Dark Elf hand destruction Deck round 2

By deviant-dj, in Warhammer Invasion Deck Building

With the help of a friend i've managed to trim this deck down and get it to peak killer effeciancy!

units 21

3 x corsairs of ghrond

3 x walking sacrifice

3 x shades

3 x gutter runners

2 x vile sorceress

2 x blood thirster

2 x cold one riders

3 x war hydra

quests 2

1 x infiltrate

1 x journey to the gate

support 7

2 x reaper bolt thrower

2 x har ganeth

2 x couldron of blood

1 x altar of khaine

Tactics 20

3 x grasping darkness

2 x invoke khaines wrath

2 x lash the prisoner

2 x smash go boom

3 x caught the scent

2 x ancient map

2 x rip dere heads off

2 x will of tzeench

2 x hate

It's alot leaner now and a lot more hand destruction friendly, generally by turn 3 if the draws right your opponent will have 2 cards in hand which really helps you dictate the pace

looks good :) i'm curious - have you found Will of Tzeentch to be effective?

Cards I would consider:
-Pilgrimage. It's a solid card in many decks, but playing it as permanent removal (before Will of Tzeentch or Journey) is that much better. I'd run three.
-Innovation. If you don't want to run Pilgrimage. Good for making barrels to pay for Rip, Invoke Khaine's Wrath, etc.
-Chillwind. Pretty good even without self-Corruption, and you've got Gutter Runners. I'd run three, especially if you play:
-Mortella. She's a monster in a lot of matchups, and you're putting stuff in their discard pile, making her even better.
-A few more first-turn plays. At least Villages and Warpstones. Could also run Harpies, a third Vile Sorc, or Dark Initiate. Maybe even Cold One Knight.

Not sure about:
-Smash-Go-BOom. Decent, but not when you're paying two extra.
-War Hydra. Maybe keep one; I'd like it more with more Altar of Khaine. It's still going to be unplayable against DE or Chaos.
-Grasping Darkness. Take Captive! is better most of the time.
-Hate/Lash - Cute, but you don't have room. Hate would be better if you had more stuff with a cost of one.
-Reaper - Probably won't be making huge numbers of barrels.

i've actually found will to be an awesome card for just screwing up decks that use abdoned mines, I've found with the new deck set up that this is alot more streamlined and alot more deadly, chillwind is nice but i found it just slowed down my deck, i keep hate in because it's handy to just lock out that last resource in a turn to stop them either playing something they need early game or just to fuel something i need early game.

I acyaully find generating res isn't a huge problem from the deck, especially after i've ditched thier hand, i also use the hydras as blockers that i then throw at big stuff to fuel the counter bolt thrower strike.

Hi,

For me it seems that your deck somewhat losing focus wit many of the included cards.

- BT + Rip don't seems a good paring here, because both are of faction, and they are worthless if you don't draw both. This is very-very true for BT at least.

- You should decide the winning condition of the deck : battle ? indirect damage ? decking ? I think the first 2 could work together, while the third (Inflitrate) really don't help you.

- If you remove Inflitrate then remove Acient Maps too for a second journey, or chhose another quest.

- I'm not a fan of the Hydra... DE will be a very popular archetype in the near future and hi will roll over for a Vile Sorceress or Har Geneth... or outside your faction Deathmaster ... or Mob up!, Cloud of Flies, counterstrike (youst to mention pfen used cards)

- Smash go Boom also won't help much in your general plan... if looking for orcs then Pillage have much more uses

So in the end I would remove :

2 x blood thirster

3 x war hydra

1 x inflitrate

2 x smash go boom

2 x ancient map

2 x rip dere heads off

And maybe add :

1x Night Raids (It is great in a unit heavy deck since it affects ALL 3 zones ... and you have units sitting there

2x Mortella (she is SICK combined with discard... you will always have tactics to play)

1-2x Lokhir Fellheart (cleering the BF is always good + 3 power to attack)

1x Vile Sorceress (3 is better than 2)

1x Cold On Riders (3 is better than 2)

some Harpies

Also consider adding more units (especially cheap ones) since you don't have many cards to play turn 1 into kingdom, and most of them (Shades, Corsairs) have a better place in BZ.

