[Deck Skaven/ Dark Elfs] Sniktch kill for Khaine

By Renju, in Warhammer Invasion Deck Building

3 Death master Sniktch
3 Thanquol
3 Clan rats
3 Rats ogres
3 Poison wind globardiers
3 Clan mulder elite
18
3 Chittering Horde
21
3 Chillwind
3 We need your blood
2 Invoke khain's wrath
2 Call the blood OR Mob up (No sure yet wich one to use)
3 Mind killer
2 Dark vision
15
3 Lobber crew
3 Cold one knight
3 Vile sorceress
9
3 Har Ganeth
3 Contested Village
6
51

Control Deck using:

  • Deathmaster + Chillwind + Rat Ogre
  • Har Ganeth + Vile sorceress + We need your blood
  • Poison wing globardier + Call the blood

Strength :

  • Good draw system Chittering Horde + Dark Vision
  • Many ways to control

Weakness:

  • A lot of 1 HP units
  • unique based synergie
  • need a moment to set off the kills
  • Dont found a slot for Warpstones excavations

Comment , idea and meta discussion welcom

my suggestion would be to ditch the contested villages for warpstone excavations, that way you can them quickly and all at once if you hands good enough. I'd also find room for mob up! I'd also ditch the lobber crew, it's a nice idea but given you could put 3 scout camps in to maximise your search capabilities i think they would be a lot more useful in your deck :)

Good advice: i have made some change:

- 3 Lobber crew
- 2 Call the blood
- 3 Mind killer

+ 2 scout camp
+ 3 Warpstone excavation
+ 2 Mob up

Down to 50


3 Deathmaster Sniktch
3 Thanquol
3 Clan rats
3 Rats ogres
3 Poison wind globardiers
3 Clan mulder elite
3 Chittering Horde
21
3 Chillwind
3 We need your blood
2 Invoke khain's wrath
2 Mob up
2 Dark vision
14
3 Cold one knight
3 Vile sorceress
6
3 Har Ganeth
3 Warpstone excavation
2 Scout camp
3 Village
10
50

looking at it again, your deck seems very rush centric... i'd your cold ones and the villages and replace them with gutter runners and shades, both cheap to play and both have scout which makes them invaluable for ditching an opponents cards from thier hand :)

Fun idea for a deck - though it clings a bit too strictly (imho) to the idea that you shouldn't have a deck larger than 50 cards. Perhaps stop worrying about that so much and just give yourself a bit more wiggle room. ;)

Also, Call the Blood isn't terribly useful if you're only matching it with the 3 Globadiers - that doesn't really give it enough to work with and makes Call the Blood frequently a dead-weight in your hand until the Globadiers arrive. Still, with Chittering Horde, you probably will have them fairly regularly so I can see an argument for including Call the Blood, to some extent.

I think that the Scouts would be FAR better than using the Cold One Knights, also.

If you want to go in the discard way, with Gutter + shades, you have to be able to control your opponent QZ or KZ, because if you allow your opponent to draw multiple card in a turn and to play theim, your discard "power" becomes useless.

And it is one of the weakpoint of the deck you can do nothing against support, and it's difficult to do something on units in KZ & QZ as long as you do not have Sniktch.

I play a deck who looks that one (with shades + Gutter) with those troubles, I tried mortella, she helps in many games and has a good sinergy with discard effect allowing you to play support destruction tactics, unit destruction tactics.

But the problem is always the same you rely too much on 2 or 3 units (Thanquol + Sniktch + mortella in my case) to win a game, when your opponent understand that, it's most of time over (unless he really got a poor deck).

For the cold one knight i play them and not the scout because i already have enough 1 HP units clan rats thanquol

To add shade will made 9 units dying against a nurgle pestilence. I don't like that

Instead i could change the cold one knight with the corsair of ground

For the controll you can also rely on vile sorceress + har ganeth

You are right + we need your blood. (But it's allways relying too much on combos for me gui%C3%B1o.gif )

But don't forget Mortella ;-).

I would lose the Scout Camps and add in an extra Dark Visions. Its ok wanting to see an extra card when searching, but you want to see your search cards to actually use the Scout Camps with. The trade off is far better as you just improved your chance of getting the dark visions. Dark Visions is good enough at 5 cards mostly anyway.

As you are now 1 card down, drop in 2 Mortella's as suggested. That wont make that much difference, and when you combine the deck thinning you have with the Chittering Horde and the extra chance of getting a dark visions now, you have a good chance of seeing a Mortella in games where she becomes useful. And if you draw her in less useful matchups, she becomes the auto-drop for your development for the turn.

Im running a very similar deck and its really just a matter of getting the numbers right to maximise the decks effectiveness. Im personally running only 2 of Thanquol and Sniktch as i dont want to overload with heroes i cant play. I still see them in games plenty with the search cards i have and it allows me to run Shades as their opening along with Gutter Runners really fouls up my opponents early game. One of the cardinal rules of CCG's is that card advantage wins you games and these guys give it you straight off the bat. Yes, they can be taken out (along with all your one HP units) by various cards, but while my opponent is doing that chances are he isnt building up his own forces enough and the cheapness of the DE/Skaven cards together allows a quick recovery.

given he already has 2 dark visions and 3 chittering hordes i'd say stick with the scout camps to maximise the search potential of the deck. With 2 or even 3 scout camps he's gonna be searching for a min of 6 cards and a max of 8 per use, and with a prepare for war or 2 in there he also has recursive ability, which would mean even if stuck against a stall deck he has some more survivability in a longer game.