Dark Elf Sacrifice

By Harliquine, in Warhammer Invasion Deck Building

I've been working on this as a Chaos deck but it just never seems to really get off the ground so I switched to dark elves as the primary kingdom. The idea is to draw through the deck quickly using tactical sacrifices while keeping a keen eye on your opponents resources in reserve. If you haven't all but secured victory within 4 turns then it becomes sour quick against the current leading decks except unitless bolt thrower. You should be able to get lots of cheap units out to sacrifice to draw more cards or swap out for bigger units. If a dark elf hero is on the table then bathe in blood becomes the lynch pin of burning one section of an opponent's capital quickly. There's not much utility here except what's on the units. Blood thirster & mob up for preventing damage cancelation. Har Ganeth for unit removal and extra draw power with walking sacrifice. Hate for controling an opponent's resource pool. Slave driver works better than corruption tactics ever did. Malus Dark Blade for the defend or take damage ability. Corsairs for unit removal and defense. Cold one knights for anti-bolt thrower tactics. Shades for hand control and cheap sacrifices. Witch Hag's Curse for those frustraiting units loaded with text but you knew that all ready.

One question though. Is there a limit to cards like Bathe in Blood? Can I play 3 Bathe in Blood cards on one hero as sort of a cruise missle to blast through the 20 hit point average for an order deck capital section?

Units
Vertern Sell Sword x3
Walking Sacrifice x3
Fledgling Chaos Spawn x2
Blood Thrister x3
Corsairs of Ghrond x3
Coldone Knights x3
Shades x3
Malus Darkblade x3
Lokhir Fellheart x3
Slave Driver x2

Support
Har Ganeth x3
Witch Hag's Curse x2
Orc Chaos Alliance x2
Chaos Dark Elf Alliance x1

Tactics
Hate x3
Mob Up x2
Whip the Slaves x3
Blessings of Tzeentch x3
Bathe in Blood x3
Lash the Prisoner x3
Rip Dere 'Eads Off! x3
total 56cards

I don't see why not. It doesn't say "printed power total" so it should work out.

Anyway, cool concept.

Lots of combos in here, but for the deck to really be playable, I think you should rework the deck to make it more efficient.

The very first thing I would do, is drop Rip 'Dere heads off and it's related tech. It's pretty funny when you get it to work, but it's way janky, especially since it's an out of faction card to begin with.

Then, I would form an easy cheap resource base. Really, just keep it simple and do like: WE x3, CV x3, Innovation x3 + another support set of your choice. This deck isn't really support centric, so just keep it cheap and easy to play out. Keep Lash, but just realize that it isn't going to do much until turn 2 or 3.

The reason for this is that with little power-generating support, decks with resets will eat you alive (BT included) , and any situation where you have to rebuild will be difficult. The only reason you wouldn't want to run at least 3 sets of power-generating support is if you wanted massive offensive presence right out of the gate. DE can do this, but this doesn't seem to be the focus of your deck, so don't worry about it too much.

The focal point of your deck looks to be ruining people **** with Bathe in Blood, you can make this work, and do it all in house.

Run Warp Lightning Cannon x3, this will offset the need for multiple heroes, you can also run Chillwind x3 to simultaniously offset the corruption drawback and the rare crazy defensive unit for the kill.

I think also adding Gutter Runners x3 and Deathmaster x2/3 would really strengthen the deck, but that may be too Skaven-esque for what you're trying to do.

I personally wouldn't tech specifically against BT, play smartly and to DE's strengths and you should do fine. (Though some way to bust through support cards wouldn't hurt)

I can comment more if you'd like, but really, as long as you have a solid and efficient resource foundation, you can do whatever you want and see much better results.

No I think I'm going to keep the Rip Des Heads Off! in the deak it's just too usefull of a card. Not janky at all.
Have you considered using it stop the high elf bolt throw deck of doom by gimping their one battle field developement? What about putting the a hero or the big deamon in the quest or kingdom zone as a developement and then either flipping him over before defenders are declared or using the extra power to either draw more cards or generate more resources? What about starting developements in your battle field and then putting Lokhir Fellheart there as a developement so that it is more difficult to just pillgramage him back to your hand. Wait for an opponent to be low on resources and then flip him at the start of your turn to activate his battle field ability to rid yourself of the pesky high elf sword masters or the dragon mage?

