Bloody Innovator - Caos Monsters Deck

By Guest, in Warhammer Invasion Deck Building

Hi!

I was thinkin' about a solid Caos deck, built up mostly for fun.

It has a straight forward strategy: quick resources/draw increasing and hit with big guys. :)

But it's not that stupid as it seems... :)

You've to focus on KZ in order to get 5/6 resources turn 2 and start drawin' 4/5.

When you have the right stuff, you've to play 2/3 Units per turn and close the deal in a couple of turns.

I included a bunch of control-ish cards just to avoid rush decks and Orc blitz.

I did just a bunch of "hand-testing" (I haven't played it yet), but it seems like it's well balanced and seems capable of furious "heavy rush" (turn 5/6 big hit).

I went almost "3x everything" just to have an easy turn 1/2 Developements choices.

Here's the list.

UNITS 22
3x Fledgling Chaos Spawn
3x Festering Nurglings
3x Savage Maraudes
3x Chaos Knights
3x Bloodsworn
3x Bloodthirster
2x Chosen of Tzeentch
2x Bule, Lord of Pus

SUPPORTS 12
3x Contested Village
3x Armoury
3x Warpstone Excavation
3x Cloud of Flies

QUESTS 2
2x Wolves of the North

TACTICS 15
3x Flames of Tzeentch
3x Blood for the Blood God
3x Tzeentch's Firestorm
3x Call the Blood
3x Innovation

TOT 51

I don't know if it can be competitive, but I believe it's something like an archetype...then, who knows? :)

Let me know what you think, guys.

Thanks in advance. :)

Hym it seems you have a lack of control with anything except unit removal and a little corruption but I'm not sure if this is what you were going for.

Also I don't see a way to relliably get to the 5-6 resources a turn that you need to get some of those high cost cards like lord bule and the chaos knights out onto the table quickly. The deck looks like a setup I had when I first started and more often than not the high cost cards like the blood thirster ended up just becoming developments on the table.

You need a different scheme here as everything you are planning to do chaos/skaven with the same supports/tactics does better. If you want to play the big hero cards & high cost units then you need a way to get them out quickly and relliably or a way to bog down your opponent. While I wouldn't scrap the deck there should be some thinking into a general plan for it's mechanics that aren't better served with the current "netdeck skaven mix of the week".

I like chaos and I'm really going to have to wrap my head around it again to see if I can make it work. If you would please update this thread with your changes to that deck. I'm interested in how you might make this work in an environment flooded with skaven variations right now.

Thanks, at first! :)

I know there are some "holes"...This is not a competitive build at the moment...It's an archetype I'd really like to test.

After lot of Chaos testing (in the past) I realized that, right now, there are three archetypes you can make work:

- Anti-rush;

- Skaven;

- This one.

Chaos has lots of "multiple powers" Units. You have not to run on the battlefield, but make big KZ and QZ. In turn 4 you can have big guys in both KZ and QZ and even if you lose the battlefield, it can be pretty difficult for DE/Skaven and other archetypes to get rid of those guys. Using basic "shots" you can get rid of insidious stuff...The rest is going to die in combat, as long as you have the biggest guys. :)

Right now Caos is something like a "good supporting" faction, but this deck wants to test its basic strengths: damage and multiple-powers.

Corruption is not a viable option, right now.

I use flames-blood-firestorms to get rid of rush. I can have 5 resources turn 2 and with FCS I can avoid loyalty issues.

I haven't included support-control just because, as I said, this is an archetype I'd like to test, where the only support that can be a REAL trouble is Master Rune of Dismay and it's played by a single deck around here...

I'd really like to help and get all the help you'd like to give, 'cause even if Caos is not my favourite faction, I don't like to have races I don't understand. :)

For future brainstorming, take into account the fact that my meta is not that "fast" right now...We usually have a couple of control/combo-ish decks, three Orc-blitz, maybe a single Skaven deck, DE control, Orcs Aggro-Control (mine, at the moment), Dwarf control and other experimental/not that fast decks. :)

Just to let you know the habitat in which this idea has grown... :)

What do you think about including Daemonsword? I have a deck along these lines and it has worked out well for me, especially turn one on a chaos spawn. It is also good on a unit questing on Wolves of the north.

Vitamin T said:

What do you think about including Daemonsword? I have a deck along these lines and it has worked out well for me, especially turn one on a chaos spawn. It is also good on a unit questing on Wolves of the north.

It's definitely not bad, considering that the Corruption stuff may become a minor issue if WE is there and the unit would be corrupted anyway...

It's not bad even Turn 1...Not bad at all...

Let's think about it...

What should I remove for it? I guess 2x is enough...

- Daemonsword is must have, especialy, if you play vs order deck, its turn 1 Daemonsword on Chaos Spawn in KZ plus 1 resource left!!

- You should consider Warpstone Meteor, becouse Troll Vomit is a kill card for this deck, so you need it early in KZ, and in mid game in QZ as an emergency option.

