I just wanted to create a thread for other empire fans to unite and talk empire tech and what not.
What do you guys think of the new derricksburg cards? I've been doing a couple mock games since I got it, and I love it.
We used to do this thing in the AGOT forums where we would rate each card in the new set for our favorite factions, I want to try to do this here for fun.
If you get a chance, post your own thoughts, or ratings. It would be fun to see what everyone says, or how everyone's opinions will change as the cards get played more.
Rating Key:
[*---] Coaster
[**--] Limited Useability
[***-] Solid, but not auto-include
[****] Made from the coat tassels of Sigmar himself
Knights of the Blazing Sun
[***-]
Just solid, that's it. This is one of those units that I feel doesn't look amazing on paper, but as you actually play with it will do well. It goes without saying that he will do well against the corruption effects of destruction, but I think even against order, his cost is justified, for a few reasons:
-He gets around Warpstone Excavation: If you have a prone kingdom or quest with WE already in it, this guy can pop in and save the day.
-He is a non-janky 2 cost Empire card that has 2 HP: For the love of god, finally.
Gryphon Legionnaire
[***-]
Surprise! This is one hell of a jumper. The only thing, is that Empire's 3 cost options are so good I probably wont run him in every deck.
Derricksburg Forge
[****]
I really don't throw this around lightly, but wow.
This is a great opening drop for your kingdom. I've been replacing Contested Village with this recently. This enables some fun first turn setups:
DF + Errant Wolf (I love this, especially since I can move Errant Wolf to the battlefield later with Temple of Shallya)
DF + Bright Wizard Apprentice (I feel a little less hesitant about this card clogging up my opening hand with DF around to offset it.)
DF + Golden Wizard Acolyte (Easy way to get the ball rolling if I'm going second)
I'm always getting at least a WE or so on top of these too, so I've been pleased with my opening hands so far.
Gryphon Standard
[**--]
Not horrible, though the use seems limited at first glance. I doubt this doing much but being a development until turn 3 or 4, especially with the battlefield restriction.
Empire seem kind of zergey, so it does fit. They need a little bit of a push to finish off their opponent, and this may get the job done.
The only thing is, to get the maximum use out of this card, you need Temple of Shallya. I can put this on a Golden Wizard Initiate, deal some damage, then send him back to quest, barf cards back into my hand, and put him back next turn. The idea of Johannes Broheim with this going around spreading his prosperity to every zone also sounds pretty funny.
Order in Chaos
[**--]
**** good, though limited. Technically it isn't an Empire card, this card seems as if it could add a lot of strength to Verena decks. Recycled Will of the Elector can be a scary thing to behold. If you can get 2 in your hand at once, you can keep it going infinitely, ouch.
The obvious advantage to this, is that it gives 50 card decks a little more endurance, especially with Empire, because with their move effects, they have greater control over their draw. I'm using this setup in my verena deck.
Verena 3
Will of the Electors 3
Demolition 3
Vigilant Elector 3
Order in Chaos 3
With Order in Chaos, I can focus on whatever the current issue I'm having in game is, and target it directly. I have Will of the Electors to set up Verena, Demolition to deal with support like Contested Stronghold (or destroy a development for verena in a pinch), and Vigilant Elector to deal with problem units like Vile Sorceress.
Once again, post your own thoughts. I'd like to know the opinion of other Empire players.
And a first turn Derricksburg Forge certainly didn't hurt my opponent.