Warpstone Chronicles SPOILER! :)

By Wytefang, in Warhammer: Invasion The Card Game

Here's the newest Battlepack "The Warpstone Chronicles" Spoiler. Enjoy!

R = Resources, L= Loyalty Icons, P= Power, HP = Hit Points

1. 3x Dragonslayer, Dwarf Unit, 4R, 2L, 2P, 1HP - "Slayer. Toughness 2. When you attack during your battlefield phase, this unit may attack from your quest zone."

2. 1x Vigilant Pistoliers, Empire Unit 3R, 2L, 1P, 2HP - "Warrior. If this unit is destroyed while in your battlefield, put it into play in your kingdom instead of into your discard pile."

3. 3x Finreir's Guard, High Elf Unit, 2R, 1L, 1P, 1HP - "Warrior. Toughness 1."

4. 3x Snotling Pump Wagon, Orc Unit, 2R, 1L, 2P, 1HP - "Warrior. Battlefield Only."

5. 3x Alluring Daemonettes, Chaos Unit, 5R, 1L, 2P, 3HP - "Daemon. ACTION: When this unit attacks, target unit must defend if able."

6. 1x Naggaroth Spearmen, Dark Elf Unit, 3R, 2L, 1P, 2HP - "Warrior. Battlefield. ACTION: Spend X Resources to have this unit deal +X Damage in combat until the end of turn. X is the number of Developments in this Zone."

7. 1x Great Book of Grudges, Dwarf Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Dwarf Unit. Attached unit gains 2 Power. When attached unit enters a discard pile from play, each opponent takes 6 Indirect Damage. (Players assign their own indirect damage.)

8. 3x Flame Cannon, Dwarf Support, 0R, 2L - "Attachment. Weapon. Attach to a Target Unit. While attached unit is attacking or defending, it gains 1 Power for each enemy unit participating in the battle."

9. 1x Runefang of Solland, Empire Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Empire Unit. Attached Unit gains 2 Power. ACTION: Sacrifice attached Unit to lower the cost of the next non-Epic Tactic you play this turn to 0."

10. 3x Hellblaster Volley Gun, Empire Support, 1R, 1L - "Attachment. Weapon. Attach to a Target Unit in your Battlefield. Attached Unit deals +X damage in combat, where X is the number of developments in your Battlefield."

11. 1x War Crown of Saphery, High Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target High Elf Unit. Attached Unit gains 1 Power for each Resource token on this card. FORCED: At the beginning of your turn, place a Resource token on this card."

12. 1x Basha's Bloodaxe, Orc Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Orc Unit. Corrupt that Unit. Attached Unit deals +2 Damage in Combat. While attached Unit is attacking double all damage dealt to the defending Opponent's Capital."

13. 3x Thick-Skinned, Orc Support, 0R, 2L - "Attachment. Attach to a Target Orc Unit. ACTION: Sacrifice this card to redirect any number of combat damage assigned to attached Unit to one Target Unit you control."

14. 1x Daemonsword, Chaos Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Chaos Unit. Corrupt that Unit. Attached Unit gains 3 Power and gets +2 Hit Points."

15. 1x Hydra Blade, Dark Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Dark Elf Unit. Corrupt that Unit. Attached Unit gains 2 Power. If attached Unit would be destroyed, you may pay 2 Resources to (instead of destroying it) leave it in play and remove all damage from it."

16. 3x Ancient Waystone, Neutral Support, 2R, 1P - "ACTION: Spend 1 Resource to deal 1 damage to any target unit in this corresponding zone. Use this ability only once per turn, and only if any player has played a Spell card this turn."

17. 1x Fellblade, Neutral Support, 2R, Unique - "Attachment. Relic. Skaven. Attach to a target Skaven Unit. Corrupt that Unit. Whenever a Unit is corrupted, place 1 Resource token on this card. Attached Unit deals +X Damage in combat, where X is the number of resource tokens on this card."

18. 3x Second Sight, High Elf Tactic, 1R, 1L - "Spell. ACTION: Look at each opponent's hand. Then, draw a card."

19. 3x Berserk Fury, Chaos Tactic, 2R, 3L - "ACTION: One target Unit gains 3 Power until the end of the turn. At the end of the turn, that unit takes 2 damage."

20. 1x Slaver Raid, Dark Elf Quest, 1R, 2L - "Quest. ACTION: Discard 3 Resource tokens from this card to put a unit from an opponent's discard pile into play, corrupt, in your Quest Zone. Quest. FORCED: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

Whew! Discuss! BountyHunter, I eagerly await your usual assessment. :D

HONEY, BRING ME MY FORGE!!!

thanks Wytefang :) I was hoping this BP wouldn't seem boring after the expansion, and glad it isn't. some thoughts -

UNITS - taking into consideration this BP was to focus on attachments, the units are all solid I think (orc being least exciting, more pricey spider riders). All with their uses, excited about another DE card to take advantage of BZ developments & HE unit with toughness for indirect damage.

ATTACHMENTS - I'm not big on attachments to begin with, but all of these sound cool & useful!

