dark elf hand destruction deck.....

By deviant-dj, in Warhammer Invasion Deck Building

right this deck is a bit bigger than i'd normally play but given i can't find anywhere to trim it down! as always any feedback is welcomed :)

units

2 x corsairs of ghrond

3 x walking sacrifice

3 x shades

2 x gutter runners

2 x harpies

2 x vile sorceress

2 x cold one knights

2 x cold one riders

3 x war hydra

quests

2 x journey to the gate

1 x infiltrate

support

1 x blood frenzy (i haven't got any more yet)

2 x word of pain

2 x repeater bolt thrower

2 x scout camp

2 x har ganeth

2 x couldron of blood

1 x altar of khaine (again i need more of these i feel)

tactics

3 x grasping darkness

2 x invoke khaines wrath

2 x hate

2 x lash the prisoner

2 x smash go boom

3 x caught the scent

2 x call the blood

2 x chill wind

2 x will of tzeench

2 x brutal offering

2 x ancient map

2 x slaanesh's dominion

1 x take captive (i definatley wat more of these)

1 x dark visions (again more of these needed)

The aim of the deck is to lock down the opponent with hand destruction, sniping and grinding via infiltrate. Ideally i'd also have a blood frenzy for every war hydra thus meaning i could infinatley spawn res using thier ability and blood frenzy and fuel infinate bolt thrower shots. If they go for an attack then i'd use various cards to either control or snipe their attackers and use har ganeth to pop out other units i'd either reduced in hp or sniped using the corsairs and vile sorceress'. I included the smash go booms incase of empire or other development heavy decks. I've yet to play test it fully but it seems to be a solid deck altho it sometimes has really sufffered from bad hand draws. Again any feedback would be welcomed!

nice idea & setlist gui%C3%B1o.gif i've tried this build - the thing is to use infiltrate!, you want to win with it or just frustrate opponent? if you have one copy, you may have to settle for the latter: you have to get it out early in order to win by that method. Still, it's a good strategy by denying opponent some of his cards (and possibly key ones) ALTHOUGH there is the possibility you're playing a Blackjack card counter, and revealing what is not left in his deck would actually help him by knowing the odds of drawing what is left....but slim chance gran_risa.gif That being said, If you are using it to deny cards, Mortella is great with it to use some of those tactics against your opponent (along with the new DE quest coming in next battle pack that you can take units from their discard and put into your QZ).

The discard portion works i've found best immediately as soon as elvishly possible. For that reason i'd put in 3 Gutter Runners. Harpies i can never get to work (because of all the discarding), so they're 'eh' to me. Journey to the Gate is great to follow up the initial onslaught of discarding, because it takes a while to get going and it can be ready just when opponent is managing to recover. But again, you have to get it out early, like infiltrate!, so you have to prioritize most of the time, even if you have 3 of each quest & 3 Mapquests. Walking Sacrifice on Journey is da bomb btw ;)

Not sure about Corsairs - don't think they work like you mention unless i read what you said wrong, but they'll only be usable with Har Ganeth if a focred effect causes them to leave play at the begining of your turn, which is kinda rare. I find Fellheart + Vile Sorc in conjunction w/ We Need yo Blood to be most efficient there.

The stealing stuff is cool i admit, but takes up much space in your deck in the form of tactics unfortunately. They do go well with a defensive deck i find (take captive) and then sacrifice with Brutal offering or offering of blood or lash the prisoner or (next bp cycle) whip the slaves. grasping darkness is the best way to deal with clan moulder's elite & lobber crew imo w/ DE.

If you get another copy, Altar of Khaine is pretty cool with Maledictor of Tzeentch demonio.gif & then a Blood Frenzy on a Bloodsworn (cloud of flies op.) and then Khaine's Wrath...mmmm..speaking of which, not sure i follow what you mentioned about War Hydra & Blood Frenzy...?

Amazing idea for a deck. Up until now I never thought a mill deck would really work in this game but I think you may have done it.

I am looking over the cards in order to make suggestions but I am wondering about your comment here:

deviant-dj said:

Ideally i'd also have a blood frenzy for every war hydra thus meaning i could infinatley spawn res using thier ability and blood frenzy and fuel infinate bolt thrower shots.

I don't understand how this combo will fuel infinate bolt thrower shots. Can you please explain?

This is a cool idea and I was thinking of something similar thou my idea had a bit heavier splash of skaven (which I will put together and try out as soon as I get my hands on Assault! llorando.gif ).

In terms of the War Hydra/ Blood Frenzy combo you mentioned it doesn't actually work I'm afraid. You did make me go a double check the wordings on both cards however! The problem is that Blood Frenzy actually puts the resource tokens on itself NOT the unit it is attached to. If the unit got them then yes you would be golden (bolt thrower damage is assigned to Hydra which prevents and gives you to 2 resources to shoot thrower again until something or hopefully many things! demonio.gif die which regrows your hydras heads). Even then it's not infinite but it would still be kinda nasty with some other direct damage back up.

So those are something you could probably cut and put in a few more Infiltrates!, Altar of Khaines etc instead. I'd also look at cutting the Slaanesh's Dominations and Will of Tzeench (thou now that I look at it Will could be a horrible suprise hand dump for an opponent if you had scouts on the board!). Chillwind also doesn't seem to offer you much in your current deck?

Any way those are just my thoughts!

By the way War Hydra can not prevent indirect damage :

War Hydra :

Place 5 ressources Token on this unit when it enter play.

Action : Remove a ressource token from this unit to concel 1 damage assigned to it. Then add 1 ressource to your pool.

As there is no action window between assignation and attribution of the damage for non combat damage (and so for undirect damage) you can not use war hydra action, because it is destroyed as soon as 1 non combat damage is assigned to it..

In reallity their action is only effective for combat damage.

@ artemus my idea with the corsairs is since thier ability works whenever they leave play just to pop them either by getting them into a stupid combat to soften something up, or to use lash, har ganeth with other effects just to again soften or snipe something out.

Now i read the wording on blood frenzy i can now see why it doesn't work, even then i'd still just try and use the hydra's to block big nastys and fuel the bolt thrower back lash then ping them back using the altar or assuming they survive the turn use har ganeth at the begining of my turn. Harpies i'm not too sure on myself, i think they have the potential to be amazing but atm they seem rather limited. Ideally i'd like the deck to be a lot slimmer but it's just a question of finding what's working and what isn't.

Gah! Thanks for the fix Shindulus! You are of course absolutely right. I continually misread War Hydra as remove a counter to prevent the next damage assigned to it. Which would massively more useful than it actually is!

Looks interesting.
Has anyone playtested this build?

i have been over the last few days and i've made some changes to it, i ditched both the harpies for a extra gutter runner and 2 blood thirsters, and both chill winds were lost to rip, the decks ability to lock down your opponent is actually quite a scary thing to behold, even if you end up just riping into a war hydra it means you get a cheap high power blocker out. it still needs some stream lning but otherwise it's working better than i hoped! oh ad i also lost the cold one knights, they never really do much