This expansion is AMAZING. Deck building options have expanded exponentially now.
Those wondering, yes. Innovation is in this. It is a reprint, however, it has the Assault of Ulthuan expansion symbol instead of the core set symbol.
There are 57 new cards and 1 reprint. Copies are 1x, 2x, 3x, and yes, there are 4 copies of Treasure Vaults.
Based on the single copies, it may prove worthwhile to buy two or three copies of this expansion. However, it is completely unnecessary with the expanding card pool. Competitive decks may not even need 3 copies of the expansion.
Looks like each deck is playable right out of the box! Not optimized decks, but definitely still playable.
What's Missing?
- Multiplayer Rules
- Rulebook of any sort (for new players who only wanted Elf decks)
- No FAQ/errata insert
- No card sized Capital Boards
These are not included...but irregardless, it is still a great expansion. Perhaps FFG will take a hint if we keep pestering them (for card sized capitals and multiplayer variants).
Contents
Assault on Ulthuan Expansion comes with the following:
- 1 Mixed faction High Elf deck
- 1 Mixed faction Dark Elf deck
- 1 package of High Elf and Dark Elf Capital Boards
- 1 Double Sided Card List Insert (One side for Order, one for Destruction)
- 1 Fantasy Flight Games Mini Catalog Insert
- 1 Warhammer Online: Age of Reckoning 10 day free trial
Card List
High Elf/Order Deck
- Envoy from Averlorn (x3)
- Shadow Warrior (x3)
- Sword Masters of Hoeth (x3)
- High Elf Spearmen (x3)
- Caradryan (x1)
- Initiate of Saphery (x3)
- Loremaster of Hoeth (x3)
- Illyriel (x1)
- Dragon Prince (x2)
- Wake the Dragons (x1)
- Defend Tor Aendris (x1)
- Dragon Mage Wakening (x2)
- The Glittering Tower (x2)
- Shrine of Asuryan (x1)
- Temple of Vaul (x1)
- Tear of Isha (x2)
- Flames of the Pheonix (x2)
- For Ulthuan! (x1)
- Asuryan's Cleansing (x1)
- Gift of Life (x2)
- High Elf's Disdain (x2)
- Slayers of Karak Kadrin (x2)
- Mountain Barracks (x1)
- Lure Them Out (x2)
- Gold Wizard Acolyte (x2)
- Battle Standard (x1)
- Surrender! (x2)
- Treasure Vaults (x2)
- Ancient Map (x1)
- Innovation (x1)
- Board Attack (x1)
Dark Elf/Destruction Deck
- Dark Initiate (x3)
- Walking Sacrifice (x3)
- Harpies (x3)
- Shades (x3)
- Cold One Knight (x3)
- Mortella (x1)
- Dark Sorceress (x2)
- Corsairs of Ghrond (x3)
- Lokhir Fellheart (x1)
- Night Raids (x1)
- Sack Tor Aendris (x1)
- Mind Killer (x2)
- Word of Pain (x2)
- Har Ganeth (x2)
- Altar of Khaine (x1)
- Lash the Prisoner! (x2)
- Dark Visions (x1)
- Chillwind (x2)
- Bathe in Blood (x1)
- Take Captive! (x1)
- Invoke Khaine's Wrath (x2)
- Wyvern Rider (x2)
- Scrap Heap (x1)
- Foot of Gork (x2)
- Maledictor of Tzeentch (x2)
- Blood Frenzy (x1)
- Tzeentch's Firestorm (x2)
- Treasure Vaults (x2)
- Ancient Map (x1)
- Innovation (x1)
- Boar Attack (x1)
Full Spoiler
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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#1 Envoy from Averlorn (High Elf Unit) 1-H
1/1. Messenger.
Quest zone only.
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#2 Shadow Warrior (High Elf Unit) 2-H
1/1. Ranger.
Forced: At the beginning of your turn, each opponent must assign 1 damage to any unit in his battlefield.
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#3 Sword Masters of Hoeth (High Elf Unit) 4-HH
2/3, Warrior. Elite.
Battlefield. Cancel all combat damage assigned to this unit.
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#4 High Elf Spearman (High Elf Unit) 3-H
2/1. Warrior.
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#5 Caradryan (Unique High Elf Unit) 4-HH
2/3. Hero.
Limit 1 Hero per zone.
Quest. Forced: At the beginning of your turn, look at the top 3 cards of any player's deck. You may discard up to 1 of these cards. Return the rest to the top of the deck in any order.
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#6 Initiate of Saphery (High Elf Unit) 3-H
1/3. Initiate. Mage.
Kingdom. Action: At the beginning of your turn, heal 1 damage from each unit you control.
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#7 Loremaster of Hoeth (High Elf Unit) 2-H
1/2. Mage.
Forced: After this unit enters play, each player takes 2 indirect damage. (Players assign their own indirect damage.)