-> Dwarf: Both are excellent, Flame Cannon awesome against a rush or weenie deck gran_risa.gif. Dwarfs needed something like Flame Cannon imo.

-> Empire: Runefang is OK, but Hellblaster would be KILLER in a BZ City Gates deck

-> High Elf: undecided, but i bet it would be too slow except maybe on a KZ unit.

-> Orc: despite the corruption, i feel Basha's Bloodaxe is amazing (even on a little guy who attacks only when capital damage would be done). Thick Skinned goes well with Ugrok & Ugruck. I can see putting on the one who gets more HP to prevent from dying to give to the one who gives resources (or to some goblin :)

-> Chaos: pretty darn good - 3 power to KZ or QZ for a cost of 2??? and adds HP to make it better than warpstone cannon in BZ. winner. good thing it's unique lol

-> Dark Elves: also great - since it says only 'destroyed', paying 2 resources should keep unit alive from Troll Vomit, Khaine's Wrath, as well as combat damage. Great offensively & defensively - i'd think you'd want it definitely in a DE Infiltrate deck.

-> Skaven: come on. seriously? +1 combat damage whenever ANY unit is corrupted? HE relic pales in comparison to this in a Skaven Corruption deck.

THE REST - Ancient Waystone seems WAY too narrow to be dependable, Second Sight i don't think will get much use, Berserk Fury seems like could be nice on Bloodsworn or just to deal 2 damage to someone, Dark Elf quest seems interesting...but i question its usefulness.

overall sounds like a great BP and can't wait to see the artwork!

Toberk said:

HONEY, BRING ME MY FORGE!!!

hehe finally! but still...

Artemus Maximus said:

hehe finally! but still...

Yea I know, but I will save that for another thread.

Anvil of Doom might even see play with all the attachments in this battlepack.

I wonder what an epic tactic is...

Wytefang said:

Here's the newest Battlepack "The Warpstone Chronicles" Spoiler. Enjoy!

Discuss! BountyHunter, I eagerly await your usual assessment. :D

Whew!


Actually, as I sat down to digest these (and I'll add, for pure serendipidy, thats it's 3.15am over here in the UK, and digestion, or lack of, is the main reason I'm up! :-) ) I was struck by how the rate of pace change in this game is so unrelenting. I've literally just gotten my new Assault cards and started to build Assault decks and I'm now struck by a mini-expansions which is already going to change the way I build decks already.

Ain't it great! gui%C3%B1o.gif

Actually it's one of the biggest changes that I like about this LCG monthly release system. The meta isn't static and it's a constantly evolving beast. It does though place a lot of emphasis on players being adaptable and quite ready to change their decks to the, quite literal, "flavour of the month".

As for this Months release, as an overview. its a good mix of solid little units, most of whom fit current decks well, and a strong attachment theme. The emphasis on strong attachements probably will make High Elves (and their Flames of the Phonenix/Banish cards) even a little stronger as bounce/boomer-rang solves most attachment issues. Exceptionally strong Attachments (which some of these are) also re-emphasizes both the need to include single unit destruction and global resets (Judgement/Troll Vomit) into decks.... Not that players needed these re-emphasizing much!


R = Resources, L= Loyalty Icons, P= Power, HP = Hit Points

1. 3x Dragonslayer, Dwarf Unit, 4R, 2L, 2P, 1HP - "Slayer. Toughness 2. When you attack during your battlefield phase, this unit may attack from your quest zone."

It gets played into the quest zone... Dragonslayering is something classically people go on quests to do.... Ur... Puns! and worse, puns which relate to abilities. Oh well.. All games have them. In the Warhammer lore Dragonslayers are absolutely brutally powerful heroes of the Dwarven nation... Or, in an alternate interpretation... they're the most suicidal dwarfs ever, as they actually want to meet a dragon. Take your pick.

As a unit these guys are fatties. The resource and loyalty symbol requirement is quite high for the Hammer/Health, but you get a lot of other stuff for your cost/benefit ratio. Toughness 2 and an awesome offensive ability help synergize well with the Dwarfs general build strategy. These guys add very well to a Dwarf players draw engine while providing a good quester (abet, a costly one) .

2. 1x Vigilant Pistoliers, Empire Unit 3R, 2L, 1P, 2HP - "Warrior. If this unit is destroyed while in your battlefield, put it into play in your kingdom instead of into your discard pile."

Interesting with Temple of Shallya to keep them moving back to the Battleground but ultimately I suspect far too slow and better cards exist for Empire who have a wealth of good solid units.

3. 3x Finreir's Guard, High Elf Unit, 2R, 1L, 1P, 1HP - "Warrior. Toughness 1."

Solid enough addition to the HE army.

4. 3x Snotling Pump Wagon, Orc Unit, 2R, 1L, 2P, 1HP - "Warrior. Battlefield Only."

Meh, fails the comparison test fo me. Spider Riders are cheaper and just as good.

5. 3x Alluring Daemonettes, Chaos Unit, 5R, 1L, 2P, 3HP - "Daemon. ACTION: When this unit attacks, target unit must defend if able."

