Arcane Fire Spoiler!!

By Wytefang, in Warhammer: Invasion The Card Game

Here's the spoiler for the 6th and final Battlepack in the Skavenblight Cycle, "Arcane Fire":

DWARF CARDS:

3x UNIT - Longbeards 4R, 2D - 3P, 4HP: "Warrior. Elite. Battlefield Only."

3x TACTIC - Hewn From the Mountain 2R, 1D: "ACTION: Each of your defending Units gains 2 Power until the end of the turn."

1x TACTIC - Rune of Hearth and Home 10R, 3D: "Epic Spell. Play during your turn. ACTION: Heal all damage to your capital."

EMPIRE CARDS:

1x UNIT - Helblaster Crew 4R, 2E - 2P, 2HP: "Engineer. ACTION: When this unit enters play, move one target Attachment from one unit to another unit in the same zone."

1x QUEST - Protect the Empire 0R, 2E: "Quest. Any unit questing on this card can defend any of your zones, when they are attacked."

1x TACTIC - Sigmar's Brilliance 10R, 3E: "Epic Spell. ACTION: Rearrange your units and support cards, moving any number of them into new zones."

HIGH ELF CARDS:

3x TACTIC - Charge of the Silver Helms 1R, 2H: "ACTION: One of your target units gets -1 hit points and gains 3 power until the end of the turn."

3x UNIT - Ellyrian Reavers 3R, 1H - 1P, 3HP: "Warrior. Elite. FORCED: When this unit enters play, put the top card of your deck into your battlefield as a development."

1x TACTIC - Morvael's Legacy 10R, 3H: "Epic Spell. Play only during your turn. ACTION: Put into play all units in your discard pile. (You choose which zone each unit enters.)

CHAOS CARDS:

3x TACTIC - Blessings of Tzeentch 3R, 1C: "Spell. ACTION: Sacrifice a unit. If you do, you may search the top 5 cards of your deck for any number of units and put one of them into play at random (you choose which zone). Then, shuffle the other cards back into your deck."

3x UNIT - Beast of Chaos 4R, 3C - 3P, 1HP: "Creature. Battlefield Only."

1x TACTIC - Cacophonic Scream 10R, 3C: "Epic Spell. Play at the beginning of your turn. ACTION: Deal 8 damage to one section of target capital (you choose which section).

DARK ELF CARDS:

3x SUPPORT - Witch Hag's Curse 1R, 2DE: "Attachment. Hex. Attach to a target unit. Treat attached unit as though its printed text box were blank (except for Traits).

1x UNIT - Slave Driver 2R, 2L - 1P, 1HP: "Warrior. Kingdom. ACTION: Spend 2 resources to choose one target unit with printed cost 2 or lower. That unit cannot attack or defend this turn."

1x TACTIC - Your Will Is Mine 10R, 3DE: "Epic Spell. Play only during your turn. ACTION: Choose a zone. Take control of each opponent's units in that zone. (Those units move to your corresponding zone.)

ORC CARDS:

3x UNIT - Snotling Saboteurs 3R, 2O - 1P, 3HP: "Ranger. ACTION: Spend 2 resources and sacrifice this unit to destroy one target support card or development."

3x TACTIC - Easy Pickin's 2R, 1O: "ACTION: The unit in play with the lowest printed cost must be sacrificed. You choose which unit in case of a tie."

1x TACTIC - Da Brainbusta! 10R, 3O: "Epic Spell. Play at the beginning of your turn. ACTION: Destroy all opponent's units."

NEUTRAL CARDS:

3x SUPPORT - Greyseer's Lair 4R, 2P: "Warpstone. Skaven. Destruction Only. Kingdom. Lower the cost of the first Skaven card you play each turn by 1."

1x UNIT - Plague Monk 2R - 1P, 2HP: "Skaven. Destruction Only. Kingdom. ACTION: Whenever you play a Spell, look at the top two cards of any player's deck. Discard any number of those cards and place the rest back on top of the deck in any order."

