[Decks For Fun] part 1. : Madness & Mayhem !

By Cain_hu, in Warhammer Invasion Deck Building

Hi fellow gamers !

I'm reading this forum from the very first posts, and while it's really good player base here, they (or we) are, are too focused on tournament/competitive play and the regular "beating the rush" or "best rush ever" deck designing attempts.

I had a plan for months, which I start today : I try to write down "Decks For Fun". I hope to be able to make a new deck for the series in every 1-2 weeks.

Some remarks :

1. - The decks won't be intended to be tier 1, but to be competitive in tier 2.

While I have my own versions of tier 1 builds (be it dwarves or some rush) for fun play the uber-competitveness would be annoying, and would cause much less fun as you would force your opponents to be focused on building a tier 1 deck instead of making a fun deck himself

2. - There could be 2 way for a fun deck : flavor and/or interesting gameplay.

In short a dwarf deck full with orange-haired slayers leaded by King Kazador to take revenge on the goblins because they dishonered his throne room is indeed flavorfull... but defensive units/support would not be included bcause their un-flavorness. In the same time if you discard/mill your oppoent's cards, and then use them with Mortella/Slaver Raid it's nice interaction, but I'm not sure it's flavorfull

3. - Try out new things

I really want to use some cards and interactions those maybe never would make it into a trimmed, reliable, competitve tier 1 (or 2) deck. Of course that won't mean Beast of chaos of Repair the waystones... uhh

So this is the first in the series, Madness & Mayhem !

Decklist (56 cards, 23 distinct) :

http://deckbox.org/sets/8290

Units (24) :

3x Festering nurglings
2x Plague monk
2x Melekh the Changer
1x Valkia the Bloody
3x Bloodsworn
2x Maledictor of Tz.
2x Bule lord of Pus
3x Chaos Knights
3x Alluring Demonettes
3x Great Unclean One

Tactics (12) :

3x Innovation
3x Blessing of Tz.
2x Tz. Firestorm
2x Berserk fury
2x Flames of Tz.

Quests (2) :

Wolves of the North

Supports (18) :

3x Contested Village
3x Warpstone Excavation
3x Shrine to Nurgle
3x Ancient Waystone
2x Cloud of Flies
2x Daemonsword
2x Horrific Mutation

Some notes :

- The spell interactions are really interesting to use, and the Waystones really makes your opponent think if he has units

- Blessign of Tz. is one of the most fun cards printed so far, and it's very effective too... especially in this deck, because there are not many cheap units. Replacing dying units with it is it's most common use, but the 2 cost units often could be used as sacrifices any time.-

- Berserk Fury is another multi-purpose tool : creature removal, boost (this deck has big units to survive it, or they could be blessed), extra card draw etc. Maybe I should use 3 of it.

- Daemonettes are really fun to play (and really evil in turn 2) Horribly mutate them for more mayhem !

- The possible uses for Cloud of Flies are already well known (Valkia, Bloodsworn)... but it's also a 0 cost spell to use with the waystones.

- Monks - they have dual job : they are really anoying to the opponent which is a big plus, but primaly they are intended to have some cheap units in the deck for 1st turns. Also, I tend to draw many cards, so a small milling is a good equalizer !

- Daemonsword's best place is on the quest... best pairings are : Valkia, Bloodsworn or Daemonettes

Gameplay :

In the first turn +2 power to KZ is the primary target. Normally you have two ways after :

- spend the 2nd and 3rd turn to improve your KZ and QZ and then start playing BIG GUYS turn after turn supported with attachments and tactics

- If the opportunity present itself (mostly if your oppoent played units in turn 1 or 2) disrupt his plan ! Daemonettes or direct removal are great for the job.

Sometimes I like to take risks with the deck, since I believe that keeping in hand my good cards for the right moment simply won't worth it... I rathar draw a new one after I played this ! :P I'm also a big fan of the blessing !

what do you think ? :)

(Next deck to come : Lokhir's Slavers)

Hi! Nice thread :)

Just a not, before I disuss the thread: I don't think that, with the exception of Skaven Deck, that is PURE net-decking, there's a real difference between competitive and fun decks here...I saw lots of different builds that people would have call "for fun" but actually did pretty well in tournament, even winning (my Orc/Control, Dwarf Aggro, Empire/Dwarf Aggro Control, DE Reaper Deck with Epics, Pheonix/Big Guys decks, etc.).

The good thing about LCGs (things will become even better in the future with more cards) is that even if there are some classic "t1" decks, in tournament you see lots of different combination and sometimes the "funny" stuff wins more than the "competitive" one.


Just my 2 cents...


About the deck...

I'm testing a couple of decks with the strategies you use here (both posted in this section): the Monk deck can be pretty awesome and funny, even against "usual" enemies. On the other hand, Caos/Big Guys (named my project "Bloody Innovator") is pretty efficient too (I won lots of games against strong and more tuned decks).

- Valkia is not that efficient as it seems and most of the times ended up in the Battlefield. I wouldn't play her.

- Maledictor is a wonderful card and I'd really play it 3x.

- I know that the concept is "have fun", but I'd improve the "Monk" side of the deck. In this way the risk is to have "lost draws" and lots of "dead moments", deadly for this kind of deck.

- Ancient Waystone is not that efficient even in a Monk based deck...If you don't play around them, they're completely useless.