- Pestilence is much better anti-rush card than Blood for the Blood God, but you need to remove Maruders ( with Meteor and Relic you get money really fast, and Maruders are meh now becouse, each Chaos or DE deck will kill them very easily.

- Belive me, I'm playing Warhammer right from the start, and I play 90% of my games with Chaos decks; Chosen of Tzeenth is really not that good as he looks like, I think that Maledictor is worth testing (especially with relic on Quest)

- There is also one card, that I thing is very good: Berserk Fury, it gives you so many things in just one card! ( It can give you 3 more cards, 3 more resources, 3 more damage or kill any opponent unit with 2 HP!! Since this deck kills usually with Questing big unit plus 1-2 units in battlefield, Fury is very nice offensive card.

- Do not look at his ability, but Gret Uncle(an) One is 4P 6HP for 6. You can get him even at turn 2! He won me lots on games.

- last thing, I thin that Chaos deck still needs Seduced by Darkness, for instant Corrupt, and in fast meta is better than Call the Blood for 3. You dont need Call the Blood so much since you have Flames and lots of resources. Also think about Brutal Offering as a reset, 1 or 2 copy is always good.

as usually I forgot

- Slaneesh Domination, against every deck, sometimes this card wins games, it's your only defense against Emire with hard Verena/Will,

- Burn it Down, It's probably a must-have card in almost every deck, Rune of Dismay is not the only one Support that pains you, there is also Church of Sigmar, Altar of Khaine, Book of Grudges, Hydra Blade, Treasure Vault, Grudge Thrower, Mountain Barracks....

Hi Cooper it's good to see a new deck every new day :)

I played yesterday with my chaos version in my playgroup and some matchups really gave me trouble but I managed to get a good winning rate. Your deck looks solid but how do you manage orc or dark elf control? If you can't play Savage Marauders because of Har Garneth/Vile Sorc or they get lobber crew'd, easy picked etc. it's hard to get into enough resources or card draw. Ok at least you have Armouries which I don't have but from first look that's one problem I see. If your opponent locks down your kingdom and you aren't drawing more that 2 cards chaos decks are not easy to get into play. For that reason I play deamonsword and Warpstone Meteor. Both of them really work well together with Chaos Fledging, Savage Marauders and it doesn't reduce Festering Nurglings to a "get into play" unit only.

In my deck i run Pestilence where deamonsword is another keycard as it lets Marauders or Gors survive and Valkyria/Bloodcultist doesn't care about damage anyway. Together with Chillwind and Seduced by darkness you have some great sniping/reset tools with the Pestilence and it's helpful against skaven or other rush decks. Another great card was Berserks Fury. It's a good tool to get rid of Snitch or every other troublesome 2HP unit or for a quick surprise attack together with Blood Cultist that have good surviving chances. It's also cool to give your deamonsword Gors a boost to 9 might symbols for a turn. In a former build I had also Blood Frency for my Cultists as they were getting monsterous after a good timed Pestilence but in most games I couldn't really get the setup into play so left it out and concentrated on Cloud of Flies only.

You say corruption is not a viable tool but why do you run Bule? I like Seduced by darkness as it can slow things down until you have established everything you need or it's a good to counter a Rip Bloodthirster. If your meta is not rush heavy you should really try deamonsword and you should consider Great Unclean One in your deck because they are not that hard to get into play and they fit your unitstyle.

If you want to check my version it's this one but there are other chaos builds that I like to test: http://deckbox.org/sets/2645

A build centered around sacrifice effects or a snipe/darkelf also look testworthy.

Hi,

I think Berserk Fury is a much more usefull card than Blood For the Blood God, as it can be used as a targeted removal or as a buff based on what you need. At least it could get rid of QZ/KZ Deathmasters, Thanquols, Vile Sorcereses, Dwarf Rangers and other pesky units.

Also, seduced by darkness is a must.

BTW, I'm also working on a mono-chaos build... it will include Demonettes + Horrific Mutation, Deamonsword, (at least to test these), and some Great Unclean Ones. When Arcane Fire arrives I will definetly add some Blessings of Tzeentch, as most of the units will cost more than 3, and instant replacement for almost dead units is always welcome.

I don't agree with rasdsaris in one point.... I think Pestilence is almost useless, as it won't help any against the really problematic units like Moulder's Elite (+ Choppa) or Deathmaster or even a lowly Gutter Runner. Even orcs/goblins could survive it thanks to Scrap Heap. Not to mention dwarves.

I'm not sure about Slaneesh domination (as in my experience it's enought to defend your KZ against Verena... but it's good to have anyway), nor Burn it Down (as the dominant destruction decks don't run it at all... and the only supports worth to get rid of are the Bolt Thowers)

I would definetly remove Bloodthirsters (you don't have cheap units to sacrifice, and he won't be played much), Chosen of Tzeentch (not much use for him), and Call the Blood (you will kill most opponents in combat or with spells with one stroke)

I'm also not sure about Armory, since it's limited, and could not be played together with village.