===================================

A quick couple of thoughts - congratulations to whoever it was (I forget who said it) that predicted that the Skaven pictured on the cover of the 1st Battlepack (The Skavenblight Threat), was still unreleased as a unit/card. It's the Skaven pictured for the Plague Monk Skaven unit. Good guess!

Cyberfunk nearly guessed the Dark Elf Epic Tactic, so congrats to him. I almost perfectly guessed the Empire Epic Tactic so, "Yay, me!" Deashira PERFECTLY nailed the High Elf Epic Tactic so big congrats to his foresight!!

The only card that was underwhelming (imho, since we already stuff to do this) was the rather tepid Dwarf tactic that gives +2p for defending units. Meh.

And...your welcome to all the lurkers checking this out. No need to be shy, post some thoughts...let's get some real discussion going here. :D

Am I missing something or are the Beasts of Chaos extremely over priced units? 3-1 with a Battlefied restriction. No thanks!

I was gonna post this, but was too lazy to go off to the store to pick up my packs :)

First off. Milk of the Poppy makes a reappearance in an LCG!

The Dwarf gain 2 power for all defenders isn't bad. Just not really an "I win." card, it's an "I win, next turn".

Epic spells are meh.

I was hoping for good Order tactics so I could use Runefang more!

The Chaos "Search 5" and put into play random unit seems odd wording. Due to the conditional "any number of units", I can choose only one unit and "randomly" choose that one unit? Why would I ever choose more than 1 unit if its random which one comes out?

Dark Elves get the best Anti-Skaven card going. Hex the Deathmaster or Thanquol and make them next to useless.

Given that DE already play well with Skaven, isnt this only going to reinforce the idea that if you want to win tournaments you will have to play DE/Skaven and it becomes not only a race to see who draws the Deathmaster but also who gets the Hex on it the opposition's one the quickest.

One of my players had a crazy idea about the Empire epic and I would like to know whether that is possible or not. I don't believe it but don't know the reason :/

He asked me, if it is possible, to move your units and supports into your opponents zones. Why would you want to do that? To force him to draw a zillion of cards for example : )

After reading the card again I would say you are allowed to.

FiendishDevil said:

The Chaos "Search 5" and put into play random unit seems odd wording. Due to the conditional "any number of units", I can choose only one unit and "randomly" choose that one unit? Why would I ever choose more than 1 unit if its random which one comes out?

I would also know that, it really confuses me.

Bwahahahaha, that would be amazing.

My thoughts. Dang, all of the Empire cards are x1?

*sigh* I'm probably going to have to invest more into my secondary game here than I was planning.

Also, it seems great to have a Milk of the Poppy equivalent in Warhammer, though I'm saddened that it's DE and not neutral.

If we all knew what Milk of the Poppy was, the reference might actually mean something to some of us. ;)

Yeah, I did that one on purpose. :P

It's a 1 cost attachment that blanks the text box of the character it is attached to.

Except for traits.

Yea. I definitely wish that the Milk was a neutral card for all races... It would definitely help any deck.

Milk of the Poppy is the actual card name from A Game of Thrones LCG/CCG. It does the exact same thing as this hex. For all intents and purposes, this card will most likely be called Milk and using it on a unit will be termed as Milking that unit. Hex would work too...if we were to create a new lingo, but there are already too many hexes and it would make it confusing to say which hex.

Anyways, Milk is a pretty strong card and is a universal counter. This new hex will be seeing ALOT of play. You can now run Mob Up and this Milk Hex to counter the infinite damage cancellation.

Or even better... MILK HEX YOUR OWN BLOODTHIRSTER.

Got my cards at lunch time. I was counting on Wytefang doing the heavy lifting and posting spoilerhappy.gif

My thoughts are as follows:

1. Dwarfs are fairly meh. The epic might be good in a limited number of situations but the real threat is Rush. By the time I gather 10 resources to heal, the game is likely over. The longbeards are meh, not sure what Dwarf deck would run them now. Hewn from mountain is okay but would you rather have it or Master Rune of Valaya?

2. Empire did fairly well. The quest is a huge help for them. The unit is okay, will be better when the environment is richer and you see more decks running attachments. The epic tactic seems a little weak to me. In theory it is strong but how often will it really benefit you?

