New Keywords from March Of The Damned

By gerson2, in Warhammer: Invasion The Card Game

Savage and Necromancy are the new keywords that will be introduced with the new expansion:

Savage X

This keyword allows a unit, when it is dealt 1 or more damage, to deal X damage to one target unit in any corresponding zone. It is important to note that the unit with the Savage keyword must survive the damage it was dealt in order for the Savage keyword to trigger.

Note: When a unit gains Savage from multiple sources, the numerical effects stack on top of each other.

Necromancy

This keyword allows a unit to be played from the discard pile as though the unit was in its owner’s hand. The unit enters play from the discard pile, and if it is still in play at the end of the turn, it is put on the bottom of its owner’s deck.

Source:
www.fantasyflightgames.com/edge_npm_sec.asp

Necromancy is very good, I like it. Savage, on the other hand, is not that exciting. If the unit has to survive in order to trigger the keyword, I don't think it will happen often.

Yes, Savage won't take place so often...But it can be devastating, IMHO, especially on "big" Units.

Necromancy is pretty awesome....I really like recursion and I like the way it's been managed.

savage is rly that strong, image with the healing power of high elf ;) lizards gonna be warmachines xD

Kragg said:

savage is rly that strong, image with the healing power of high elf ;) lizards gonna be warmachines xD

I agre. I even think it's better then Necromancy. But Necromancy is also good - especiealy if You like to have a small deck of cards (it could be an endless deck ;p).

Hi,

Necromancy :

I think the real power of Necromancy is : if the unit dies in combat or it is sacrificed you can replay it again and again from your discard pile. The article mentioned CIP and leaves play abilities which open many oppurtunities to abuse the mechanic.

Savage :

The real limitation of the keyword is the same for any healing : the unit should actually survive to use it. As you may already know not many decks play healing either. But : it could be abused if you could damage your own units or if you have a way to make the unit survive easier. (maybe the HP increasing HE attachment have got a place here)

Cain_hu said:

Hi,

Necromancy :

I think the real power of Necromancy is : if the unit dies in combat or it is sacrificed you can replay it again and again from your discard pile. The article mentioned CIP and leaves play abilities which open many oppurtunities to abuse the mechanic.

Savage :

The real limitation of the keyword is the same for any healing : the unit should actually survive to use it. As you may already know not many decks play healing either. But : it could be abused if you could damage your own units or if you have a way to make the unit survive easier. (maybe the HP increasing HE attachment have got a place here)

An very interesting point of view. I did not thought about it this way in the first place.You could be right. happy.gif

Lizards have scales and natural armor. Expect the non skinks to have toughness gui%C3%B1o.gif Skink just help counter weenie rushing rat sawrms. Love how Lizardmen were the answer to Skaven.

Temple_of_the_Serpent_by_RalphHorsley.jp

actualy guys, even dwarf with their thoughtess buffs could be used in combo with lizardmen.

I think i've read damage must be "dealt" in order to savage to work. So if thoughness cancels that damage, no savage damage is returned.

About necromancy, the keyword description doesn't mention that the card must be "in play" at the end of the turn, see:

warhammer-skeletal-horde.png

So will it return to the deck if it leaves play? Hope not.

if the damaged is cancelled by thoughtess that doesn't mean that is not dealt. otherwise the text would be like boar boyz or the squig.

about necromancy i guess it works like this:

you can play it from the hand or from the discard pile, if you do the second one at the end of the turn put it as the last card of your deck.

Necromancy states that IF, after you play a card by Necromancy, that card is still in play at the end of the turn, you HAVE to put it at the bottom of your deck...

Now, the good thing is that, as someone stated, you can create nice loops (with the proper "leaves play" or "comes into play effects").

Necromancy is really powerful/dangerous and I can imagine it as a cornerstone of some decks (Rock Lobber, sacrifice effects of Dark Elves, recursion after mass-removals).

The power of Savage depends a lot on how big are the Units with it.

I do understand Necromancy another way. You put it under the deck anyway. The conditional is that you brought it in play from discard pile nd that is fulfilled.