Anyway, the sense of everything is:

We have to have fun, AT first, I agree...But funny decks are overall good decks to play. :) If not: where's the fun? :)

Could someone explain, what you actually mean with tier?
In another thread I understood it as the time of the game when the deck is strong. Tier 1 -beginning, Tier 2 - midgame, Tier 3 endgame. But here you semm to use it in another way.

Tier 1,2,3 is a terminology used by card players to separate decks by "strength". I don't use it that much, but I know it by other players. :) It's an easy way to divide archetypes.

A T1 deck is a "strong deck", tournament level build. Right now, Skaven and Thrower decks are nearly T1 decks.

A deck that's dominating a particular format/moment of the game.

T2 decks are strong decks that tend to be strong or weak depending on the particular moment/tournament. DE control decks, Caos/DE Snipe decks, Orcs Control, Empire Aggro. Viable strong decks that can go in and out the format, depending on the general trend.

T3 decks are funny decks, generally built up for fun/occasional play purposes (strong themed decks, weird combo decks).

I don't believe a lot in this definition in LCG games 'cause as I said, it's pretty difficult to guess the t1 deck (Skaven are something like a t1 deck, but in our national league, i.e., they're not winning a single tournament). :)

Hi,

DB Cooper : Thank you for your toughts !

About tiers : While there are many decks out there which could win ocassionaly there are not many real turnament decks there, that true. But I would definetly call the Repeater Bolt Thower deck and a well tuned Dwarf grudge deck tier 1.

I really liked your Bloody Innovator deck, but if I call it back even that was designed to be really competitve first... but it was innovative too.

About this deck itself, based on experience after some play with it :

- Valkia was very usefull to me, even if she arrived to BF. But : when she arrived to QZ she was a goddess. I was able to combo her ability several times : for exmple I used Tz. Firestorm to damage her and relocated the damage in the next turn to kill something damaged by the same firestorm.

- I'm not that big fan of the Maledictor, but futher testing needed. It's even almost killed my Bule once. It's a big minus that there is no "may" in his ability text, so even kills herself if there is no enemy out there, and hen also hurt it's allies. BTW there where multple times when I would rather have the unit stay than to deal 1 damage... but he made a suicide.

- Waystones : Well, I needed some 2 cost supports and while their ablity won't be used in every game, at least it's not limited as an Armory would. Also, they are there becaus of the fun factor, and because they are sinergical with the other burn abilities :)

- Monk : I really don't understand your point here. They are some extra permanents to take into KZ in early turn, or to be sacrifices for the blessing... their ability is a plus, not a core concept in this deck (above the annoyance/fun factor) I think I will use this card full poential with a DE deck, which could benefit from the discards. ;-)

Sorry for some holes you may find in my thoughts, but it's difficult to go in depth with such a discussion in english :)

Anyway, I fully understand your points now and I'm pretty happy to see that there are people (like me, i guess) that try to keep the metagame alive with these ideas. :)

Maledictor is tricky and dangerous, yes...It's just that I like a lot the concept of including a boost and a "shot" for four resources, even if for 2/3 turns. And think about the fact that I was reasoning about a DE splash with Call the blood + HP reduction...It's just another way to get benefits from "violet" tricks ;)

My point of view with Monk is: for the fun factor/early drop, it's a must in a deck like this. :) From a more tactical POV, even in a "for fun" environment, is that maybe the deck would benefit from other early drops (maybe more removals). Or maybe, you can focus a little bit more on it :)

A good/funny trick is to use the "bolt" to sac Devs and at the same time, trigger the Monk.

What I was tryin' to say (sorry again) is that maybe you can try to look for more "consistancy".

Great post ideal.

I am SUPER busy right now, so I will not jump in too much. But I frankly get bored with the "best rush eveh" "Beat the rush" and unitless deck discussions.

I can and do play well "at that level" but I franky enjoy the game more when a pair of well balanced decks pair up, ones that spend a turn or two building up zones go at it. And building a theme is fun too for me.

Some themes I have going in decks I got floating.

A DE/Chaos mass corruption deck- seduction, chillwind, the pus lord, Dark riders, dark sorcs, that hero that gets bigger with oppenents corrupted units. Nurglings, warpstone excavations, warsptone metours and chrines of nurgle just for theme. I threw in The great unclean one just for kicks, and the juvenial wyvern just for the fun but unlikey possiblity of mass combat corruption with shrine of nurgle.

This deck actully surprised me on a few levels. Its clearly "Tier 2" but its closer to tier one then I thought it was, close enough I would trim it a little and hope for a tiny bit of luck at an event just to be different. I got enough speed in the kingdom zone that the great unclean one, which I threw in just for laughs, comes out early and more often then I thought posssible, and the wyvern has been a difference maker on occasion, not cause anybody falls victum to mass corruption, but because he is a solid deterient to a mass attack, IF you do not have azone burning already.

I have a "judgemental deck" an empire/ deck with so few attack hammers, it only wins by judgement and pingign away. I also call it my crusdaer deck as I got it full of warrior priests, zealots, witch hunters in every form. I use prepare for war to get judgement back into the deck, cause I use it do much. I got all the prevent damage buidings and dwarf forges.

It would be a Tier 3. judgement is nasty, but this deck is not built to kill, its just built to stay alive, judge you again and again, and attack you with book of sigmar thumping fanatics.

I have a DE controll deck thats build to "deck" oppenents. a Mid Tier 2 preformer, it works, but not conssistant enough, and often can;t stave off the rush.

A bigger, heavier orc deck thats more Tier 2 then rush, but which is surprisingly good vs rush, but not quite good enough......