I think I'm going to lash the prisoner and put in anouther slave driver and either leave it at 54 cards or put in something else to help break stalemates or to draw more cards.

I am trying to do this without skaven for now. I have them and a super deck with skaven but I all ready have them...

I do need to trim the fat from the deck... and I never get to see my witch hag's curse and hate just seems to not work well against anything other than orc decks right now.

Harliquine said:

No I think I'm going to keep the Rip Des Heads Off! in the deak it's just too usefull of a card. Not janky at all.

I agree that it's versatile, but it really is horribly janky. It's like you're playing tetris and all you need is the "I" piece, except it's like that for the whole early game.

When you don't have the card, in the early game, your x3 heroes and bloodthirsters just end up being dead cards. There's also the fact that you're running it out of faction and you may have to play it with a penalty.

So paying one more for loyalty on Rip Des Heads Off! making it a cost of 2 at most is too much but you have no arguement over the Blessing of Tzeentch which is 3 with a loyality of 1 for a max cost 4? My hand of heros I can play from my hand, my hand of blood thirsters go down as developements.

The warp fire cannon and chill wind is neat but it has been done and beaten now. There's just so many different cards that can shut down units like that before they get a chance to do anything. My fav opponent is currently running a banish deck in which he just sends units back to your hand and happliy drops the attachments off at the discard pile for you. He sends them back to my hand I sacrifice to mitigate the loss and get back onto the table.

My goal wasn't to completely pick your deck apart, it was to help you with your gameplan and make it flow a little better.

How many turns does it take you to mount a solid offense? I would assume 4 normally, and maybe 2 or 3 if you draw into your Rip 'Dere Heads off, and then, that's for 1 turn.

What happens when you build up, and they reset you? You wont have 3 or 4 more turns It seems like you're teching up specifically against BT, BT runs resets.

Banish also doesn't work on characters with attachments. So make sure your friend is playing by the rules.

Banish is just the theme. He runs banish, pilgramage, and one of the high elf heros which sends a unit back to your hand unless you pay him 2 resources. We're both very savvy on the rules. He uses the theme mixed with toughness from several elf units to stay in the game while attacking and waiting for several developement dependent cards like surprise assault, pilgramage, or innovation.

Your deck seems to focus so much on sacrifice tech and less on a win condition. I would recommend picking a method winning, destroying zones or milling, and then a stage you want to aim to kill your opponent in, early, mid, or late game. Then design the deck to achieve that and use sacrifice tech as a tool to get there. As it is right now i see blitz elements, sacrifice tech, development tech, discard and 3 different races all in one deck. Just because cards give you benefits for sacrificing units doesn't mean they are good enough to run.

chaosvt said:

Your deck seems to focus so much on sacrifice tech and less on a win condition. I would recommend picking a method winning, destroying zones or milling, and then a stage you want to aim to kill your opponent in, early, mid, or late game. Then design the deck to achieve that and use sacrifice tech as a tool to get there. As it is right now i see blitz elements, sacrifice tech, development tech, discard and 3 different races all in one deck. Just because cards give you benefits for sacrificing units doesn't mean they are good enough to run.

Thanks. That's the criticism I was looking for right there. The whole deck feels wonky even though it contains all these useful cards. I think I can trim it down and get into a win condition of burning zones since milling people isn't very effective for disorder.

it isn't the trimming it down so much as making the deck more efficient. There is one win condition and one loss condition in this game. You already know which you want to use, just dedicate 6-10 card slots specifically on making that happen, 10-15 on supporting those cards (getting to them faster, making them even more powerful), 10-15 hate/utility cards to give your deck some versatility/fight bad match-ups, and then 9-12 cards for resource generation. Any space left can be filled out with cards devoted to a sub-theme that can leverage you into a better position, but in and of itself is not going to burn zones or deck your opponent. Most sacrifice cards to me would fall under the utility/sub-theme categories, not a decks main theme.

Assuming you want a balls-to-the-wall competitive deck. If you just want to have fun and play weird stuff, or you are so much better than your opponents you can bring jank to play and still win then (and I like playing both competitive and weird decks) then just ignore my last post.

No with this deck I was just toying with looking to the future where skaven as the "answer to everything" are gradually phased out. I mean some skaven cards are all ways going to be in the competitive play but a lot of them won't. As for the "loss" condition Periculum has beaten me to it and figured it out how to make it work and win consistantly now. It's his baby so I won't spoil it for him.