Skhaos

By One-Two, in Warhammer Invasion Deck Building

Here a Skaven/Chaos any thoughts on it?.

Units - 26

x3 Festering Nurglins

Nurgle Sorcerer

x2 Maledictor of Tzeentch

Blue, Lord of Pus

x3 Clan Rats

x3 Gutter Runners

x3 Clan Moulder's Elite

x3 Poison Wind Globadiers

x2 Greyseer Thanquol

x3 Rat Ogres

x2 Deathmaster Sniktch

Support - 15

x3 Shrine To Nurgle

Warpstone Meteor

x3 Warpstone Excavation

x3 Scout Camp

x3 Warp Lightning Cannon

x2 Fellblade

Tactic - 9

x3 Seduced By Darkness

x3 Tzeentch's Firestorm

x3 Chittering Horde

Total = 50

I'm not huge on that many cards that leave your guys corrupted (fellblade, warp lightning cannon, gutter runners) - it slows you down a whole lot and means you have more trouble taking advantage of your Deathmaster and Clan Rats. I don't think WLC is good at all unless you have Chillwinds and even then it's not that great. Bule is also hard to play in a Skaven deck because his loyalty is pretty high on top of his 5 cost - and your Skaven don't help your Chaos loyalty at all. The Nurgle Sorcerer is really expensive and without a big resource engine like Contested Stronghold I don't think he works at all. You absolutely want 3x Deathmaster if you can get them because many decks (especially Order decks) just fold to an active Deathmaster, not to mention it pretty much singlehandedly wins you the game against other Skaven decks.

I haven't played the Chaos version of Skaven for a while because I think the Orc and Dark Elf ones are better, but here's a rough list off the top of my head which should be quite a bit faster.

3 Warpstone Excavation
3 Contested Village
3 Orc/Chaos Alliance
1 Shrine to Nurgle
2 Warpstone Meteor
12 supports

3 Seduced by Darkness
3 Innovation
2 Flames of Tzeentch
2 Tzeentch's Firestorm
10 tactics

2 Wolves of the North
2 quests

3 Spider Riders
2 Servants of Khorne
3 Lobber Crew
3 Clan Rats
3 Clan Moulder's Elite
3 Festering Nurglings
2 Savage Marauders
3 Greyseer Thanquol
1 Rat Ogres
3 Deathmaster Sniktch
26 units

50 total

I used to run 3x Savage Marauders but it turns out that a lot of people Need Their Blood. First turn Marauders to Kingdom used to be a pretty solid start but it's horrible against a Dark Elf board. Warpstone Excavation to Quest is pretty nice though since that pretty much takes care of your card draw from then on and may well do some damage to their capital as a bonus. The Servants of Khorne are a bit questionable since they don't get to hold Choppas here but you need some cheap Chaos loyalty on the board or you'll never be able to cast Tzeentch's fire stuff.

I agree with much of what Clamatius has said here. That list would be too slow in the current tournament environment. :( But it's an intriguing build nonetheless. :)