dwarf and de/orcsac deck

By Grille2, in Warhammer Invasion Deck Building

Hi,

I'm having the new battlepack since a few days and came up with 3 decks that I want to play soon in my little playgroup.

It similar to the dwarf midrange decks but I use stricty use Dwarf Rangers in quest zone because the I like the direct dmg to capital especially if there are more that one ranger on board. My first playtests showed that Mining Tunnels are gonne be awesome. Getting one out with an early cannon crew can really calm you down because the card draw is so good and I really like that you benefit from them, right the turn you lay them down. It's really hard for the opponent to control your board once you are in the midgame as you can play Stand Your Ground and Master Rune of Valaya turn after turn if you have more than one Order in Chaos. Mining Tunnels further prove their use by getting that 2 cards from your discard pile to your hand if you have at least 2 Mining Tunnels out.

It needs a bit finetuning as there are 52 cards included but after the first real matches I'm having a more clear way of what to take out and maybe into.

3 Dwarf Cannon Crew
3 Defender of the Hold
3 Slayers of Karak Kadrin
3 Dwarf Ranger
3 Troll Slayers
3 Zealot Hunter
3 Zhufbar Engineers
2 Mountain Brigade

3 Innovation
2 Master Rune of Valaya
3 Order in Chaos
3 Stand Your Ground
2 Blessing of Valaya
2 Demolition!

3 Mining Tunnels
3 Great Book of Grudges
3 Warpstone Excavation
3 Contested Village
2 Grudge Thrower

My second deck that I thought of was a deck that uses sacrifice effects and control together with quick game enders. I try to develop kingdom from turn 1 as the decks needs a good resource pool especially when it comes to the spearmen. A "ripped" spearmen together with innovation can be gamedecider and Corsairs of Ghrond are also a good Rip target. I'm using Squig Pen for card draw and Dark Initiates go also into Kingdom in the first turns and later into battlefield (via Har Ganeth) as Rock Lobber food.

Lash and Whip can really boost your card and resourcepool but one should at least keep one version because having Take Captive! or Grasping Darkness targets without sacrificing them in the end is only half the fun. Great Cave Squig has some great synergy in this deck. As resource gatherer or in battlefield it's a good cost/power ratio and if you can't or don't want to sacrifice a development you can hit Walking Sacrifices, Corsairs and Morathis Pegasus or just play Witch Hags Curse if there are no other targets where you need the curse. With Altar of Khaine the unit can also get back to your hand after being hit by the squig.

Playtesting with this deck is not so effective as Grasping Darkness and Take Captive are so opponent dependend but it's a really funny deck and it I'm curious how competive it will be.

3 Walking Sacrifice
3 Dark Initiate
2 Spider Riders
3 Lobber Crew
2 Great Cave Squig
3 Corsairs of Ghrond
3 Morathi's Pegasus
2 Naggaroth Spearmen

3 Innovation
3 Lash the Prisoner!
3 Whip the Slaves
2 Bathe in Blood
3 Rip Dere 'Eads Off!
2 Grasping Darkness
2 Take Captive!

3 Warpstone Excavation
3 Witch Hag's Curse
2 Har Ganeth
2 Squig Pen
2 Rock Lobber
2 Altar of Khaine

What is your opinion on Your Will is Mine? Basically I can get that many resources (without looking too suspicous) through Innovation or Lashing my units because I will get new units.

Thoughts and advice are as always appreciated.

grille said:

3 Walking Sacrifice
3 Dark Initiate
2 Spider Riders
3 Lobber Crew
2 Great Cave Squig
3 Corsairs of Ghrond
3 Morathi's Pegasus
2 Naggaroth Spearmen

3 Innovation
3 Lash the Prisoner!
3 Whip the Slaves
2 Bathe in Blood
3 Rip Dere 'Eads Off!
2 Grasping Darkness
2 Take Captive!

3 Warpstone Excavation
3 Witch Hag's Curse
2 Har Ganeth
2 Squig Pen
2 Rock Lobber
2 Altar of Khaine

What is your opinion on Your Will is Mine? Basically I can get that many resources (without looking too suspicous) through Innovation or Lashing my units because I will get new units.

Thoughts and advice are as always appreciated.

This deck is hilarious. Morathi's Pegasus + Great Cave Squig is pretty clever.

Let us know how it runs.

Yeah it was really fun to play it and had good success after taking some minor changes. I had a rule misunderstanding in Bathe in Blood + Spearmen so they went out. Altar of Khaine draws too much attention and everytime I could afford playing it I saw a Pillage/Demolition the next turn. After seeing that the rest of the deck did pretty well I put Vile Sorceress, Mortella (useful in nearly every matchup and can be a lifesaver to Order in Chaos "loops") and Clan Moulder (does also well with Witch Hags Curse) in.

Grasping Darkness really helps getting all those Spider Riders/Snotlings, Clan Moulders, Slayers of Karak Kadrin out of the way and it's a good counter to powered up Pistoliers. The real fun begins after a few matches whenever you can't play something really good you just keep 3 resources as a bluff as it keeps your opponent busy. Keeping 1 resource over is also good when you can lash a unit for a surprising Take Captive or just innovate if possible. Rock Lobber got me some really close matches that I already declared lost in my head and finished other matches 1 or 2 turns faster.