Need advice for Chaos-Orks (Rush-Corrupt Deck) (50 cards Deck)

By Hisodin, in Warhammer Invasion Deck Building

Hi everyone, I'm planning to make a Deck based on the topic above. I practically prefer to play Rush-Corrupt types.

I have come up with this cards in mind for the deck that I intend to focus on, pls let me know which card should be taken out and replaced.

Units: 26

Bule, Lord of Pus x2

Valkia The Bloody x1

Scheming Cultist x3

Chaos Knights x2

Braying Gor x3

Festering Nurglings x3

Savage Marauders x3

Great Unclean One x3

Spider Riders x3

Lobber Crew x3

Support: 15

Contested Village x3

Warpstone Excavation x3

Forge x2

Armoury x2

Choppa x2

Basha's Bloodaxe x1

Daemonsword x1

Alliance Chaos-Orks x1

Tactic: 8

Seduced by Darkness x2

Spreading Darkness x3

Berserk Fury x3

Quest: 1

Extending the Wastes x1

I'm guessing that you only have one core set and a few of the battle packs and of those not three of each unless I'm wrong in which please correct me.

So do the Basha's Blood Axe. It's nice but you only have 6 ork units in your deck with which to play it on and of those 3 of them are lobba crews which often get sacrificed. I'd replace it and the two forge support cards with bottomless mines since you are playing units and that will speed up your resource draws to that critical 5 a turn which kicks off dropping the big fatties like the chaos knights and lord bule. Also Valkia the Bloody seems a little out of place. Unless you need to defend or boost your draw ability, which you should do with a support card right now instead of just a unit so that you can defend against certain reset strategies, then you should her and go with something else which I would suggest either a snotling pumpwagon or some of the new ork units which you can sacrifice to destroy support cards and developments.

Next is tactics. You all ready have enough corruption for a rush deck to work. What you need is damage cancelation and since you have orks in the mix try dumping the spreading darkness for mob ups. Lastly I'd dump that quest and go with the wolves of the north which will allow you attack more often or dump the thought of a quest entirely and go with an innovation.

The above would make for a fun type rush deck. If you are looking for something more competitive with chaos as your kingdom and you wish to do rush then you'll really need to mill it down to a resource generator with tons of units and a few ways to prevent damage canceling. I don't want to overstep the boundries of what you are trying to do so I'll leave the skaven and ork peddling to the others.

You're right on the mark. I only have one core set and some battlepacks, most of the battlepacks I just grab a copy each except for Path to Zealot which i wanted 2x copies of Bule, Lord of Pus.

I haven't gotten Assault on Ulthuan yet, but I'll probably do so if Innovation & Ancient Map is really recommended & needed for my deck.

I actually wanted to make this deck for both "fun playing" & "strong in competition" type. or thought it was :/

Can you advice me on what cards & the amount needed to make this deck into a strong competitive deck?

Thx so much for your advice above :)

Alright, I rethought about which cards to swap within this deck based on your advice, however I haven't gotten the battlepacks for Tooth & Claw and Fall of Karak Grimaz yet, so I couldn't toss in Bottomless Mines & Mob Ups, also didn't include Snottling Pump Wagon & a Quest card.

3 copies of Bottomless Mines, Mob Ups & Innovation are good for this deck, will need time & financial aid to purchase them though.

This is the newly reconstructed deck that I have made:

Units: 25

Bule, Lord of Pus x2

Scheming Cultist x3

Chaos Knights x2

Braying Gor x3

Festering Nurglings x3

Savage Marauders x3

Great Unclean One x3

Spider Riders x3

Lobber Crew x3

Support: 16

Contested Village x3

Warpstone Excavation x3

Shrine to Nurgle x3 (New)

Armoury x2

Choppa x2

Squig Pen x2 (New)

Alliance Chaos-Orks x1

Tactic: 9

Seduced by Darkness x2

Blood for the Blood God x2 (New)

Slaanesh's Domination x1 (New)

Berserk Fury x3

Innovation x1 (New)

Should I include Bloodsworn units and take something out? Please give me further advice on this.

I'll have to get back to you tomorrow so that I can look at my cards again for all the costs and what numbers of each might be recommended. Essentially if you are running rush you just need a resource engine that can be set up quickly to give you 5 resources and make sure you have 3 chaos symbols out.

Bloodsworn are good if you can if you can run a unit destruction deck. Otherwise I'd rather run the Daemonites of Slannesh who can force a unit to defend thus getting rid of some of those pesky units with powerfull actions like vile sorcerous and dwarven rangers. But those are both 4 and 5 cost units which you all ready have a plenty of. Chaos kind of follows a ryhthm in that you play your low cost units and supports first building up to 5 resources and 3 chaos symbols and after that you start dropping a big unit or two and then you look to secure what you have on the table. That is you put a few developements down in your capital to protect against judgement of verenha and to boost effects like innovation which you hold in your hand in order to recover from reset cards like judgement, troll vomit, flames of the pheonix, etc. Your mob ups and other anti-damage cancelation cards should be used when you think you can burn a zone. If a unit is in a zone with toughness or something just corrupt it or barring that just hit a different zone.

What you want is a deck that steadily hits your opponent for 4-5 damage a turn. You do not want turns where you can't do damage with a rush strategy. That means you've stalled and at best it'll be a close win for you unless your opponent stalls as well.

Sorry it took so long to get back to you.
If you haven't tried the deck builder site then please do. It's highly recommended if you aren't sure which battlepack that super cool card came in. http://deckbox.org/games/whi/cards

Next the squig pens are ok but Bottomless Mine is better and by chance Long Winter and Effulgent Boils both come from "The Fall of Karak Grimaz" battlepack. That way just by having two units in your kingdom you can generate 3 power from one support card not including your units. Also with Long Winter those cards you put down as developements can be returned to your hand if you really need one (or you can return an opponent's developement to his/her hand should they really need one).

If you can get another core set I'd recommend it. It would give you access to another Burn it Down, Pillage, and Choppa.
The other battle pack that would help you is "The Warpstone Chronicles" it has the snotling pump wagon which is a cost 2 1 loyality 2 power 1 hit point ork unit. It's nice.

Units: 25
Bule, Lord of Pus x2
Snotling Pump Wagon x3 (changed)
Chaos Knights x2
Braying Gor x3
Festering Nurglings x3
Savage Marauders x3
Great Unclean One x2
Spider Riders x3
Lobber Crew x2
Savage Gors x2 (changed)
Support: 19
Contested Village x3
Warpstone Excavation x3 (changed)
Effulgent Boils x3 (changed)
Shrine to Nurgle x2
Armoury x2
Choppa x2
Bottomless Mine x3 (changed)
Alliance Chaos-Orks x1
Tactic: 7
Seduced by Darkness x2
Blood for the Blood God x2
Berserk Fury x2
Innovation x1