Empire Control Deck (Support-based)

By Guest, in Warhammer Invasion Deck Building

Here's a

UNITS 28
3x Huntsmen (cheap Quest stuff, early draw, good opening with 2 resources stuff)
3x Reiksguard Knights (great defense, opening)
3x The Greatswords (finisher, works great with movement options)
3x Pistoliers (cheap, movement, opening))
3x Warrior Priests (great defense, tricky, opening)
3x *Thyrus Gormann (great for early kingdom boost, nice finisher)
2x *Johannes Borheim (great defence, movement)
3x Tabelheim Detachments (cheap, works well with The Greatswords, opening)
2x Nordland Halberdiers (surprise factor, great defense)
3x Nuln Tinkerers (good in a supports-based deck, opening)

SUPPORTS 11
2x City Gates (developing, opening)
3x Shrine to Taal (great boost, opening)
2x Temple of Shallya (movement, boost)
2x Church of Sigmar (protection, opening)
2x Abandoned Mine (gettin' back useless developement)

TACTICS 12
3x Will of The Electors (control, works with JoV)
3x Forced March (control, movement)
3x Judgement of Verena (control)
3x Twin-taled Comet (control, doubles oppo's Tactics or WotE)

TOT: 51

Sideboard
3x Zealot Hunter (against multi-race decks and skaven)
3x Demolition (support control)
1x Church of Sigmar (against control decks)
3x Blessing of Isha (against Caos/corruption)
2x Vaul's Unmaking (against Destruction in general)

FOCUS

It's not anything so "original", but it seems like i've found a good balancing with the available card pool.


Develop a lot the kingdom to get a early high amount of resources (using Tyrus + Shrine to Taal, i.e.), drop down some supports and start the movements to boost The Greatswords.

Abandoned Mine works pretty good, allowin' you to get back useful stuff once Shrine to Tall has done its job at the beginning of the turn.

28 Units are enough to compete with almost any dack, considering that the 90% is a turn 1-2 drop.

Works pretty well and gave troubles even against a powerful Orc/Skaven deck.

I'd like to use it in my future tournaments and I'd really like to hear your opinions/suggestions.

Bye.

Where is Innovation?

jogo said:

Where is Innovation?

I was thinkin' about it...What do you think about dropping TTC for it?

DB, that looks quite solid. Thanks for posting it!

I'd also agree that Innovation is nearly a must-have. Consider that even James Hata, the game's current designer, runs Innovation in his Orc deck and that should tell you how useful it can be!

Wytefang said:

DB, that looks quite solid. Thanks for posting it!

I'd also agree that Innovation is nearly a must-have. Consider that even James Hata, the game's current designer, runs Innovation in his Orc deck and that should tell you how useful it can be!

designers are not the best players, in most games.

innovation in too risky, all the more so as you run a blitz deck. if your first wave is handled by the opponent. end of the game.

in the Empire deck, it is a good card since you can use developments for other purposes like Shrine to Taal and Contested Fortress.

Twin Tailed Comet is too situational.

The designer put inovation in an orc deck? A truley sub-par choice.

I understand all of your reasonings and anyone as its part of truth.

Twin-Taled Comet is there JUST to "improve" JoV. In a competitive game (that's what happened during our recent official tournament) everyone playn' against empire starts developing turn one...That's the Judgement of Verena effect :)

Considering that it's like forcing your oppo to develop even if he doesn't want to, and it's not bad, JoV is not effective in a game like that.

Twin-Taled comed helps you playn' JoV.

BTW, this deck surprisingly doesn't seem to rely a lot on JoV...It's pretty aggressive and maybe I can put a COUPLE of Innovation and the 3rd copy of something else (maybe City Gates, to get it faster)...

JoV is a good card, but it's pretty "expensive" in DECK-BUILDING terms...It takes 6 slots at least (JoV and WotE, sometimes 9 with TTC)...

Maybe I can simply let it in with WoTE or just pullin' it out, and focus on the Aggro part of the deck...

There's definitely a "psych-out" factor to playing an Empire Capital Board. You may want to consider putting in Boar Attack from the expansion. So instead of running JoV+TTC+WoTE, instead just run JoV+Boar Attack.

JoV works or it doesn't. If it doesn't you play it as a development, then you can easily play Boar Attack to make them sacrifice a unit/support if they are protected from JoV.

It is far too slow to combo JoV+WoTE+TTC in my personal opinion.

FiendishDevil said:

There's definitely a "psych-out" factor to playing an Empire Capital Board. You may want to consider putting in Boar Attack from the expansion. So instead of running JoV+TTC+WoTE, instead just run JoV+Boar Attack.

JoV works or it doesn't. If it doesn't you play it as a development, then you can easily play Boar Attack to make them sacrifice a unit/support if they are protected from JoV.

It is far too slow to combo JoV+WoTE+TTC in my personal opinion.