Similar to above, I'm unsure if this card passes the comparison test. The ability to OK, and a nice way to pick off unit support cards, but for about the same cost I could have Chaos Knights with more health and hammers. I'm not sure this particularly synergizes with any particular Chaos strategy well either, it adds little to either a control or sniping theme, and indeed, lower costed cards would fit in those decks better. As an addition to aggro Chaos it adds a little. Not quite Meh, but still a bit of a shrug of the shoulders.

6. 1x Naggaroth Spearmen, Dark Elf Unit, 3R, 2L, 1P, 2HP - "Warrior. Battlefield. ACTION: Spend X Resources to have this unit deal +X Damage in combat until the end of turn. X is the number of Developments in this Zone."

The wording is strange, and I'd guess it works like Repeater Bolter Thrower in that you'll be able to have 1 development in the Battlefield and repeatedly use the action to pump up the unit. Overall, it's resource cost is very low for what you get and this seems to be another card to synergize with the developing Dark Elve sub-theme of Lokhir Fellheart decks.

Onto the important stuff, the cool new attachments.

7. 1x Great Book of Grudges, Dwarf Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Dwarf Unit. Attached unit gains 2 Power. When attached unit enters a discard pile from play, each opponent takes 6 Indirect Damage. (Players assign their own indirect damage.)

When attached unit enters a discard pile from play... Oh, that provides a lot of possibilities regarding units with self sacrficing abilities doesn't it. This card has a number of possibilities. I can act as a straight 2 power buff, or it could be part of a more indirect damage strategy, as the low cost for 6 indirect damage is very strong.

I could see me placing this on something like Slayers of Karak Kadrin (i.e. Action: Sacrifice this unit to destroy one target attacking unit.) and then having the 6 indirect damage. Though equally I can see a Grudge Thrower strategy where you'd place this attachment on just any low cost unit and sacrifice for the 6 damage.

As a supporting card played onto a unit for a Kingdom build strategy this card works well too (though it's unique status more limits its function) as the 2 cost for 2 Hammers is actually quite strong. Certainly if you play this onto the new Dragonslayer you've created a very vicioius draw/attack combination.

8. 3x Flame Cannon, Dwarf Support, 0R, 2L - "Attachment. Weapon. Attach to a Target Unit. While attached unit is attacking or defending, it gains 1 Power for each enemy unit participating in the battle."

A cheap attachment which will always add at least 1 power to your defenders power. A nice little addition to Dwarfs who have some good early drops whic this will nicely add to bite too, particularly against rush decks to which they suffer.

9. 1x Runefang of Solland, Empire Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Empire Unit. Attached Unit gains 2 Power. ACTION: Sacrifice attached Unit to lower the cost of the next non-Epic Tactic you play this turn to 0."

You see. I thought Judgement.... But THEN I though... wait a second... it's wording is just next, meaning high cost cards like Flames of the Pheonix, Gifts of Aenarion, High Elf's Disdain etc and yes, Judgement ALL can use this.

A bit like Great Book of Grudges, this card has two potential uses though.

It can act as just a cheap 2 Hammer buff.

Or, it can be part of a low resource cost strategy to play early high cost tactics.

Let say you're playing against an Orc Rush player with your Empire deck and in his first turn he drops a Spider Rider, with a Choppa and then We'z Bigga! into a Clan Moulder's Elite... Which is pretty much the best start my Orc Rush deck can have a potential 5 damage.

With this card, you have a turn 1 response to uber-rush decks as Empire. Play Peasant Militia, Flagellants or Huntsmen, this attachment onto them, and then Sacrifice the Unit to Judgement and reset the board.

So, a turn 1 reponse to uber-rush? more? well yes, the combination of this card with High Elf's Disdain means I can easily see how an Empire deck could run 3 x Runefang of Solland and 3 x High Elf's Disdain, and no other high elf cards.

In all, this is a great addition to Empire decks, which will only get better with every single high cost non-Epic order tactic which is printed.

10. 3x Hellblaster Volley Gun, Empire Support, 1R, 1L - "Attachment. Weapon. Attach to a Target Unit in your Battlefield. Attached Unit deals +X damage in combat, where X is the number of developments in your Battlefield."

If you're playing City Gates certainly this provides some synergy. I can think of better cards, and, to be honest, by the time you have enough Developments in your Battlefield to make this potentially useful you should be around turn 5-6 meaning you should be putting down more brutal cards than this.

11. 1x War Crown of Saphery, High Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target High Elf Unit. Attached Unit gains 1 Power for each Resource token on this card. FORCED: At the beginning of your turn, place a Resource token on this card."

I'm unsure about this. Not about the card, don't get me wrong, more about how it fits into a High Elf Strategy. The most effective High Elf deck I've recently played against was a deck which made heavy usage of Flames of the Pheonix, and while I don't think that one card makes all atchments useless to High Elfs, I think it certainly limits the trust a HE player can have in slow building cards like these. Particularly in an environment with strong and much used board resets as well.

As a single card, it's great, as a card which fits into an effective strategy I can see issues due to the nature of it's slow build and it's lack of synergy.

12. 1x Basha's Bloodaxe, Orc Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Orc Unit. Corrupt that Unit. Attached Unit deals +2 Damage in Combat. While attached Unit is attacking double all damage dealt to the defending Opponent's Capital."

