Fresh from GenCon - March of the Damned SPOILER

By Wytefang, in Warhammer: Invasion The Card Game

Not to tease anyone, but in the post immediately following this one, I will be posting the spoiler for the newly released (at GenCon in limited quantities) March of the Damned Deluxe Expansion that brings both the Lizardmen and the Vampire Counts into the W:I fold. It'll take about 15-30 minutes from now, so check back then to see it in all its glory. You're welcome. :P

babeo.gifcan't wait

Dont usually read spoilers, but I might just have to take a little peek at this one.

where is it at man? im over here stalking this thread :3

Chop, Chop! (please)

Here we go, March of the Damned!!!

1. Dwarf Unit - Serpent Slayer - 4R, 2D, 2P, 4HP - "Slayer. While you have at least three developments in this zone, this unit deals +X damage in combat. X is the number of developments in this zone."

2. Dwarf Unit - Long Drong's Pirates (No, I'm not kidding that's the name) - 3R, 1D, 1P, 3HP - "Slayer. If there are at least two other Slayer units in this zone, this unit gains 2 Power."

3. Dwarf Support - Oathstone - 1R, 2D - "Attachment. Rune. Attach to a target unit you control. If attached unit is destroyed, draw four cards."

4. Dwarf Tactic - Tough as Nails - 1R, 2D - "ACTION: Target Slayer unit gains Toughness X until the end of the turn. X is the damage on the unit."

5. Dwarf Tactic - Merciless Assault - 2R, 2D - "ACTION: Target attacking unit you control gains 3 Power until the end of the turn."

6. Empire Unit - Jade Acolyte - 2R, 2E, 1P, 2HP - "Mage. ACTION: Spend 1 resource and choose a target development you control. That development becomes a unit with 2 hit points and 1 Power until the end of the turn. It also counts as development (limit once per turn). (Yes, they left out the "a" in that last sentence on the card.)

7. Empire Unit - Rodrik's Raiders - 3R, 1E, 1P, 3HP - "Warrior. Noble. ACTION: When this unit enters play, turn target support card facedown into a development."

8. Empire Support - War Machine Emplacement - 1R, 2E - "Siege. War Machine. Battlefield. ACTION: Spend 2 resources to deal 2 damage to target attacking unit (limit once per turn).

9. Empire Support - Garden of Morr - 3R, 2E, 1P - "Building. This card gains 1 Power for each resource token on it. ACTION: When one or more units are destroyed, put a resource token on this card."

10. Empire Tactic - Manaan Take You! - 3R, 2E - "Spell. ACTION: Destroy target unit or support card in a zone with no developments."

11. High Elf Unit - Sea Guard Captain - 2R, 2H, 1P, 2HP - "Warrior. ACTION: When this unit attacks, deal 1 indirect damage to target opponent (players allocate their own indirect damage."

12. High Elf Unit - Keeper of the Flame - 2R, 1H, 1P, 2HP - "Warrior. ACTION: This unit takes 1 uncancellable damage. If it does, destroy target Attachment support card."

13. High Elf Support - Citadel of Dusk - 2R, 2H, 1P - "Building. When this card enters play, place 3 resources on it. ACTION: Remove a resource token from this card to have it gain 1 Power until the end of the turn (limit once per turn)."

14. High Elf Support - Elven Warship - 3R, 1H, 1P - "Ship. ACTION: At the beginning of your turn, deal 2 indirect damage to target opponent (players allocate their own indirect damage.)"

15. High Elf Tactic - From Beneath the Waves - 2R, 2H - "ACTION: Deal 3 indirect damage to target opponent (players allocate their own indirect damage.)"

16. Orc Unit - Savage Boyz - 4R,2O, 2P, 4HP - "Warrior. ACTION: Spend 1 resource to deal 1 damage to target unit you control."

17. Orc Unit - Forest Goblins - 2R, 2O, 1P, 2HP - "Goblin. ACTION: When this unit enters play, target unit gains 1 Power until the end of the turn."