3. High Elfs probably faired second best out of this pack. The tactic gives them some decent punch fro little expense. The unit forced ability has good synergy with a Bolt Thrower/Surprise Assault deck. The Epic Spell is made of Big Win against reset decks.

4. Chaos... ahhhh poor poor chaos. My first love faction of W:I continues to meander around with no real direction or viable play strategy. I guess it is true to theme but another expensive unit is not really what the doctor ordered. Nor is an epic spell that is telegraphed a mile away when you are sitting on 10 resources during opponents turn. I know you can innovate but I am pretty confident it will be like Judgment. You get someone once and then they start dropping developments as insurance. I am with everyone else in not grokking the wording on the regular tactic. It is a lot of surplus language to let you pick one unit you find so I assume it will be ruled that you have to pull all found units out and then randomly one. Again, not sure what this helps chaos achieve.

5. Dark Elf are the winners in my book. The hex is HUGE. The Slave Driver gives you great control of weenie rushers and Clan Moulder. The epic tactic is just that EPIC. I take from you and then use what I take to bash you to pieces. Of course you can always block and destroy your units but then I guess that sucks for you when your units kill y our other units.....

6. Orcs did okay in this pack. Their epic can be a great late game closer but again you telegraph it is coming. The unit adds some more depth to Orc Control and the other tactic also fleshes out Orc Control as a viable deck type.

7. Skaven probably came in third. The support is big for them. The unit is a little too situational for heavy skaven decks but could be useful in DE/Skaven combined.

I am still not sure that this BP really has done much to slow the rush environment. If the skaven support card had been a neutral support that somehow slowed rush/skaven then I would feel better. Interested in hearing other thoughts.


I said something in the other thread where I spoilered Arcane Fire, but no problem :)

- Blessing of Tzeentch: great Card. Love this type of cards: combo-ish, a bit random ;) Reminds me some weird MtG Black/Blue cards I used to love so much.

- Hag's Curse: great card. I love blanking. It's not like removing, but good anyway. We'll see it a lot.

- I Love the Empire and Caos EPICS...even if they don't seem that good, I had a couple of "visions" and I hope to be right about it....Anyway, I like them.

- Caos has no real direction because, I guess, it's more like a "support" Faction (support is not for the Type of card :)). I think it works pretty well with control-ish Orcs and DE as well and gives lots of choices in multifaction decks. Alone, can do pretty well in an anti-rush concept...

we'll see something good in the future...Believe me gui%C3%B1o.gif

The release of these epic tactics makes me wonder if we'll see a few more Twin-Tailed Comets around. Imagine, you amass ten resources and steal your opponent's entire battlefield only to have your opponent take back his units plus yours! Or what about Chaos dropping eight damage on your capital only to receive eight damage back at one fifth the cost for you?

RM

I was thinking the same thing as well. I was also wondering if there would be any rules changes in regards to Slanesh's domination. I probably won't choose to play an epic spell against chaos as long as nothing is done about that. OR if cancellation can get a little better. I'm not keen on my opponent being able to heal his entire capital for two points because he was lucky enough to draw it from my hand while I didn't have the points to play it....

High Elf's Disdain will feed on our tears. Don't know why they added the non-epic restriction to Runefang, while other cards will break your epic tactics ( not the cards, mean the strategy :D ).

Wytefang said:

Here's the spoiler for the 6th and final Battlepack in the Skavenblight Cycle, "Arcane Fire":

DWARF CARDS:

3x UNIT - Longbeards 4R, 2D - 3P, 4HP: "Warrior. Elite. Battlefield Only."

3x TACTIC - Hewn From the Mountain 2R, 1D: "ACTION: Each of your defending Units gains 2 Power until the end of the turn."

1x TACTIC - Rune of Hearth and Home 10R, 3D: "Epic Spell. Play during your turn. ACTION: Heal all damage to your capital."

EMPIRE CARDS:

1x UNIT - Helblaster Crew 4R, 2E - 2P, 2HP: "Engineer. ACTION: When this unit enters play, move one target Attachment from one unit to another unit in the same zone."