Pity it corrupts the unit or it'd go from a solid addition to an awesome addition to Orcs. Overall simply a great card to add to orcs. If the opponent drops a spider rider with this on it on the very first turn on the 2nd turn he's burning one of your city zones and theirs very little you can do about it.

Personally I don't see why Orc rush deserves so much love, though I understand all these cards were printed together and anything which starts to take account of how the game has developed and the counter cards for the sheer strength of Orc Blitz may be a way off.

Still though... hardly the sort of card I wanted to see as a player who kinda dislikes the current rush environment.sad.gif

13. 3x Thick-Skinned, Orc Support, 0R, 2L - "Attachment. Attach to a Target Orc Unit. ACTION: Sacrifice this card to redirect any number of combat damage assigned to attached Unit to one Target Unit you control."

I'm sure I'm going to dismiss this card, and someones going to come up with a great combo I can't see. But until that, I await to see peoples awesome Thick-skinned tech and simply note... meh! Filler card.

14. 1x Daemonsword, Chaos Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Chaos Unit. Corrupt that Unit. Attached Unit gains 3 Power and gets +2 Hit Points."

Solid enough, unique is slightly annoying, but definately has the potential to turn a weenie 1st turn into a heavy hitter. A first turn of Servants of Khorne with a Daemonsword is a 1st turn 4/3 unit. The corruption is a little annoying to this, but hey, this card means you can stop giving your Chaos units Orky choppas as much.

15. 1x Hydra Blade, Dark Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Dark Elf Unit. Corrupt that Unit. Attached Unit gains 2 Power. If attached Unit would be destroyed, you may pay 2 Resources to (instead of destroying it) leave it in play and remove all damage from it."

Hmm, now this is an interesting card. So far infinate damage cancelation blockers have been the domain of Order decks. Now Dark Elfs have the potential to do some too (abet, at the cost of 2 resources). I have questions about how exactly the damage allocation rules (and the Steels bane ruling) interact with this, though I suspect it doesn't. For me, overall, the most potent use I can see for this is in combination with Invoke Khaine's Wrath to prevent your unit for dying too... but I think I'll reserve judgement overall on this card until the Rules Lawyers have gone over it and said exactly how it works.

Bit of a shame that this early in WH:I's life I'm having to say that, but hey, it's a card game, and thats all part of it :-)

16. 3x Ancient Waystone, Neutral Support, 2R, 1P - "ACTION: Spend 1 Resource to deal 1 damage to any target unit in this corresponding zone. Use this ability only once per turn, and only if any player has played a Spell card this turn."

Meh. Yes, Meh. Indeed, Coaster.

17. 1x Fellblade, Neutral Support, 2R, Unique - "Attachment. Relic. Skaven. Attach to a target Skaven Unit. Corrupt that Unit. Whenever a Unit is corrupted, place 1 Resource token on this card. Attached Unit deals +X Damage in combat, where X is the number of resource tokens on this card."

Greyseer Thanquol gets a sword....

...Yep, it's a relic of a sword, and it's all his..

.... presumably wrapping paper comes with the cardboard as well for the guy....

....or a little nametag....

....Think Rats like bow ties or loop knots on presents?

18. 3x Second Sight, High Elf Tactic, 1R, 1L - "Spell. ACTION: Look at each opponent's hand. Then, draw a card."

Meh.

19. 3x Berserk Fury, Chaos Tactic, 2R, 3L - "ACTION: One target Unit gains 3 Power until the end of the turn. At the end of the turn, that unit takes 2 damage."

Vaguely useful on units you're going to Sacrifice anway to either their own ability or another card, though honestly, I'd probably play Waaagh! instead and it effects multiple units, though for a pure Chaos deck Waagh is very expensive while this couldbe a lot more affordable.A Choppa is about the same price to Chaos though, has only 1 less power when attacking, and doesn't damage the unit, and is a permenant addition rather than an unit end of turn...

Of course... thats all if you're looking at this card as a buff... which.. honestly... you shouldn't be.

Gotcha! gui%C3%B1o.gif

See. What it should say on the card is: Do 2 damage to a Target Opponent unit. As in 90% of cases this is exactly how it will be used. A low cost weenie killer. As a "do two damage to an opponents unit" card it actually works well into a sniping strategy, which Chaos are already good at, as a "finisher" for want of a better word, for high health units. Overall a solid addition to Chaos sniping, and Chaos decks in general who want to include some direct unit desstruction to kill weenies.

20. 1x Slaver Raid, Dark Elf Quest, 1R, 2L - "Quest. ACTION: Discard 3 Resource tokens from this card to put a unit from an opponent's discard pile into play, corrupt, in your Quest Zone. Quest. FORCED: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

Meh, and double meh. Quests with instantly usable abilities like the two Tor's and Wolves of the North are great, but seroiusly, what does this provide. A three turn wait on the avgue possibility of being able to zombify a usable opponent unit into your QUEST ZONE... and corrupted too... and it then resets to zero... MEH! Waste of cardboard. If someone builds a deck around this I'd first congratulate them on their creative approach to the game... before bursting out laughing.