If you want tactics try Chillwinds or Pillage! ... both could save the day.

Cain_hu said:

Hi,

For me it seems that your deck somewhat losing focus wit many of the included cards.

- BT + Rip don't seems a good paring here, because both are of faction, and they are worthless if you don't draw both. This is very-very true for BT at least.

- You should decide the winning condition of the deck : battle ? indirect damage ? decking ? I think the first 2 could work together, while the third (Inflitrate) really don't help you.

- If you remove Inflitrate then remove Acient Maps too for a second journey, or chhose another quest.

- I'm not a fan of the Hydra... DE will be a very popular archetype in the near future and hi will roll over for a Vile Sorceress or Har Geneth... or outside your faction Deathmaster ... or Mob up!, Cloud of Flies, counterstrike (youst to mention pfen used cards)

- Smash go Boom also won't help much in your general plan... if looking for orcs then Pillage have much more uses

So in the end I would remove :

2 x blood thirster

3 x war hydra

1 x inflitrate

2 x smash go boom

2 x ancient map

2 x rip dere heads off

And maybe add :

1x Night Raids (It is great in a unit heavy deck since it affects ALL 3 zones ... and you have units sitting there

2x Mortella (she is SICK combined with discard... you will always have tactics to play)

1-2x Lokhir Fellheart (cleering the BF is always good + 3 power to attack)

1x Vile Sorceress (3 is better than 2)

1x Cold On Riders (3 is better than 2)

some Harpies

Also consider adding more units (especially cheap ones) since you don't have many cards to play turn 1 into kingdom, and most of them (Shades, Corsairs) have a better place in BZ.

If you want tactics try Chillwinds or Pillage! ... both could save the day.

Thanks for the feedback! i agree rip and BT doesn't seem to always work, it's good to sometimes worry the opponent but not always great. Smash go boom is essenial in my local areas meta, we hae a lot of development heavy decks and this has saved me more tims than i an count. I only have 1 assault atm so mortella while ideal isn't a good idea fr me the now, lokir i don't think would work well in this deck since my aim is to ditch thier hand and grind them with infiltrate. With the cold ones and sorceress' i only have 2 of them ideally if i could afford a 3rd set id have 3. Harpes i have to say are decidely meh in my experiance, if i'm having to use thier ability it usually means somethings gone massivley wrong, hydras again have saved my ass more times than i can count! plus they add fuel to the bolthrower fun.

Sorry, my assumptions were based on the local meta. It's suprising to me that you could use the Hydras for a good effect. Locally lots of us playing Chaos and planning DE (if Assault arrives soon) so I would not bet that a Hydra-s ability would trigger ever.

As of Mortella : Then include that single girl in your deck... it's worth. :) )

I imagine Fellhearth job as keeping enemy BF clear/non-potent, but you use the Hydras for the same purpose.

Maybe you should use more "cheap" 1st turn cards. My idea behind Harpies was : possible more discard (the scouts are all at low HP, die easily), cheap unit to play (even if you play them into KZ if there is no better option.

Maybe other 2-3 cost units also could be considered. Cold One Knight ? I would say Morathi's Pegasus if it had only 1 loyalty. Maybe some Greyseer (only attack if it could go unpunished)

Does the deck work reasonably well if I don't have the Hydra say 3x etc?

Darthvegeta800 said:

Does the deck work reasonably well if I don't have the Hydra say 3x etc?

I haven't tried it but i can't see why not, the hydras basically act as walls so if you can get something else meaty in there it should work just as well :)

Cain_hu said:

Sorry, my assumptions were based on the local meta. It's suprising to me that you could use the Hydras for a good effect. Locally lots of us playing Chaos and planning DE (if Assault arrives soon) so I would not bet that a Hydra-s ability would trigger ever.