If it leaves play and goes to the discard it will forget about going back on the bottom of your deck. So if, say, you play the Skeletal Horde via necromancy and them sacrifice it to a Rock Lobber, it will just go back to the discard pile (whereupon you can do it again, if you have the 4 resources).

Clamatius said:

If it leaves play and goes to the discard it will forget about going back on the bottom of your deck. So if, say, you play the Skeletal Horde via necromancy and them sacrifice it to a Rock Lobber, it will just go back to the discard pile (whereupon you can do it again, if you have the 4 resources).

I guess so. (i'm sure there gonna be some tattics with this keyword)

Why should it forget about its return? If an action is on the stack it remains there, even if the creater is destroyed/removed.
This is in my eyes a constant effect with a specified trigger and deleayed effect. If you do, you create the effect and sleep it until the end of turn. It is comparable to waagh. You play it now and the effect remains, even if waagh is removed from play (which it is).

It "forgets" because a card that's not in play doesn't do anything unless an effect specifically says so.

For example, if you use We Need Your Blood to destroy my 1 HP unit, and in response I return it to my hand with Pilgrimage, your WNYB doesn't "follow" the card into my hand and destroy it there.

Note that FFG specifically says that this is the way it works in the Necromancy description:

"This keyword allows a unit to be played from the discard pile as though the unit was in its owner’s hand. The unit enters play from the discard pile, and if it is still in play at the end of the turn, it is put on the bottom of its owner’s deck."

the key phrase there being "if it is still in play at the end of the turn".

I definitely like final Necromancy much better than the initial version that James describes, but I think I might have preferred Ambush to Savage.

Savage will more or less require you to play mass damage effects to get any mileage out of it. Or rely on your opponent playing indirect damage effects. No reason for your opponent to assign non-lethal damage to a Savagery unit (unless there is gametext that encourages it). Makes it a little too narrow for my taste. Ambush could've been enormously useful, even without a "come into play" ability specific to Ambush. Seems like it would essentially be handled as Rip is now, so I don't know what timing issues it would create...

The Savage keyword can also be used in situations where a player redirects damage to a Unit with Savage, and then that Unit will direct similar damage to a target Unit in a corresponding zone.

So, if you were attacking someone's Battlefield, and one of your Units, (or a Tactic or Support), allows you to redirect some of the damage to another target you control, you could target a Unit with Savage in your Quest zone, (for example), and that Unit would then ping a Unit in your opponent's Quest zone too.

The ffg description makes it, but...

The effect says so. It refers to a card. And it is triggered by "if you play" - it is not "at the end of the turn, if the unit has been brought into play from your discard pile...".

I think blessing of Valaya could play a good role with savage units (with more than 2 hp, and more than savage 1).

And maybe somekind of ambush-like keyword will be back with wood elves. It fits nicely.

Yeah necromancy will work real nice with a lot of chaos cards that sacrifice. Great unclean one. Get back your bags of bones, attack with them, then sacrifice them before the end of turn to make someone else powerful, or to use some of those chaos tactics that sacrifice. The bones go into the discard pile instead of the bottom of your deck since it is no longer in play at the end of turn and then you can do it all over again next turn. Quite handy.

I am very excited about vampire counts and lizardmen. Both very cool armies in the warhammer universe.

dude bottom is not the top of the deck, is actualy the opposite xD

The confusion is because of the inconsistency of the description of necromancy on the card and the explanation on the preview website. This seems to be a trend in the game too with imprecise wordings on cards. So if you go by the words on the card, you might think you must put the skeletons on the bottom of the deck no matter what if you play it from the discard pile.

If the website is the correct rule, then the description on the card should be re-worded to "You may play this card from your discard pile. If you do, put it on the bottom of your deck at the end of turn if its still in play."

If they don't want to put that much text on the card (its a lot of words on the card as it is now anyway with the long explanation of necromancy) then maybe just leave off the explanation of necromancy on the cards, and just say "necromancy"

No effect can resolve on a card out of play unless it specifically names the out of play area. There is no need to say "if it is still in play" because the rules would not allow it to work any other way. A lasting effect that now targets and illegal target is canceled regardless of where in the action chain it lies.

Clamatius is absolutely correct in his reasoning.