Sorry for answering late...But for some reasons I couldn't see the notification... :)

At first, thanks for your time :)


I agree with your analysis and after a night of playtesting I say: what about pullin' out JOV? Maybe leave a couple of them, but quit playin' around it and try other options for this poor empire :)

Maybe I can focus even more on Supports, play the BOAR ATTACK as you suggest (not that powerful, but a nice removal) and find some room for the newest stuff (the "you don't defend" guy or the like)...

I saw that the Developement engine slows down a lot the deck and I've to find something to speed it up...

I want an Aggro-Control deck, not the "usual" Jov Deck, so, your suggestions are welcome and I'd appreciate any further help :)

Cheers

I've been running something similar to this. I agree that the JoV and WotE takes far too long,. Nor do I find myself using TTC very often. Also, the City Gates/Shrine of Taal combo takes a bit of time to get going effectively. So I put in some Surprise Assaults in order to make all those developments I throw in my battlefield worth wild. Also thanks to Tobogan, the Warpstone Chronicles expansion spoiler is up in another thread. And there is an attachment that gives +X combat damage for every development in your battlefield. Which will be helpful addition when it comes out.

Yes, this deck definitely needs more bite :)


I was thinkin' about something without Jov and the developement stuff...

It can be:

- more aggro than this: more Units, useful tactics/attachments to hit hard as you suggest;

- more control-ish, with lots of toolboxing and situational stuff, but less Units than this...

I've a list of a guy that's winning tournaments with a mono-Empire...I'd like to post the list so we can discuss it...I'll ask him about it.

Dywnarc said:

The designer put inovation in an orc deck? A truley sub-par choice.

Hehehe...play him and I GUARANTEE you that you'll have your hands full playing his Orc deck with Innovation. As many here have explained, it's not just about the perfect deck, perfectly built to the exact minimums in the game. It's also so very much about timing and how you play the game itself (card play decisions, overall strategy, etc..). Those Innovations are nearly universally useful.

To Mister Mask : Normally, I could agree with that, in theory, except for the fact that James Hata, the game's current developer, is an extremely competent and accomplished CCG player, having won the UFS World Championships (and that's definitely a deep, involved, and clever CCG that requires a good deal of cleverness to succeed at) TWICE, not just once. So the guy knows his craft and he knows it well. Show up at GenCon and play him, I'd love to see how you do vs. any of his decks. ;)

I agree that innovation is usefull at just about any time int he game, and like contested village its a card you can;t go wrong with in any deck, it is just so unnessary in a rush deck, a well built rush deck is winning the game turn 4 or 5, if its taking any longer then that its not a very good rush deck in pure deck building and play terms.

The skaven/ord rush decks I run when I feel like being nasty, would rather have another attacker in my draw then extra barrels, I ussaly can empty my hand of units regardless.

Oddly enough I am not one of those min/max "best" deck builders most of the time.

FWIW, my group currently runs Innovations in all of our Orc decks and X/Skaven, where X is any destruction board. I only have 1 deck right now that does not have Innovation.

There is a big difference between 3 and 4 resources. 4 means that I can play a Deathmaster and kill yours, whereas 3 means that I can some bad unit and have it killed by the DM or a support and have it pillaged.

First turn develop, Innovation, Clan Rats, Alliance, go is usually much better than Clan Rats, nothing, go (Skaven play a lot of 2 cost things). You invest 2 cards in getting that 1 barrel - but 1 of them was the worst of the cards in your hand, and it will net you an extra card from now on. It also saves you time in future turns since you already did pretty much all your kingdom/quest stuff on turn 1: you can concentrate on battlefield from now on unless your Clan Rats or Alliance suffers an unfortunate accident.

DB_Cooper said:

I've a list of a guy that's winning tournaments with a mono-Empire...I'd like to post the list so we can discuss it...I'll ask him about it.

I am always interested in empire decks. So something new?

jogo said:

DB_Cooper said:

I've a list of a guy that's winning tournaments with a mono-Empire...I'd like to post the list so we can discuss it...I'll ask him about it.

I am always interested in empire decks. So something new?

Here it is...

NOTE: sorry for this delays, but I always ask deckbuilders before postin' their decks...I guess it's kinda right. ;)

UNITS 23

2x johan broheim
3x peasant militia
3x bright wizard apprentice
3x nuln tinkerers
3x huntesmen
3x pistolers
3x talabheim detachment
3x Reiksguard knights

SUPPORTS 14
3x Contested village
3x Church of Sigmar
3x City Gates
3x Shrine to Taal
2x Gates of Sigmar

TACTICS 15
3x Will of electors
3x Twin tale comet
3x Franz's decree
3x Forced march
3x judgement of Verena

SIDEBOARD (12 cards allowed in our national league)
3x Warrior priests
3x knight training
2x Northland alabardiers
1x Gates of Sigmar
3x Greatswords

Pretty basic Empire build, but fine-tuned and well balanced on quantities. :)