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#8 Illyriel (Unique High Elf Unit) 4-HHH
2/4. Hero. Warrior.
Limit 1 Hero per zone.
Battlefield. Action: At the beginning of your turn, return one target unit to its owner's hand unless its owner pays you two resources.
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#9 Dragon Prince (High Elf Unit) 4-HH
1/4. Warrior.
Forced: After Dragon Prince enters play from your hand, each player chooses up to 2 units in his battlefield. All other units in that zone are sacrificed.
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#10 Wake the Dragons (High Elf Quest) 2-H
Quest. While this card has 3 or more resources on it, you may return a High Elf card with cost 3 or higher from your discard pile to your hand at the beginning of your turn.
Quest. Forced: Place 1 resource token on this card at the beginning of your turn if there is a unit questing here.
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#11 Defend Tor Aendris (High Elf Quest) 2-H
Quest. Any unit questing here may defend any zone.
Quest. You may spend resources on this quest to pay for cards and effects.
Quest. Forced: At the end of any turn in which the questing unit defended, place 2 resource tokens on this card.
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#12 Dragon Mage Awakening (High Elf Support) 0-H
0/0. Attachment.
Attach to a target unit.
Attached unit gets +3 hit points.
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#13 The Glittering Tower (Unique High Elf Support) 2-H
1/0. Building.
Kingdom. Action: Whenever you heal a unit, deal 1 damage to one target enemy unit or one target section of an opponent's capital.
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#14 Shrine of Asuryan (High Elf Support) 2-H
1/0. Building.
Kingdom. Action: At the beginning of your turn, you may restore one target corrupted unit.
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#15 Temple of Vaul (High Elf Support) 3-H
3/0. Building.
Forced: At the beginning of your turn, deal 2 damage to your capital (you choose which section(s)).
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#16 Tear of Isha (High Elf Tactic) 1-H
Spell.
Action: Heal all damage on one target unit.
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#17 Flames of the Pheonix (High Elf Tactic) 4-HHH
Spell.
Play during your turn.
Action: Return all units in play to their owner's hands.
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#18 For Ulthuan! (High Elf Tactic) 1-H
Play at the beginning of your battlefield phase.
Action: Your attacking units may attack two enemy zones this turn. (Declare which units are attacking which zone when you declare attackers.)
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#19 Asuryan's Cleansing (High Elf Tactic) 0-HH
Spell.
Action: Cancel and discard target unit or support card being played unless its controller spends all resources in his pool. (If no resources remain, opponent can spend 0 resources to spend "all.")
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#20 Gift of Life (High Elf Tactic) 1-HH
Spell.
Action: Return target High Elf unit from your discard pile to your hand.
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#21 High Elf's Disdain (High Elf Tactic) 2-HH
Spell.
Action: Cancel a tactic just played.
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#22 Dark Initiate (Dark Elf Unit) 1-D
1/1. Priest.
This unit does not count its power unless you have at least 2 developments in this zone.
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#23 Walking Sacrifice (Dark Elf Unit) 0-D
0/1. Martyr.
Forced: When this unit leaves play, draw a card.
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#24 Harpies (Dark Elf Unit) 2-DD
1/2. Creature.
Quest. Action: When an opponent draws cards for his quest phase, corrupt this unit to discard 1 card at random from that player's hand if he has 7 or more cards in hand.
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#25 Shades (Dark Elf Unit) 2-D
1/1. Warrior.
Scout (discard one card at random from an opponent's hand if this unit survives combat).
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#26 Cold One Knight (Dark Elf Unit) 3-D
1/3. Warrior.
Toughness 1 (Whenever this unit is assigned damage, cancel 1 of that damage).
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#27 Mortella (Unique Dark Elf Unit) 3-DDD
1/3. Hero. Sorcerer.
Limit one Hero per zone.
Quest. Action: Corrupt this unit to play a tactic out of an opponent's discard pile, ignoring loyalty costs, as if it were in your hand. Return that card to the bottom of its owner's deck. (Play restrictions must still be observed.)
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#28 Dark Sorceress (Dark Elf Unit) 4-DD
2/2. Sorcerer.
Reduce the cost to play this unit by 1 for each corrupted unit controlled by your opponents.
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#29 Corsairs of Ghrond (Dark Elf Unit) 3-D
1/3. Warrior.
Battlefield. Forced: When this unit leaves play, one target unit gets -2 hit points until the end of the turn.
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#30 Lokhir Fellheart (Unique Dark Elf Unit) 5-DDDDD
3/4. Hero. Warrior.
Limit one Hero per zone.
Battlefield. Action: At the beginning of your turn, one target unit in any battlefield gets -1 hit points until the end of turn for each development in this zone.
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#31 Night Raids (Dark Elf Quest) 2-DD
Quest. While this quest has 3 or more resources tokens on it, each of your units gains one power.