1x QUEST - Protect the Empire 0R, 2E: "Quest. Any unit questing on this card can defend any of your zones, when they are attacked."

1x TACTIC - Sigmar's Brilliance 10R, 3E: "Epic Spell. ACTION: Rearrange your units and support cards, moving any number of them into new zones."

HIGH ELF CARDS:

3x TACTIC - Charge of the Silver Helms 1R, 2H: "ACTION: One of your target units gets -1 hit points and gains 3 power until the end of the turn."

3x UNIT - Ellyrian Reavers 3R, 1H - 1P, 3HP: "Warrior. Elite. FORCED: When this unit enters play, put the top card of your deck into your battlefield as a development."

1x TACTIC - Morvael's Legacy 10R, 3H: "Epic Spell. Play only during your turn. ACTION: Put into play all units in your discard pile. (You choose which zone each unit enters.)

CHAOS CARDS:

3x TACTIC - Blessings of Tzeentch 3R, 1C: "Spell. ACTION: Sacrifice a unit. If you do, you may search the top 5 cards of your deck for any number of units and put one of them into play at random (you choose which zone). Then, shuffle the other cards back into your deck."

3x UNIT - Beast of Chaos 4R, 3C - 3P, 1HP: "Creature. Battlefield Only."

1x TACTIC - Cacophonic Scream 10R, 3C: "Epic Spell. Play at the beginning of your turn. ACTION: Deal 8 damage to one section of target capital (you choose which section).

DARK ELF CARDS:

3x SUPPORT - Witch Hag's Curse 1R, 2DE: "Attachment. Hex. Attach to a target unit. Treat attached unit as though its printed text box were blank (except for Traits).

1x UNIT - Slave Driver 2R, 2L - 1P, 1HP: "Warrior. Kingdom. ACTION: Spend 2 resources to choose one target unit with printed cost 2 or lower. That unit cannot attack or defend this turn."

1x TACTIC - Your Will Is Mine 10R, 3DE: "Epic Spell. Play only during your turn. ACTION: Choose a zone. Take control of each opponent's units in that zone. (Those units move to your corresponding zone.)

ORC CARDS:

3x UNIT - Snotling Saboteurs 3R, 2O - 1P, 3HP: "Ranger. ACTION: Spend 2 resources and sacrifice this unit to destroy one target support card or development."

3x TACTIC - Easy Pickin's 2R, 1O: "ACTION: The unit in play with the lowest printed cost must be sacrificed. You choose which unit in case of a tie."

1x TACTIC - Da Brainbusta! 10R, 3O: "Epic Spell. Play at the beginning of your turn. ACTION: Destroy all opponent's units."

NEUTRAL CARDS:

3x SUPPORT - Greyseer's Lair 4R, 2P: "Warpstone. Skaven. Destruction Only. Kingdom. Lower the cost of the first Skaven card you play each turn by 1."

1x UNIT - Plague Monk 2R - 1P, 2HP: "Skaven. Destruction Only. Kingdom. ACTION: Whenever you play a Spell, look at the top two cards of any player's deck. Discard any number of those cards and place the rest back on top of the deck in any order."

===================================

A quick couple of thoughts - congratulations to whoever it was (I forget who said it) that predicted that the Skaven pictured on the cover of the 1st Battlepack (The Skavenblight Threat), was still unreleased as a unit/card. It's the Skaven pictured for the Plague Monk Skaven unit. Good guess!

Cyberfunk nearly guessed the Dark Elf Epic Tactic, so congrats to him. I almost perfectly guessed the Empire Epic Tactic so, "Yay, me!" Deashira PERFECTLY nailed the High Elf Epic Tactic so big congrats to his foresight!!

The only card that was underwhelming (imho, since we already stuff to do this) was the rather tepid Dwarf tactic that gives +2p for defending units. Meh.

Hi Guys,

Here is my usual assesment of new cards. My first tought is that I like this BP very much, but sadly there are some cards in the "no way to play it" zone.

Overalls count playability (power, usefullness), flavor and balance altogether.