Hi,

Thank you for the spoiler !

Below you could find my oppinions of the cards... I don't agree in many things with Bountyhunter.

Dragonslayer.

It's a very interseting ability which appeared only in destruction units before. While the Tougness 2 saves this card from being useless it is still won't find it's place in many decks. The single HP means it will roll over for any dark elves deck, or to cloud of flies, counterstrike etc... Also, quest zone is "Dwarf Ranger" territory.

The main problem with the card hovewer that it's not sinergetic with any of the current Dwarf playstyles (development, grudge deck, attachment deck)

2. 1x Vigilant Pistoliers, Empire Unit 3R, 2L, 1P, 2HP - "Warrior. If this unit is destroyed while in your battlefield, put it into play in your kingdom instead of into your discard pile."

It seems that agressive "aggro oriented" Empire decks are become more and more possible, and then this unit is basically at least 2 units for 1 cost. It WILL find it's place in many decks I presume. Oh, and its survives Troll Vomit, Khaine's Wraith, Brutal Offering etc, turning itself a resource engine. fine.

3. 3x Finreir's Guard, High Elf Unit, 2R, 1L, 1P, 1HP - "Warrior. Toughness 1."

A good unit in theory, we will see if it works in HE decks. Since HE's main survive mechanic is healing it's suprising to have a single HP warrior unit.

4. 3x Snotling Pump Wagon, Orc Unit, 2R, 1L, 2P, 1HP - "Warrior. Battlefield Only."

As Bountyhunter I agree that this card seems worst than Spider Rider's. Maybe it could replace some skavens or Squid Herders in some builds ? Maybe if we see more "being an orc matters" card. Also, I feel that current rush archetype with many 1 HP units won't be that viable as it was before Ulthuan and this BP

5. 3x Alluring Daemonettes, Chaos Unit, 5R, 1L, 2P, 3HP - "Daemon. ACTION: When this unit attacks, target unit must defend if able."

These babes gives me an evil smile ! I think they are much better as Bountyhunter gives credit. Removing questers, annoying support units etc become much easier, especially because it's ability could be activated multiple times in an attack. Combos well with Horrific Mutation and Poison Wind Globadiers.

Oh, and don't forget that it has only a single loyalty !

6. 1x Naggaroth Spearmen, Dark Elf Unit, 3R, 2L, 1P, 2HP - "Warrior. Battlefield. ACTION: Spend X Resources to have this unit deal +X Damage in combat until the end of turn. X is the number of Developments in this Zone."

A very effective lowcost DE unit enabling to use any number of resources in a usefull manner. We will see how usefull it is, it's hard to predict.

7. 1x Great Book of Grudges, Dwarf Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Dwarf Unit. Attached unit gains 2 Power. When attached unit enters a discard pile from play, each opponent takes 6 Indirect Damage. (Players assign their own indirect damage.)

A stapple for just appearing attachment based decks with Grungi, Forge, Anvil of Doom etc. Even 6 Indirect damage for 2 wouldn't bad, but it's just hillarous ! It's Cannon Crew's new best friend I think.

8. 3x Flame Cannon, Dwarf Support, 0R, 2L - "Attachment. Weapon. Attach to a Target Unit. While attached unit is attacking or defending, it gains 1 Power for each enemy unit participating in the battle."

Another card for the same aggressive attachment deck. It's both a cheap anti-rush card (as a single unit could kill any number of 1 HP units), and both a great card for attack. Simply great, especially because it's cost (zero)

9. 1x Runefang of Solland, Empire Support, 2R, 1L, Unique - "Attachment. Relic. Attach to a target Empire Unit. Attached Unit gains 2 Power. ACTION: Sacrifice attached Unit to lower the cost of the next non-Epic Tactic you play this turn to 0."

As all the relics this is a usefull card too. It will appear in many Empire builds as a power boost combined with some "play an extra tactic" potential it's really good. Note : it lowers cost to 0, not playing cost (loyalty symbols still count)

10. 3x Hellblaster Volley Gun, Empire Support, 1R, 1L - "Attachment. Weapon. Attach to a Target Unit in your Battlefield. Attached Unit deals +X damage in combat, where X is the number of developments in your Battlefield."

Works well with the new City Gates+Shrine to Taal in the BF empire tactic. Even a single unit could burn well defended zones single handedly. The only question is, if this card have a slot in any Empire build ? I think it will.

11. 1x War Crown of Saphery, High Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target High Elf Unit. Attached Unit gains 1 Power for each Resource token on this card. FORCED: At the beginning of your turn, place a Resource token on this card."

Maybe this is the worst of the Relics, but still good. I think a HE stall deck is possible without Flames of the Phoenix played for the win (which is best for bolt thrower anyway). But still... it won't be played in many decks.

12. 1x Basha's Bloodaxe, Orc Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Orc Unit. Corrupt that Unit. Attached Unit deals +2 Damage in Combat. While attached Unit is attacking double all damage dealt to the defending Opponent's Capital."