After making a lot of the modifications that other people have suggetsed I'd try to keep a couple Call the Blood. Units like Clan Moulder's Elite are really expensive to kill using spot removal and a couple of Call the Blood can really ease that cost. I'd want to add some more Dark Elves to the deck however.

Oh, guys...I'm astonished!! :)
Everyone gave me lots of ideas, really really thanks!!!

Let's figure out what I like and what could be good:

- BERSERK FURY: I was really thinkin' about it and I really like it (mostly for its double/use). :)

- MALEDICTOR: another option, yes...I'm not sure about it in THIS build just because what I need is something that STAYS...But it's definitely not bad.

- DEAMONSWORD: I'll put it in, you got me. :)

- BULE, LORD OF PUS: even if I'm not relyin' a lot on Corruption (not at all), I consider it a great way to remove "heavy" Units from my path, since I need a couple of attacks to close the deal. Then, it's fat. :) I guess it's good even without a Corruption/environment around.

- GREAT UNCLEAN ONE: interesting...It's pretty fat...It's ability its completely useless, tough...Right now I'm using Bloodthirster 'cause prevents cancellation and removes stuff from the battlefield (i usually keep mi FCS to feed him when it comes...).

- BLOODTHIRSTER: maybe it can go...But I like the face of my oppos when it hits the table... :)

- WARPSTONE METEOR: I used to like it, cause it gives 2 powers for 3 essentially and with the Quest, even after a Reset, I don't have loyalty issues...anyway, its effect is not that efficient...I don't know...Maybe I can pull OUT Marauders for it?

- ARMOURY: I like it 'cause I tend to develop my KZ for the first 2/3 turns anyway and it gives me an extra power everytime.

- BLOOD FOR THE BLOOD GOD: gives me the chance to get rid of the usual "Moulder + Choppa!", Boar Boyz, Squigs and comboes with Chosen...I don't know, maybe it's not that good...Should I focus on Combat as someone suggested?

The point with this deck is that, even if it won't be a t1, it can be solid...Now I'm startin' to like it a lot (mostly for YOUR SUPORT :) ) and I think a great advantage comes from the "pshycological" factor of havin' big guys, avoiding some attacks.

I'll try to find room for some changes...Go on suggesting, in the meanwhile! :)

Thanks A LOT! gui%C3%B1o.gif

Hi!

Some news...

Last night we've been testing a bit and I created a new list, based on some of your suggestions, also.

Let me explain that "Berserk Fury" is not in there just because I'm not sure what to pull out, but in the final version I'll definitely try to include at least a couple of copies.

Here's the list, then the comments.

UNITS 23
3x Fledgling Chaos Spawn
3x Festering Nurglings
3x Savage Marauders
3x Bloodsworn
3x Maledictor of Tzeentch
3x Chaos Knights
3x Great Unclean One
2x *Bule, Lord of Pus

SUPPORTS 17
3x Warpstone Meteor
3x Warpstone Excavation
3x Contested Village
3x Armoury
3x Cloud of Flies
2x *Daemonsword

TACTICS 12
3x Flames of Tzeentch
3x Tzeentch's Firestorm
3x Innovation
3x Call The Blood

TOT: 52

I tried to play without Marauders at all, but I had very bad starts and tended to take a mulligan every time.

Now I have different possible starts, using supports, units and/or innovation for a boost.

I pulled out Blood For the Blood God and put int more supports.

"Warpstone Meteor" does a great job, 'cause it's a boost and has a nice effects, that allows me to be pretty annoying in combination with Bule and a proper Festering Nurglings, at the right time of the game.

I removed "Bloodthirster" and included "Great Unclean One", that's devastating (thanks a lot for makin' me think about it). It's pretty efficient, comes out fast and goes straight to the aim without troubles (6Hp and 4Powers is enough for anyone :) ).

I don't have lots of removals, but with that amount of supports and a bunch of turn1 units, I can start collecting lots of resources pretty fast: in every game I played I ended up drawing something like 4 cards and collecting 8-10 reources a turn, with not that amount of effort, using the lots of multiple powers supports/units. The consequence is that instead of intimidating the oppo with shots, I do it with Units: when you have Bule and G.U.O. out, your oppo NEEDS to get rid of them as soon as he can and in the mean time I can go on increasing/attacking, using THOSE dead turns of my oppo to close the deal.

I didn't won every game I played obviously...I lost, a lot. But I didn't lost in a depressive way...I've always been in the game and every game ended up with a burning section for each players and usually lots of damage in both of the other sections of my oppo (when these guys start attackin', there's no mercy for anyone).

IN THE END: it's still a "work in progress" archetype, but I'm still guessin' that's something good in there and any further help would be much appreciated.

Thanks a lot.

Hope this little testing reports help a bit.

bye

DB