18. Orc Support - Troll Den - 4R, 2O, 3P - "Building. FORCED: At the beginning of your turn, deal 2 damage to target unit you control in this zone or sacrifice this card."

19. Orc Tactic - Spida Huntin' - 1R, 2O - "ACTION: Deal 2 damage to target unit you control. That unit gains 2 Power until the end of the turn."

20. Orc Tactic - You's Bigga - 0R, 2O - "ACTION: Sacrifice a unit to lower the cost of the next Orc unit you play this turn by 2 (to a minimum of 1)."

21. Chaos Unit - Lord of Change - 6R, 3C, 3P, 4HP - "Daemon. Players play with the top card of their decks revealed. You may play the top card of your deck as though it were in your hand."

22. Chaos Unit - Bray Shamans - 4R, 2C, 2P, 3HP - "Warrior. ACTION: Corrupt this unit to have target unit you control gain 2 Power. Sacrifice that unit at the end of the turn."

23. Chaos Support - Bloodboil Fever - 1R, 2C - "Attachment. Disease. Attach to a target unit. ACTION: At the beginning of its controller's turn, put a resource token on this card. Then, deal X damage to the attached unit. X is the number of resource tokens on this card."

24. Chaos Tactic - Cloying Quagmire - 2R, 2C - "Spell. ACTION: Choose a target unit. Corrupt that unit and deal 2 damage to it."

25. Chaos Tactic - Blood Summoning - 0R, 3C - "Spell. ACTION: Corrupt X units you control to lower the cost of the next Chaos unit you play this turn by X."

26. Dark Elf Unit - Seasoned Corsair - 3R, 2DE, 1P, 3HP - "Warrior. ACTION: When this unit enters play, target unit gets -2 hit points until the end of the turn."

27. Dark Elf Unit - Black Dragon Rider - 5R, 3DE, 3P, 4HP - "Warrior. Elite. FORCED: When this unit is opposed in combat, all attacking and defending units get -1 hit points until the end of the turn." - (For my money, this is one of the most amazing pieces of art in the entire game of Warhammer: Invasion, just wow.)

28. Dark Elf Support - Corsair Raider - 2R, 1DE, 1P - "Ship. ACTION: At the beginning of your turn, target unit loses 1 power until the end of the turn."

29. Dark Elf Support - Slave Pen - 2R, 2DE, 1P - "Building. This card gains 1 power for each resource token on it. ACTION: Sacrifice a unit to put a resource token on this card (limit once per turn).

30. Dark Elf Tactic - A Slave For Every Occasion - 4R, 3DE - "Play during your turn. ACTION: Put target non-Hero unit in your opponent's discard pile into play under you control (you choose which zone the unit enters)."

31. Neutral Unit - Skinks of Sotek - 2R, 1P, 1HP - "Lizardmen. Order Only. ACTION: When this unit enters play, deal 1 uncancellable damage to target unit."

32. Neutral Unit - Skink Skirmishers - 2R, 1P, 2HP - "Lizardmen. Order Only. Savage 1 (whenever this unit is dealt damage, it may deal 1 damage to target unit in any corresponding zone."

33. Neutral Unit - Spawn of Itzl - 3R, 1P, 3HP - "Lizardmen. Order Only. ACTION: When this unit attacks, destroy target damaged unit in the defending zone."

34. Neutral Unit - Saurus Warriors - 4R, 2P, 3HP - "Lizardmen. Order Only. This unit gains 1 power when opposed in combat."

35. Neutral Unit - Temple Guard - 3R, 1P, 3HP - "Lizardmen. Order Only. ACTION: Spend 1 resource to redirect the next 2 damage dealt to target unit you control to another target unit you control."

36. Neutral Unit - Carnosaur Rider - 5R, 3P, 4HP - "Lizardmen. Order Only. Savage 3 (whenever this unit is dealt damage, it may deal 1 damage to target unit in any corresponding zone."