The words that makes this card very powerfull : "ALL DAMAGE". Any indirect damage, or shots from Rock Lobber etc are doubled, not just combat damage ! Maybe rock lobber the most powerfull card to work with it. I belive that playing this card on an early Spider Rider is a bad idea, since that unit will die very easily... use it on a meatshield ! Or on a unit in your Kingdom or Quest zone !

13. 3x Thick-Skinned, Orc Support, 0R, 2L - "Attachment. Attach to a Target Orc Unit. ACTION: Sacrifice this card to redirect any number of combat damage assigned to attached Unit to one Target Unit you control."

For first read I tought this card is nearly useless... then I tought about how damage is resolved in combat and I started to smile. If 2 of your creatures would die just redirect the damage from one of them to the other, who will die anyway ! Or redirect it to a Lobber Crew (and sacrifice it before damage is applied). Still, I'm not sure if this card could find a place in any build yet.

14. 1x Daemonsword, Chaos Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Chaos Unit. Corrupt that Unit. Attached Unit gains 3 Power and gets +2 Hit Points."

This is very straighforward, and also powerfull. Maye it's not as strong as some other Relic's, but works wonders with a Bloodsworn or Valkia attached.

15. 1x Hydra Blade, Dark Elf Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Dark Elf Unit. Corrupt that Unit. Attached Unit gains 2 Power. If attached Unit would be destroyed, you may pay 2 Resources to (instead of destroying it) leave it in play and remove all damage from it."

Corruption only seemingly limits this card, which let you to chose a unit which never die. There are DE unit which corruot themselves anyway, and you have Chillwinds too. Put it on a Scout, or a quest unit to make a headache to your opponent. (Sack to Aendris anyone ?)

16. 3x Ancient Waystone, Neutral Support, 2R, 1P - "ACTION: Spend 1 Resource to deal 1 damage to any target unit in this corresponding zone. Use this ability only once per turn, and only if any player has played a Spell card this turn."

This card is good ! It will find a way in my decks, played with own Spells, and punishing my opponent for his.

17. 1x Fellblade, Neutral Support, 2R, Unique - "Attachment. Relic. Skaven. Attach to a target Skaven Unit. Corrupt that Unit. Whenever a Unit is corrupted, place 1 Resource token on this card. Attached Unit deals +X Damage in combat, where X is the number of resource tokens on this card."

Oh my god. Put this on a Moulder's Elite and start corrupting DE and skaven units, and playing corruptin effects on your opponent... fast win. Bad on Greyseer (single HP makes him vulnerable)

18. 3x Second Sight, High Elf Tactic, 1R, 1L - "Spell. ACTION: Look at each opponent's hand. Then, draw a card."

Replaces itself and gives you a good deal of information. Will be played !

19. 3x Berserk Fury, Chaos Tactic, 2R, 3L - "ACTION: One target Unit gains 3 Power until the end of the turn. At the end of the turn, that unit takes 2 damage."

Read the card carefully. It's could be played on opponent's units too !! Also a nice boost for combat as a mini Waagh! especially played on high HP or regenerating units. It will be 3-of in my new Chaos builds.

20. 1x Slaver Raid, Dark Elf Quest, 1R, 2L - "Quest. ACTION: Discard 3 Resource tokens from this card to put a unit from an opponent's discard pile into play, corrupt, in your Quest Zone. Quest. FORCED: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

I really don't know what to say. While discarding and combat makes sure you could use it's ability, the question is... is it worth ? I think it depend on opponent units, since I would happily resurrect some Shadow Warriors or Vigilant Electors any time. At the very least it's very sinergical with the slave-sacrificing cards.

Thanks for the reviews & insight guys!

Cain_hu: i'm pretty sure Alluring Daemonettes can be activated only once per turn when declared as an attacker, unless you can somehow make two attacks in a turn...am i missing something that you've caught on to?

3x Alluring Daemonettes, Chaos Unit, 5R, 1L, 2P, 3HP - "Daemon. ACTION: When this unit attacks, target unit must defend if able."

For sure this is a response actions subset, the trigger is when this unit attacks, and the action can only be triggered once per copy of the card. (the same clarification that for Rats Ogres)

some very inetersting cards in the new set, especially the hand scouting high elf card!it allows you to know what's coming and manage your res a hell of alot better! the new skaven card..... amazing! i can see a fair few uses for this, the new d/e quest has some serious potential given it allows you to pull thier power units out of the bin and use them to fuel your drawing...

With Basha's Bloodaxe, I was wondering if the doubled damage it refers to is ONLY for the unit that his this Relic attached or is it for ALL units' damage (and/or for any damage assigned during the attack)??

If it only doubles one unit, it's still great but if it doubles all the damage done in an attack (potentially by multiple sources), wow.

if you transcribed it correctly, then it appears to be ALL damage applied to capital while that unit is attacking...(since damage is added up and assigned as a whole, not concerning which unit it came from). Also, it doesnt specify "combat damage" or "damage applied during combat", so it may include non-combat damage applied during combat phase when attached unit is attacking???

Wytefang said:

With Basha's Bloodaxe, I was wondering if the doubled damage it refers to is ONLY for the unit that his this Relic attached or is it for ALL units' damage (and/or for any damage assigned during the attack)??