As of Mortella : Then include that single girl in your deck... it's worth. :) )

I imagine Fellhearth job as keeping enemy BF clear/non-potent, but you use the Hydras for the same purpose.

Maybe you should use more "cheap" 1st turn cards. My idea behind Harpies was : possible more discard (the scouts are all at low HP, die easily), cheap unit to play (even if you play them into KZ if there is no better option.

Maybe other 2-3 cost units also could be considered. Cold One Knight ? I would say Morathi's Pegasus if it had only 1 loyalty. Maybe some Greyseer (only attack if it could go unpunished)

No that's cool it's always good to se how other areas play :) i my try the cold one knights in to fill the gap left by the bt rip combo, plus they act as good walls in that zone...

deviant-dj said:

Darthvegeta800 said:

Does the deck work reasonably well if I don't have the Hydra say 3x etc?

I haven't tried it but i can't see why not, the hydras basically act as walls so if you can get something else meaty in there it should work just as well :)

That's good as bar the first box I only bought everything 1x :P So no minmaxed decks are possible for me... regretfully.

it seems to me, that if you're running the Infiltrate quest that you want really good defense in order to endure...I'd suggest Morathi's Pegasus. Sure its 3 toughness can be disabled, but that's 3 resources they have to keep available, and Hate can be good for preventing that

Hate can not prevent someone to pay 3 ressources to disable the thoughness of Pegasus.

It just can force someone to make the choice to disable or not that thoughness.

i'm actually debating swapping that in for the rip bt combo, that way i have some really solid units i can stick in every zone to be backed up with hydras

I am a little bit disappointed when you say that Hydra is a "wall", I mean acutally when you do damage assignation during battlefield phase you only have to put 1 damage on the war hydra. Because at this moment you don't know if the controler of the hydra will use her action or not and for many reasons he may chose to not use their action.

almost everyone i play against always works on the assumption they're assigning 6 damage to the hydra because of the ability. Again i think it depends on your local meta game so i'd suggest droping or tweaking the deck depending, but from the games i've played it's very effective, i just played a game there where i was surviving most of it on 3 res and 2 cards drawn per turn and yet still managed to win because the shades and gutter runners were locking the my opponents hand down

deviant-dj said:

almost everyone i play against always works on the assumption they're assigning 6 damage to the hydra because of the ability.

Sorry for my confusion, but do you mean that :

- They assign 6 damages because they believe they have to?

- They assign 6 damages because they want to kill the Hydra? (that means that they won't do it if they destroy your capital instead and Hydra is a wall with a big hole gui%C3%B1o.gif )

right 'prevent' was a poor choice of wording. you know what i meant though - most of the time it forces the decision to pay for the pegasus then & there & prevent playing something else if done early in turn OR not pay to remove toughness to pay for something else, in which case Hate kind of prevented or inhibited removing the toughness. gui%C3%B1o.gif

Shindulus said:

deviant-dj said:

almost everyone i play against always works on the assumption they're assigning 6 damage to the hydra because of the ability.

Sorry for my confusion, but do you mean that :

- They assign 6 damages because they believe they have to?

- They assign 6 damages because they want to kill the Hydra? ( if they destroy your capital instead and Hydra is a wall with a big hole gui%C3%B1o.gif )

I think for them, it's a little of coloum a and a little of b, bearing in mind i run altar, so if they do punch through i use it to bring it back to my hand and play it again next turn, and then use the spare res to fuel a counter such as invoke or some bolt thrower shots

I would the blootthrsirt rip combo, sure its a big hit when the cards fall right, but its situational and dons;t work with the rest of the deck.

Imho Morathi Pegasus > Hydra

It goes extremely well with the deck. Because you're discarting and turning lots of cards to their owner so he has to spend resources playing them again on the field. If your opponent does not have many resources he has to think twice before using the pegasus ability

i've actually found using them both is a deadly combo because it gives many decks alot to think about in terms of planing thier attacks very very carefully,combo'ed with altar of kahine it makes hydras and the pegasus both gifts that keep giving :)