running. Interesting question I've never thought about until now, how does Mob Up interact with Toughness?

As far as i'm aware toughness is still damage cancelling and therefore ignored by mob up and the blood thristers ability.

deviant-dj said:

As far as i'm aware toughness is still damage cancelling and therefore ignored by mob up and the blood thristers ability.

Now that's very interesting . . . This might make running a couple of copies of it in Reaper Bolt Thrower decks worthwhile.

LordMalinari said:

deviant-dj said:

As far as i'm aware toughness is still damage cancelling and therefore ignored by mob up and the blood thristers ability.

Now that's very interesting . . . This might make running a couple of copies of it in Reaper Bolt Thrower decks worthwhile.

I think a wording check on mob up maybe in order, coz if it's not just combat damage then you can abuse that with wolves of the north >:)

I'm still on the boat of it being situational in a Rush deck (Exit the warrior, today's Tom Sawyer) but will throw in my chaos/DE sniping. Being able to have 10+ resources for a Reaper barrage doesnt do much if they all bounce off of two lowly mountain legions. But if mob up does indeed mitigate toughness, then it's kinda awesome :D

EDIT: nm, i forgot it says combat damage :( still might throw in for the Shrine to Nurgle + Juvy Vyvern combo

Artemus Maximus said:

I'm still on the boat of it being situational in a Rush deck (Exit the warrior, today's Tom Sawyer) but will throw in my chaos/DE sniping. Being able to have 10+ resources for a Reaper barrage doesnt do much if they all bounce off of two lowly mountain legions. But if mob up does indeed mitigate toughness, then it's kinda awesome :D

EDIT: nm, i forgot it says combat damage :( still might throw in for the Shrine to Nurgle + Juvy Vyvern combo

I was just about to say the same thing :) juvy wyvern and grimgors spike is also a nice combo, what's that they all die? **** son!

except you can't play Grimgor's Spike on Juvy - has to be played on Orcy units only unfortunately. Otherwise it might be useful.

**** misread that bit, still juvy wyvern and shrine will mess up anyones day, add malekth the shaper and it's a killer combo

it is; was much needed for my deck. In actuality it functions like a bouncer alarm system...so it jsut deters attacking that zone until they take out the bouncer (Wyvern) or the alarm system (Shrine). Which is cool, one less zone to worry about, even if temporarily. Only gripe is the low HP of Wyvern, BUT he is Juvenile so hopefully we'll see an Adult Wyvern? lol just very prone to sniping & counterstrike right now.

i keep 3 of them in the deck, that way they have to keep dealing with it, especially as i'm constantly cycling stuff back in with prepare for war. and with malekth and the large amount of coruupted enemies you have a massively pumped up unit to just destroy stuff with

deviant-dj said:

, add malekth the shaper and it's a killer combo

Misread as Malekith . . . Was like DARKELFSPOILERSWTFBBQ!?! Sad face sad.gif

But yeah Melekh's certainly been getting better as of late, in my opinion he used to be one of the weakest Heroes to come out of Core, but with all the new Corruption-jank I could see him being part of some nasty builds late game . . . Still waiting for more mass corruption cards like a Keeper of Secrets that Corrupts all units that defends against it or something. But Juvern + Shrine is something I hadn't thought of . . . in a game of ~200 unique cards the number of combos emerging already is mind boggling, gz FFG on a very deep game O_o

New cards every month is just awesome for keeping deckbuilding ideas and discussion flowing!

i agree totally! i love the way the games going, it'll be even more interesting to see how it goes in the future! i posted another thread about my idea for a keeper of secrets, i reckon maybe we should start some kind of cards by the people for the people thread, vote on them and see if we can get FF to publish them in a set. Some kind of fan interaction with the product?