If it only doubles one unit, it's still great but if it doubles all the damage done in an attack (potentially by multiple sources), wow.

As written, I'm going to have to go with "wow".

Artemus Maximus said:

if you transcribed it correctly, then it appears to be ALL damage applied to capital while that unit is attacking...(since damage is added up and assigned as a whole, not concerning which unit it came from). Also, it doesnt specify "combat damage" or "damage applied during combat", so it may include non-combat damage applied during combat phase when attached unit is attacking???

I would not be surprised if this gets an errata like Shrine to Nurgle and we end up with a doubling of all combat damage. It would seem to work thematically AND would appear to better balance the card against others.

Bountyhunter said:

5. 3x Alluring Daemonettes, Chaos Unit, 5R, 1L, 2P, 3HP - "Daemon. ACTION: When this unit attacks, target unit must defend if able."

Similar to above, I'm unsure if this card passes the comparison test. The ability to OK, and a nice way to pick off unit support cards, but for about the same cost I could have Chaos Knights with more health and hammers. I'm not sure this particularly synergizes with any particular Chaos strategy well either, it adds little to either a control or sniping theme, and indeed, lower costed cards would fit in those decks better. As an addition to aggro Chaos it adds a little. Not quite Meh, but still a bit of a shrug of the shoulders.

As a supporting card played onto a unit for a Kingdom build strategy this card works well too (though it's unique status more limits its function) as the 2 cost for 2 Hammers is actually quite strong. Certainly if you play this onto the new Dragonslayer you've created a very vicioius draw/attack combination.

10. 3x Hellblaster Volley Gun, Empire Support, 1R, 1L - "Attachment. Weapon. Attach to a Target Unit in your Battlefield. Attached Unit deals +X damage in combat, where X is the number of developments in your Battlefield."

If you're playing City Gates certainly this provides some synergy. I can think of better cards, and, to be honest, by the time you have enough Developments in your Battlefield to make this potentially useful you should be around turn 5-6 meaning you should be putting down more brutal cards than this.

14. 1x Daemonsword, Chaos Support, 2R, 1L Unique - "Attachment. Relic. Attach to a Target Chaos Unit. Corrupt that Unit. Attached Unit gains 3 Power and gets +2 Hit Points."

Solid enough, unique is slightly annoying, but definately has the potential to turn a weenie 1st turn into a heavy hitter. A first turn of Servants of Khorne with a Daemonsword is a 1st turn 4/3 unit. The corruption is a little annoying to this, but hey, this card means you can stop giving your Chaos units Orky choppas as much.

16. 3x Ancient Waystone, Neutral Support, 2R, 1P - "ACTION: Spend 1 Resource to deal 1 damage to any target unit in this corresponding zone. Use this ability only once per turn, and only if any player has played a Spell card this turn."

Meh. Yes, Meh. Indeed, Coaster.

17. 1x Fellblade, Neutral Support, 2R, Unique - "Attachment. Relic. Skaven. Attach to a target Skaven Unit. Corrupt that Unit. Whenever a Unit is corrupted, place 1 Resource token on this card. Attached Unit deals +X Damage in combat, where X is the number of resource tokens on this card."

Greyseer Thanquol gets a sword....

...Yep, it's a relic of a sword, and it's all his..

.... presumably wrapping paper comes with the cardboard as well for the guy....

....or a little nametag....

....Think Rats like bow ties or loop knots on presents?

18. 3x Second Sight, High Elf Tactic, 1R, 1L - "Spell. ACTION: Look at each opponent's hand. Then, draw a card."

Meh.

19. 3x Berserk Fury, Chaos Tactic, 2R, 3L - "ACTION: One target Unit gains 3 Power until the end of the turn. At the end of the turn, that unit takes 2 damage."

Vaguely useful on units you're going to Sacrifice anway to either their own ability or another card, though honestly, I'd probably play Waaagh! instead and it effects multiple units, though for a pure Chaos deck Waagh is very expensive while this couldbe a lot more affordable.A Choppa is about the same price to Chaos though, has only 1 less power when attacking, and doesn't damage the unit, and is a permenant addition rather than an unit end of turn...

Of course... thats all if you're looking at this card as a buff... which.. honestly... you shouldn't be.

Gotcha! gui%C3%B1o.gif

See. What it should say on the card is: Do 2 damage to a Target Opponent unit. As in 90% of cases this is exactly how it will be used. A low cost weenie killer. As a "do two damage to an opponents unit" card it actually works well into a sniping strategy, which Chaos are already good at, as a "finisher" for want of a better word, for high health units. Overall a solid addition to Chaos sniping, and Chaos decks in general who want to include some direct unit desstruction to kill weenies.

As usual great stuff bounty hunter. i do have some contrary thoughts on the portions I have highlighted above.

The alluring daemonettes are a good candidate for a mid-game slot on Wolves of The North if youare playing with shrine. Have them attack a zone and force that key unit to defend. It is now not going to be available when your main force attacks from battlefield. Gets a lot better with the new Berserk Fury or Daemonsword.