Dwarf Section

The Longbeards are really feeling like the veteran troops they should be, and there is a good power/cost ratio. It seems that strong dwarf units don't need Grudge Thower to make big hits. Hovewer I'm not sure they will have a place in current decks. Hewn from the Mountain don't seem to usefull, but we will see.

The epic spell is really synergical with development decks, so maybe playable.

Overall : 7/10 ok, but nothing outstanding

Empire Section

Here "Protect the Empire" is the real poster-card, especially because it's not unique ! Even 3 counterstriker/flagellant etc. could defend all of your zones.

Hellblaster Crew ability seems very narrow to use in the current enviroment, and I don't see any point in Sigmar's Brillance, except if you move everything into your opponents quest zone to deck him, which is a very shunned idea in my brain. Above that it won't seems to worth it's cost, but maybe I'm wrong on this one.

Overall : 7/10 The quest is worth note, but the others seems weak. The Epic is very Empire-flavourfull at least.

High Elf section

We already knew the tactic, and it's still great. Combos nicely with Swordmasters or Dragonmages, but also strong on anything else. The Reavers is an interesting card, but I'm not sure if it's effect needed. The Bolt Thower most times needs a single development anyway. Their epic is "I WIN"

8/10 Great overall !

Chaos section

Blessing of Tzeenetch is one of the most innovative cards in the BP ! It's chaotic, and potentially very powerfull. As always, you could target dying units or low-cost sacrifices. Could be very effective in a deck filled with high-costed units. (Unclean One, Knights, Demonettes, Bule...)

Best of Chaos is kind of meh for it's cost, and Cacophonic Scream seems like a little bit too hard to use to include in any deck. It could finish already damaged zones, but you could play a horde of units and tactict for the same cost without waiting for a whole turn. Against orded (HE especially) it's a kind

Overall : 4/10 The blessing is awesome, both in flavor and crazy-usefullness, but the other two is really underwhelming.

Dark Elf Section

I think we have our winner here, the druchii !! The Witch Hag's Curse is a very effective Hex as everybody already recognized, and a real bane of enemy heroes. The Slave Driver also seems a usefull unit, but also seems a little bit limited as most defenders of note cost more than 2, but at least it could stop Moulder's Elite and folk. Oh, and their Epic makes me an evil grin.

Overall 9/10 Everything fine, but I'm not sure about the Slave Driver. Oh, and the Slave Driver cannot go on a Slaver Raid and use his ability, which is sad in the flavour point of view

Orc section

The greenskins are our second winners. Snotling Saboteaurs are another control element for them, and while 5 resources for a Pillage! seems much this card offers versatility which is a game decider in many cases. At least they could bring down the house above their head, if they would die anywy in a battle. Easy Pickin's is a card which suggest to play 2+ cost cards for your offensive, which maybe a valid tactic for orcs if normal rush with even cheaper cards become unreliable. Da Brainbusta! also point in this new direction, as current orc decks would never get 10 resources ever to play this. We will see.

Overall : 8/10 Flavourfull and usefull cards.

Skaven section

The support helps our skavens even futher to dominate the field. A first turn Innovation+Lair to KZ, a free Chittering Horde + a Warpstone Excavation to QZ or KZ seems the perfect start. Plague Monk seems an interesting addition to our decks, and maybe they could be combined with Waystones in some decks. I will definetly experiment this idea in the future.

Overall : 8/10 Great as it is. Also, I like that the monk is not a linear effect compared to our other offensive oriented ratmen.

Longbeards: Hmmm. I think that I'd rather have Mountain Brigade if I'm paying 4R and have the flexibility as to where the unit can go. Gurni's Elite are 3R which fit slightly better into the Dwarves' economy. Longbeards feel like they're missing something.

Hewn From the Mountain: Not good.

Rune of Hearth and Home: Good players don't leave zones with 6+ damage on them for long. There is a cpotential build with Sigmar's Intervention, Contested Fortress, Keystone Forge and Master Rune of Valaya but in the end you'll wonder why you bothered.

Helblaster Crew: Has a tiny amount of potential right now but not great. In the future however it could be a conerstone. Sleeper at best.

