Gencon - Top 8 - Empire Rush (No Bolt-Thrower)

By Mr.Sigmar, in Warhammer Invasion Deck Building

I was asked for this list by Dutpotd and since they haven't posted the Top 8 decks yet, I felt obligated to do so.

Support: 14

3x Contested Village

3x Mining Tunnels

3x Derricksburg Forge

2x Shrine to Taal

2x Griffon Standard

1x Runefand of Solland

Tactics: 9

2x Innovation

2x Will of the Electors

3x Forced March

2x Judgement of Verena

Units: 27

3x Pistoliers

3x Talabheim Detachment

3x Warrior Priest

3x Sigmar's Blessed

3x Gold Wizard Acolyte

2x Vigilant Elector

2x Vigilant Pistoliers

2x Thyrus Gorman

3x Gryphon Legionnaire

3x Wilhelm of the Osterknacht

I changed a few cards after my experience at Gencon and then a few more with MotD. But... NO SOUP FOR YOU!

Can you give some thoughts on the deck? And against what decks did you play?

It looks to me a bit too less rush.

From my experience:
Taal+Mining tunnels cost too much, just playing units is better, at least Volleyblaster should be added
Vigilant Elector takes too long, to get rid off a unit play surrender or called back, has the advantage that you can attack the zone this round
Vigilant Pistoliers are bad P/R

You will need cards for rush, so I would definitly add Huntsmens.

it worked good at gencon. played DE win, DE/S win, Dw/Bolt lost, Dw that placed 1st tie, Dw win, then top 8 played vs empire bolt 1 win 2 loss.

taal and mine are key to high dmg and resource gain and card draw.

you play vigilant elector as a chump blocker in quest and befor damg is aplyed you use him so you cancel 3 damg and kill any unit on there turn.vigilant pistoliers where in there to so they worked in game play they did ok, and everything worked well together.

I had a lot of fun playing against you sir! It was a challenging and exciting match, hope to face you again in the future.

TL

Also, be aware that if you use Vigilant Elector's Action on your turn - it kills the enemy unit at the end of YOUR turn. According to the rules, a Support card played in your opponent's zone is STILL considered under your Control. Thus you would be the actual "controller" that it mentions on the card. So it's a bit faster than some people realize. Cool card.

Congrats on making the final 8 - I'm still annoyed that we didn't get a chance to play each other for the spot since we had the same record and I had no control over my strength of schedule but, eh, it is what it is. :)

Good job!! Cool deck and very well played by you (from what I saw personally and heard from others).

"Attached unit is destroyed at the end of it's controller's turn."
It does not refer to the attachments controller.

With no other cards providing devs Shrine+Mining gives you possible X-1 damage in turn X, where X is the turn you play Shrine. The ratio turns to be good with X=4 with a 6/5 D/R. In these three turns Thyrus + Gold Wizard would have performed a 13/5 D/R while rendering a defender invalid.

Relaying on Pistoliers to provide Resources and Draws is a big bet with the unit unfriendly environment. WEs are much more secure and are unlikely targets of demo/pill. And if you dont move they dont hurt.

jogo said:

Can you give some thoughts on the deck? And against what decks did you play?

It looks to me a bit too less rush.

From my experience:
Taal+Mining tunnels cost too much, just playing units is better, at least Volleyblaster should be added
Vigilant Elector takes too long, to get rid off a unit play surrender or called back, has the advantage that you can attack the zone this round
Vigilant Pistoliers are bad P/R

You will need cards for rush, so I would definitly add Huntsmens.

The deck can mill, rush, build and just all around disrupt the opponent. IMO, Mining Tunnels is not just the best Dwarf card in the game, but it is also the best Order card. Period. Mining Tunnels and Derricksberg Forge can either go in kingdom or quest and are just as useful in either location. The deck is very forgiving and adapts to any given situation far better than any deck I have "borrowed" from these forums or created myself.

i'm quite supprised to not see a single Demolition or Burn it Down in the deck, while it was almost sure that there will be a lots of Bolt Thowers.

Otherwise I really like the deck, even that I'm not a fan of Empire. The "move opponent units" mechanic one of the most incorrect ones in the whole game.

mining tunnels is not only for Taal I guess, but replacing cards in a hand is a very effective thing. Even better if multiples in play.

Cain_hu said:

i'm quite supprised to not see a single Demolition or Burn it Down in the deck, while it was almost sure that there will be a lots of Bolt Thowers.

Otherwise I really like the deck, even that I'm not a fan of Empire. The "move opponent units" mechanic one of the most incorrect ones in the whole game.

mining tunnels is not only for Taal I guess, but replacing cards in a hand is a very effective thing. Even better if multiples in play.

jogo said:

"Attached unit is destroyed at the end of it's controller's turn."
It does not refer to the attachments controller.

Crap, you're right - I was overly focused on the Attachment that I must have read it as Attachment instead. Duh!

Thanks for posting this Mr. Sigmar / Spyderwebbz,

This deck is amazingly simple and yet was amazingly effective. It caught me off gaurd 'bigtime' in my first match against it in top 8, especially when you paid all 4 of your resources to play Verena and kill 2 or 3 support cards I had played first turn into my Quest zone... (I developed Kingdom instead where there was only one support card). I just wasn't expecting turn 2 Verena, and wow did that cost me.

The strength of this deck lies in its ability to play 2 units a turn pretty consistently with 4 resources. I could see how it could be considered a semi-control deck vs. a unit heavy army, what with all the movement effects. Against a bolt thrower however it turned out to be a quality rush deck.

Definately gonna build it, give it a few minor tweaks (I think its pretty good the way it is actually), and give it to some players who have always wanted to play a fast Empire deck.

- dut

A quick comment-

One of our gaming group buddies this past Saturday put together a similar deck, with Knights of the Blazing Sun, Church of Sigmar, Huntsmen, Reiksguard Knights, Surrender and a few other cards that I am forgetting. The deck was really hard to beat, he only lost a SINGLE game against all 4 of his opponents.

He would have come in "First" but he had to leave at 6pm.

A very nice, disciplined deck to game with/against.