Hellblaster is a very good card to play while you are waiting to get to turn 5 or 6 so you can your nasties. Drop it on a peasant militia and suddenly your opponent has to think some more about whether he wants to kill your Pistoliers with his unit removal. of course this is assuming that you are going for the City Gates build.

Daemonsword + Valkia + Wolves = Big problem for your opponent. Sub in Bloodsworn for Valkia and it is still a pretty big problem. or Chaos Knights etc. The corruption is not that big a deal if you play the same turn because your unit is not attacking off Wolves first turn anyway.

Ancient Waystone may be a staple when playing against HE decks. Look at how many of their cards have the spell keyword...

I agree Fellblade on Clan Moulder Elite probably makes more sense. Greyseer is already a huge target. I would prefer to give my opponent more tough choices, "hmmm One Zealot Hunter, do I kill Greyseer, Deathmaster or the Clan Moulder Elite with Sword and 3 resource tokens"

Berserk Fury is really useful in a mono or strong Chaos Deck. You just gave yourself a whole variety of target units for a brutal offering. Imagine playing Orc Rush on turn three when you this puppy on savage marauders and then do a brutal offering. Goodbye everybody in battlefield, Scrap Heap or no. Or imagine the ripped bloodthirster now burning a zone by himself or Valkia off the Wolves again. I think it really fills a gap in the Chaos deck.

Just got through running some games with the new stuff. Pummelled my opponent's DE and Orc decks with my Orc and HE. Snotlings are a mixed bag; they can fill in the quest zone VERY nicely to pump that hand back up fast, but, unlike Riders, they're bait for the Blood God, I realized. I used Second Sight for a decent advantage, saw his CTB and made sure not to apply any indirect damage from the Bolter to my Sword Masters, and self-replaced. Not a game-breaker, but those same Sword Masters never saw damage and dealt the final blow of the game. VERY irritated at his Slaver Raid taking my Shadow Warriors and pelting my attackers (before I got the Sword Masters out). And Toughness for a High Elf? What the....?! Glad they included these in this set, I needed new coasters for my coffee table. Elves are supposed to GET hurt to make Tower beefy. I guess they're decent if you're not running the Glittering Tower, but still. His DE relic messed me up a bit, but not too terribly much. It would have been better, no doubt, on some Hero or other bruiser. Very much liked seeing new cards in play, even on the heels of Ulthuan.

Hey, RexGator. If you guys don't already have it, they've got a display of Skavenblight Threat at NextLevel. I know around these parts they're extinct. If any of you pick any up, let them know who you are and we'll add you to our Sunray Kingdom Census for events and updates!

how do you mean snotlings can fill in in the quest zone? aren't they battlefield only?

Shindulus said:

3x Alluring Daemonettes, Chaos Unit, 5R, 1L, 2P, 3HP - "Daemon. ACTION: When this unit attacks, target unit must defend if able."

For sure this is a response actions subset, the trigger is when this unit attacks, and the action can only be triggered once per copy of the card. (the same clarification that for Rats Ogres)

I'm not sure that your rule interpretation is correct.

The card text should be like this then :

Action : When you declare this unit as an attacker, one arget unit must defend if able.

Then it would like Gold Wizard Acolyte, which have triggered action, but now it seems that attacking with Demonettes is a requirement, not a trigger.

According to the rulings both action are triggered actions, the wording is the same "when X do Y", but i agree, both card could have exactly the same wording.

(A unit can not attack more times than it has been declared attackers i mean)

But if this not the case for the deamonette, rullings must be clarified :P

Shindulus said:

According to the rulings both action are triggered actions, the wording is the same "when X do Y", but i agree, both card could have exactly the same wording.

(A unit can not attack more times than it has been declared attackers i mean)

But if this not the case for the deamonette, rullings must be clarified :P

I checked the FAQ, and in my read it's not defined in the rule that "When X you can do Y" is always a triggered action, even when Rat Ogres written in that way.

I my read :

When attacking = The time from "declare as an attacker" until it dies or end of combat (end of battlefield phase, or attack with Wolves)

As it is a time period it's not a trigger as "declare as an attacker" would. But I agree, I would like to see a rule clarification for this, and for Harpies too. (Could I use their ability multiple times if I uncorrupt them via Chillwinds ?)

RexGator said:

Berserk Fury is really useful in a mono or strong Chaos Deck. You just gave yourself a whole variety of target units for a brutal offering. Imagine playing Orc Rush on turn three when you this puppy on savage marauders and then do a brutal offering. Goodbye everybody in battlefield, Scrap Heap or no. Or imagine the ripped bloodthirster now burning a zone by himself or Valkia off the Wolves again. I think it really fills a gap in the Chaos deck.

It have got even more uses than that...

- Boost attack or defense (obvibious)

- Boost card draw (use it in your Quest Zone)

- Boost resources (use it in phase 0 in your Kingdom Zone)

- Unit removal (play it on opponent units)

- Use it on Juvenile Wyern

Also it's very synergical with many cards (Valkia, Bloodsworn, Nurgle's Shrine and Brutal Offering as you mentioned)

Waagh! or Choppa! could only boost your attack, so this is a more versatile card to use.