Protect the Empire: Golden. It's cards like this that Order need to deeal with blitz.

Sigmar's Brilliance: I can see a use for it in a defensive switch deck when combined with For Ulthuan!, but I suspect that it will be the first card cut from your deck.

Charge of the Silver Helms: Solid offensive card or lets you transfer resources across turns.

Ellyrian Reavers: Lacklustre. No real excitement in the stats and the forced effect is very tame.

Morvael's Legacy: Could be amazing. It's proabably worth playing a copy or two.

Blessings of Tzeentch: If you can fetch one unit then it's not bad. If it's all units and then one at random it's terrible.

Beast of Chaos: Why would you play this over Bloodsworn, Chaos Knights etc? Terribad.

Cacophonic Scream: I can maybe see a use for this in my control deck but it would have been far more playable if it burnt the zone.

Witch Hag's Curse: 3R for other Destruction decks and so might be pricey, but for any Dark Elf deck this is amazing.

Slave Driver: Another great card for Dark Elves. 2R to remove a unit for a turn is well worth the price.

Your Will Is Mine: Kill card for Dark Elf control against aggro. One of the epic tactics that will see actually play.

Snotling Saboteurs: Not quite good enough for blitz but likely to see play if the environment slows down. Orc aggro-control is almost there.

Easy Pickin's: See above. Orcs have no reason to give up their cheap units yet.

Da Brainbusta!: Not good. You can either dodge your opponent's units or corrupt the few important defenders. 10R is just laughable.

Greyseer's Lair: In theory very good but probably too slow (which says a lot aboutt he environment).

Plague Monk: Skaven decks won't play it but Chaos control will.

FiendishDevil said:

Yea. I definitely wish that the WITCH HAG'S CURSE was a neutral card for all races... It would definitely help any deck.

Milk of the Poppy is the actual card name from A Game of Thrones LCG/CCG. It does the exact same thing as this hex. For MY intents and purposes, this card will most likely be called Milk and using it on a unit will be termed as Milking that unit. Hex would work too...if we were to create a new lingo, but there are already too many hexes and it would make it confusing to say which hex.

Anyways, WITCH HAG'S CURSE is a pretty strong card and is a universal counter. This new hex will be seeing ALOT of play. You can now run Mob Up and this Milk Hex to counter the infinite damage cancellation.

Or even better... WITCH HAG CURSE YOUR OWN BLOODTHIRSTER.

Fixed that for ya. ;) This would be a case of forcing the vernacular rather than not letting it just happen.

Yeah, I am pretty dissappointed with this set. There's a lot of cards in here that are just going to take up space. The epics are interesting but nigh unplayable at this moment. I'm interested in the high elves and hope this set helps them out a little bit. I'm not as excited about the DE cards as everyone else seems to be. The slave driver? No thanks, only stops 2 cost units, not that helpful for the cost. The epic is cool but again all the epics are a little too expensive at the moment. The hex card? There are some cards where that will be useful but not that many. There are much better tactics that could kill the same units that this hex would be best used against (ie deathamster and greseer). Could be really good in the future with a change in meta or the onset of cards that do something against an opponent that has units with hexes on them, but until then, meh.

But I'm hopeful for the high elves, that tactic is great, and if you can pull off that epic that would be awesome. We'll see.

That wording on the chaos tactic blessings of tzeentch is horrible. I'm sure they meant that you take all units revealed, and then choose one randomly from that pool, but it is definitely worded like you can choose how many units create the pool for the random drawing. Very poorly written.

I do like the skaven stuff though. That building is pretty ridiculous and the plague monks are a nice addition. The skaven didn't need any help though. But naturally I'll be buying 3 of every card. Boy do I wish someone sold singles so I could get more thanquols and clan moulder elites. Could use more pillages and troll vomits as well.

All I can think is, the Empire Epic could get the Greatswords a ton of hammers.

RM

Whoa. Excellent point, Deashira. And props for properly guessing the HE tactic!!

Thanks for the props!

I have one question regarding Sigmar's Brilliance: does rearranging support cards allow for swapping attachnments from one unit to another?

RM