Please Share Your Deck Ideas to Make These Deck Ideas Better

By SeanXor, in Warhammer Invasion Deck Building

About a month ago, I posted two lists of decks and was mostly ignored. That's cool, they were probably bad ideas anyway. I am a fairly casual player of this game. While I play the game a lot, it is only against my wife and she (currently) has no interest in deck building, which means it is always my decks against my decks.

I played in the league at Gen Con, and while I did ok (I finished with one more win than loss) I learned a lot from playing against other decks, mostly that my decks were to slow. Back when I played the Star Wars CCG in tournaments I really enjoyed learning from playing other decks. Other people look at things differently, and taking their viewpoint into refining my decks was always helpful.

In the same way, I would like your input in my current decks to see if you have an idea that I do not. Instead of posting deck lists that will get ignored again, I intend to post a summary of what the deck is suppose to accomplish and I would really love your ideas on how to refine and improve that deck concept.

Thanks in advance happy.gif

Dwarven Slayers and Battlefield Developments

This deck is built around Dwaf units with the keyword slayer. It has multiple ways to get lots of developments into the battlefield quickly, and its real stars are Serpent Slayer and Hellblaster Volley Gun. This deck has real potential to deal 8+ damage a turn by the third turn. It often fairs the worse against my dark elf deck.

Dark Elf Hand Control Deck

This deck has mill cards in it like Dark Abyss, but its main object is to destroy the opponent's hand, the earlier the better, so they have limited options on their turn. This is done by scouts and caught the scent. The Mill cards are there to reduce their deck, because every card discarded is one more that can not be drawn. For defense this deck uses the -1 hit point actions of the Dark Elves and some of their attachments that go on the opponent units.

Chaos Units

This deck is very unit heavy. The idea is to use cheap units to generate resources/cards quickly and then get out bigger chaos units like Great Unclean One and Winged Fury. When I can get out Bottomless Mine early, it is not uncommon for this deck to get to 10 resources or more by turn 4. Since it has so many cheap units, this deck takes advantage of the Chaos tactics that require sacrificing or corrupting unit cards. For defense, this uses the tactics that corrupt the other player's units.

Empire Units

This deck is similar to the Chaos deck in that it is unit heavy. A lot of the units in this deck have counterstrike or Savage to make attacking a painful experience for the attacker. That is really about it, it is a fairly straight forward deck idea.

The slayer deck works pretty well but you need to add in the dwarven ranger cards, surprise assault, and reclaim the fallen so that you have this never ending tide of damage flowing into your opponent. I've gone as far as to surprise assault myself inorder to do direct damage to my opponents capital board.

Dark elf hand control is ok but right now the mill deck is where it's at. You want to mill the cards out of their deck and then thin their hand down or force them to play everything they can quickly so that you can use control cards like burn it down and smash go boom to wreck their resource engine.

Chaos units right this moment is lack luster. Try adding unit control and a resource engine along with dropping developements into your quest zone. Bottomless mine, armoury, and innovation can let you play the chaos epic spell in mid game to finish off that second zone for the win.

As for empire I haven't fooled around with them a lot lately outside of an empire bolt thrower deck. Knights with gold wizard accolyte and hell blaster vollyer guns with lots of tactic control cards and 3 burn it down and 3 will of the electors.

I apologize if I missed commenting on your decks back in the day when you posted them. I wonder if we ran into each other at this year's GC though? My buddy Konrad played a ton of League games but we left on Saturday night so we never got to try for any awards though.

I've built something similar to your slayer deck except that is started as an empire and slowly moved over to dwarf once they had the undeniable lead in development building. The deck I built was designed purely to put as many devs into the battlefield as possible and capitalize with troll slayers, volley gun, surprise assault, and Shrine to Taal. It was the scourge of the area for a while. It was usually an early win. sometimes the game would get drawn out, but the deck just got more powerful the longer the game went. Grimgor was a big bane of the deck though.

Needs more bolt throwers.

qwertyuiop said:

Needs more bolt throwers.