37. Neutral Unit - Loqtza - Unique - 6R, 3P, 5HP - "Lizardmen. Hero. Mage. Order Only. Limit one Hero per zone. ACTION: Spend 2 resources to deal X damage to target unit. X is the number of Lizardmen in this zone."

38. Neutral Tactic - Savage Rush - 2R - "Order Only. ACTION: Each attacking unit you control gains Savage 1."

39. Neutral Support - Blood Shrine of Sotek - 2R, 1P - "Lizardmen. Building. Order Only. Your Lizardmen units in this zone gain +1 hit points."

40. Neutral Support - Cloak of Feathers - 1R - "Attachment. Lizardmen. Order Only. Attach to a target Lizardmen unit. Attached unit gains Savage 2 (whenever this unit is dealt damage, it may deal 2 damage to target unit in any corresponding zone."

41. Neutral Tactic - Born Predators - 2R - "Lizardmen. Order Only. ACTION: Deal X damage to target unit. X is the number of Lizardmen cards you control."

42. Neutral Tactic - Blessed Spawning -3R - "Lizardmen. Order Only. ACTION: Search the top five cards of your deck for a Lizardmen unit with printed cost 4 or less and put it into play (in any zone). Then shuffle your deck."

43. Neutral Unit - Crypt Ghouls - 2R, 1P, 1HP - "Undead. Warrior. Destruction Only. ACTION: When this unit leaves play, gain 2 resources."

44. Neutral Unit - Skeletal Horde - 2R, 1P, 2HP - "Undead. Warrior. Destruction Only. Necromancy (You may play this card from your discard pile. If you do, put it on the bottom of your deck at the end of the turn.)"

45. Neutral Unit - Spirit Host - 3R, 1P, 3HP - "Undead. Warrior. Destruction Only. ACTION: When this unit leaves play, attach it to a target unit. It then counts as an Attachment support card with the text, "Attached unit loses 1 Power."

46. Neutral Unit - Wight Lord - 5R, 2P, 4HP - "Undead. Warrior. Destruction Only. Necromancy (You may play this card from your discard pile. If you do, put it on the bottom of your deck at the end of the turn.) ACTION: When this unit enters play, destroy target unit in any corresponding zone."

47. Neutral Unit - Drowned Zombies - 3R, 1P, 2HP - "Undead. Warrior. Destruction Only. Necromancy. ACTION: When this unit enters play, target development becomes a unit with 2 hit points and 1 power until the end of the turn. It also counts as a development."

48. Neutral Unit - Countess Iseara - Unique - 6R, 3P, 4HP - "Hero. Undead. Vampire. Destruction Only. Limit one Hero per zone. ACTION: Spend 1 resource and choose a target unit in your discard pile. That unit gains Necromancy until the end of the turn."

49. Neutral Unit - Enraged Varghulf - 4R, 2P, 3HP - "Undead. Creature. Destruction Only. ACTION: When this unit attacks, it gains Power equal to the total Power of target unit in the defending zone."

50. Neutral Support - Numberless Graves - 3R, 1P - "Undead. Destruction Only. ACTION: When an opponent's unit is destroyed, draw a card from the bottom of your deck."

51. Neutral Support - Corpse Cart - 1R - "Undead. War Machine. Destruction Only. Battlefield. ACTION: Spend 1 resource to discard the top 2 cards of your deck."

52. Neutral Support - The Screaming Banner - 2R - "Attachment. Undead. Destruction Only. Attach to a target Undead unit you control. ACTION: When attached unit attacks, target unit loses 2 Power until the end of the turn."

53. Neutral Tactic - Raise Dead - 4R - "Undead. Spell. Destruction Only. Play during your turn. ACTION: Choose a target unit in your discard pile and put it into play (you choose which zone the unit enters)."

54. Neutral Tactic - Beguile - 2R - "Undead. Spell. Destruction Only. ACTION: Target unit deals damage equal to its power to another target unit in its zone."