Quest. Forced: Place 1 resource token on this card at the beginning of your turn if there is a unit questing here.
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#32 Sack Tor Aendris (Dark Elf Quest) 2-D
Quest. Any unit questing here may attack as though it were in your battlefield.
Quest. You may spend resources on this quest to pay for cards and effects.
Quest. Forced: At the end of any turn in which the questing unit participated in an attack, place a resource token on this card.
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#33 Mind Killer (Dark Elf Support) 0-DD
Attachment. Hex.
Attach to a target unit.
Attached unit loses one power.
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#34 Word of Pain (Dark Elf Support) 2-D
Attachment. Hex.
Attach to a target unit.
Attached unit cannot attack.
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#35 Har Ganeth (Unique Dark Elf Support) 2-D
1/0. Building.
Kingdom. Action: At the beginning of your turn, return one target unit with less than 2 hit points to its owner's hand.
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#36 Altar of Khaine (Dark Elf Support) 4-DD
2/0. Building.
Kingdom. Action: If one of your units would be destroyed, you may pay 1 resource to instead return it to your hand.
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#37 Lash the Prisoner! (Dark Elf Tactic) 0-DDD
Action: Sacrifice a unit. If you do, gain 2 resources.
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#38 Dark Visions (Dark Elf Tactic) 1-DD
Spell.
Play during your turn.
Action: Search the top 5 cards of your deck for a card and put it into your hand. Then shuffle your deck.
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#39 Chillwind (Dark Elf Tactic) 1-D
Spell.
Action: Corrupt one target unit. Then, you may restore one corrupted unit.
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#40 Bathe in Blood (Dark Elf Tactic) 1-D
Action: Choose one target Dark Elf unit. Double that unit's power until the end of the turn. At the end of the turn, sacrifice it.
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#41 Take Captive! (Dark Elf Tactic) 3-DDD
Action: Take control of target attacking unit until the end of the turn. Move it to the attacked zone, declared as a defender.
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#42 Invoke Khaine's Wrath (Dark Elf Tactic) 3-DD
Spell.
Play at the end of any battlefield phase.
Action: Destroy all units that participated in combat this phase.
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#43 Slayers of Karak Kadrin (Dwarf Unit) 2-DD
1/2. Warrior.
Battlefield. Action: Sacrifice this unit to destroy one target attacking unit.
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#44 Mountain Barracks (Dwarf Support) 2-D
1/0. Building.
Your Dwarf units in this zone gain Toughness 1 (whenever this unit is assigned damage, cancel 1 of that damage.)
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#45 Lure Them Out (Dwarf Tactic) 1-DD
Action: Choose two target units, each in a different battlefield. Each target uni counts its power and deals that amount of damage to the other.
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#46 Gold Wizard Acolyte (Empire Unit) 2-EE
1/2. Mage.
Battlefield. Action: When you declare this unit as an attacker, one target unit cannot defend against this attack.
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#47 Battle Standard (Empire Support) 0-E
Attachment.
Attach to a unit you control.
Action: At the beginning of your battlefield phase, you may move this unit to a different zone.
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#48 Surrender! (Empire Tactic) 1-EE
Action: Return target defending unit to its owner's hand.
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#49 Wyvern Rider (Orc Unit) 3-O
1/3. Calvary.
Battlefield. This unit gains one power if you have no developments in this zone.
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#50 Scrap Heap (Orc Support) 1-OO
0/0. Siege.
Orc units in this zone get +1 hit points.
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#51 Foot of Gork (Orc Tactic) 2-OOO
Play during your turn.
Action: Destroy one target unit with printed cost 2 or lower.
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#52 Maledictor of Tzeentch (Chaos Unit) 4-CC
2/3. Mage.
Forced: At the beginning of your turn, this unit and one other target unit each take 1 damage.
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#53 Blood Frenzy (Chaos Support) 1-CCC
Attachment.
Attach to a target unit in your battlefield.
Attached unit gains one power for each resource token on this card.
Forced: Each time an opponent's unit enters a discard pile from play, put a resource token on this attachment.
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#54 Tzeentch's Firestorm (Chaos Tactic) 4-CC
Spell.
Action: Deal 2 damage to 2 different target units.
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#55 Treasure Vaults (Neutral Support) 3
1/0. Building.
Kingdom. While you have 3 or more developments in this zone, each Building support card in this zone gains a power.
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#56 Ancient Map (Neutral Tactic) 1
Action: Search your deck for a quest card, reveal it to each player, and add it to your hand. Then, shuffle your deck.
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#57 Innovation (Neutral Tactic) 0
Action: Gain 1 resource for each development in your kingdom.
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#58 Boar Attack (Neutral Tactic) 3
Action: Choose an opponent. That opponent must either deal 3 damage to an undeveloped section of his capital, or sacrifice a unit or support card in any developed zone.