55. Neutral Unit - Jezzail Team - 3R, 1P, 2HP - "Skaven. Destruction Only. ACTION: Corrupt this unit to deal 1 damage to target unit in any battlefield."

-

There you go. Whew!

I normally don't care if people don't thank me for posting these but this was such a biznitch to type up that I'd appreciate some gratitude. :P

wow man, thanks.. i cant wate :3 your so cool ^.^.. i hope the mods dont ban you :P

Thank you WyteFang!!!

Despite the business of Gen Con, you've came thru for those of us not lucky enough to attend and made our day! aplauso.gifaplauso.gifaplauso.gifcorazon.gif

WOW,I love you!!! thank you!!!

Didn't read eveyone of them, I want some surprises, but if I read the serpent slayer card right, then WOW! that is like a supe troll slayer, REALLY SUPER at that.

also, LIZARDMEN ARE THE BEST!!!! Is Loqtza the slann?

Thank you You are awesome! aplauso.gif

Aw shucks. ::: blush ::: It was a pain but I know that a lot of people would have really wanted to get these (if they could've attended GenCon) so this it the least I could do. I'm sorry it took me so long to actually post this but it took way longer to type (especially with the formatting) than I thought it would. D'oh!

Thanks a lot. Whew is right, that was a lot of work. Looks to be a great expansion with some very good cards. Can't wait to see all the artwork.

I was busy copying to my LGS forums for the fans here. Didn't want them to miss out! (you are thanked in that post as well). The new serpent slayers will make my Dwarf/Empire deck ridiculous! I was just wondering when we would start to see neutral spells. Woo hoo!

Cool, thank you!.......

Who is the artist on the black dragon rider? Could you crop just the image of the card?

Thank you for your effort ! :)

Some info regarding Long Drong's Slayer Pirates :

They are a "Regiment of Renown" in tabletop, which was a release about a series of elite merceneries in my knowledge. As their name implies they are mercenearies, pirates, and slayers in the same time, and dreaded by seafarers.

Cain

Many thanks, although this means I'm going to be spending the next couple of months tearing my hair out waiting for a UK release :P

Spoiler copied and pasted into the Future thread if you don't mind, looks like I get the easy job, but yeah thanks again for this spoiler, makes me want to build mono-Dark Elves for the Dragon and the -2 HP Corsair guy :D

Thanks Wytefang.

Hooray for in-house Empire support hate! That seems pretty huge.

â—Kefkaâ— said:

Hooray for in-house Empire support hate! That seems pretty huge.

Maybe too huge to get 2 such effect, considering there are many factions without anything close. :(

I saw this and immediately asked one of my friends at GenCon to pick me up a copy. Do you know when the "actual' release date is? And are you allowed to play cards from this in the tournaments at GenCon?

Singling out a few of the cards that I think will make the biggest impact:

Rodrik's Raiders - 3R, 1E, 1P, 3HP - "Warrior. Noble. ACTION: When this unit enters play, turn target support card facedown into a development."

Amazing tempo card. Will be 3x in anything with an Empire board and with only 1 loyalty I can see HE and Dwarves potentially picking him up too.

Citadel of Dusk - 2R, 2H, 1P - "Building. When this card enters play, place 3 resources on it. ACTION: Remove a resource token from this card to have it gain 1 Power until the end of the turn (limit once per turn)."

Yes please. 1st turn Envoy then this thing is pretty good. Will get played in every HE deck (if there ever are any).

Lord of Change - 6R, 3C, 3P, 4HP - "Daemon. Players play with the top card of their decks revealed. You may play the top card of your deck as though it were in your hand."

The level of card advantage this guy gives you verges on the erotic. 6+3 is a serious chunk of change but he will earn his keep and then some. I think this guy may singlehandedly bring Chaos back as a deck.

Cloying Quagmire - 2R, 2C - "Spell. ACTION: Choose a target unit. Corrupt that unit and deal 2 damage to it."

Not a bomb, but very solid utility that I think Chaos will play quite a bit.

Seasoned Corsair - 3R, 2DE, 1P, 3HP - "Warrior. ACTION: When this unit enters play, target unit gets -2 hit points until the end of the turn."

Between this guy, Tzeentch's Firestorm and Cloying Quagmire, I think 3 hp will be even more desirable than it used to be. Obviously a great combo with Vile Sorc.

Slave Pen - 2R, 2DE, 1P - "Building. This card gains 1 power for each resource token on it. ACTION: Sacrifice a unit to put a resource token on this card (limit once per turn).

This thing makes all the theft cards much, much better. It also makes the Dark Elves the most powerful Necromancy faction (think about it).

Skinks of Sotek - 2R, 1P, 1HP - "Lizardmen. Order Only. ACTION: When this unit enters play, deal 1 uncancellable damage to target unit."

Solid, flexible effect. I can see this guy getting a lot of play.

Spawn of Itzl - 3R, 1P, 3HP - "Lizardmen. Order Only. ACTION: When this unit attacks, destroy target damaged unit in the defending zone."

Shame it's not a Chaos unit, but this thing is going to do a lot of murdering.

Carnosaur Rider - 5R, 3P, 4HP - "Lizardmen. Order Only. Savage 3 (whenever this unit is dealt damage, it may deal 1 damage to target unit in any corresponding zone."

ROAR. Note that it's not battlefield only. This guy is really good for Order decks. Obvious combo with Skinks and indirect damage.

Loqtza - Unique - 6R, 3P, 5HP - "Lizardmen. Hero. Mage. Order Only. Limit one Hero per zone. ACTION: Spend 2 resources to deal X damage to target unit. X is the number of Lizardmen in this zone."

Stick this guy on something like the Bolt Thrower resource base and your opponent will not be able to play creatures till they get rid of him.

Wight Lord - 5R, 2P, 4HP - "Undead. Warrior. Destruction Only. Necromancy (You may play this card from your discard pile. If you do, put it on the bottom of your deck at the end of the turn.) ACTION: When this unit enters play, destroy target unit in any corresponding zone."

Simply put, a savage beating that will most likely return Destro control decks to the metagame. Crazy good.

Countess Iseara - Unique - 6R, 3P, 4HP - "Hero. Undead. Vampire. Destruction Only. Limit one Hero per zone. ACTION: Spend 1 resource and choose a target unit in your discard pile. That unit gains Necromancy until the end of the turn."

Recurse Lobber Crews? Don't mind if I do. She's heroic alright.

That's not to say that nothing else will see play, those are just the top picks IMHO. There is a whole lot of goodness in this expansion and some really interesting cards. I'm really looking forward to getting it.

Chaos is probably my favourite faction and I can see it making a resurgence with the tools here. Sadly, there's nothing that will help against the Thrower Menace except the Raiders, and I do not see that being enough.

Absolutely love the Slave pen, Wight Lord, Iseara, Lobber Crew recursion deck. DE board using those to lock out the combat step, probably Naggoroth Spearmen as the finisher with some hand disruption to protect. Could be sweet.

Probably loses to thrower.

YAY.

But, it might beat dwarves. Nice to have another pillar in the meta I suppose.

(Lord of Change is broken right. in. half.)

ddm5182 said:

Definitely loses to thrower.

I am hoping that a couple of Thrower decks win out at GenCon and we can just ban the **** thing and move on to a healthier game.

I know I ***** about this a lot (ok, ok, A LOT) but I do really think it's bad for the game to have very strong decks that win at action speed.

This looks like the boost we need for this game. I'm especially happy to see Long Drong's Pirates (I remember when they came out for the tabletop game and how awesome they were), more spells for Chaos, and more disease cards.

And, as a longtime fan of undead, I can't wait for them!

Thanks a lot bro for posting this!

Long Drong's Slayer Pirates should be neutral order only, shouldn't they?