Soul Stealer

By â—�Kefkaâ—�, in Warhammer: Invasion The Card Game

warhammer-soul-stealer.png

I didn't see any mention of this card on the board yet. So I just wanted to start some discussion.

What does everyone think of it? I know A Game of Thrones had a card just like this called Swayed By the Light, and it was a VERY powerful card throughout its time in the standard format.

I'm not sure what to think of it in W:I. I know that because of the different zones, this has a lot more potential for control than it did in AGOT, like stealing a Dragonslayer or something out of quest. but because all non-unit stuff sans quests is consolidated into "support", almost every deck is going to be able to deal with it to some degree

I would've liked to see it affect Heros as well, but I realize that can potentially create some issues with the Hero rules.

If it's relevant, it's a giant tempo swing. Definitely something that pulls you into DE if it's good in your metagame. Note that you can Demolish it.

The anti-Hero caveat may or may not be important depending on the meta - e.g. right now, Dwarves don't play heroes worth mentioning.

Of course it is good!! And at that cost it can be played as soon as turn two (unlike the equivalent spell in MTG which doesn't hit the table until turn 5). You can use it to either steal opponent's key units or to get his strongest beat stick - either way it gives you a solid advantage (if your action is left unanswered)

Dumb question: If Soul Stealer is destroyed, do you loose the control? I don't think so. I've found nothing that would oppose it.

I absolutelt love this card, giving DE further 'nasty' control of the game.
I hope the DE get more of these 'agressive' tricks.

Mokus said:

Dumb question: If Soul Stealer is destroyed, do you loose the control? I don't think so. I've found nothing that would oppose it.

I would assume it doesn't. Just because I thought it to be a given that text on other attachments works in the same way. Like if you gain a power with Knight's Training, and it gets knocked off it doesn't stay, that sort of thing.

Actually in Yugioh due to RAW a ressurect spell had the same problem. If it was removed from play and not targetted directly the killed monster it ressurected and kept on the board, remained on the field.

RAW can be annoying, silly and yet... legal.

You go first, play a DE unit in your kingdom zone.

Opponent goes second, plays a unit into his kingdom zone.

You take your second turn, steal the unit your opponent just played and put it into your kingdom zone.

Opponent takes his second turn which is now just another first turn.

I think this is a great card.

Yep. Previously, 1hp first turn units against DE were invariably a bad idea anyway unless you have no other play. Now most first turn units are bad if they are on the play.

But the only unit Dwarves are likely to play on turn 1 is Dwarven Cannon Crew. They don't really care if you steal that, it already did what it was supposed to do.

Don't forget Vaul's Unmaking (zero cost!) can completely defeat this card - effectively meaning you wasted a turn. Which tempers its ability against HE particularly.

That would be hilarious. But I think the usage of Vaul's Unmasking is so narrow that it wont see much play.

This is just based off the playstyle of MY meta, however.

Right. Your plan vs. Vaul's Unmaking is to hope that their deck is full of other cards that are normally bad and beat them that way.

It's a beating if they do it though, without a doubt.

â—Kefkaâ— said:

That would be hilarious. But I think the usage of Vaul's Unmasking is so narrow that it wont see much play.

This is just based off the playstyle of MY meta, however.

Vaul's unmaking definitely has uses against every faction. On the rare occasion I run mono-elves, it's in there. Once people start playing Chaos again, I foresee this card getting a little more play, but that's also because Elves are finally getting some "strumph" as my homies call it.

On Soul Stealer: I like it, but people will add more bounce to their decks to hate it. Empire already has answers for this built in. I like its turn two applications as well as using it to combo nuke units(sac tactics), if needed.

I sometimes run Vaul's Unmaking in my non_HE decks, single loyalty cost and it zaps every epic weapon attachment! also generally great again DE attachments and stuff like flame cannons.

Vaul's Unmaking is an auto-include in all of my order decks. I'm a longtime Thrones player and know how important attachment removal is and how much it sucks when you don't have the ability.

White Phoenix said:

Vaul's Unmaking is an auto-include in all of my order decks. I'm a longtime Thrones player and know how important attachment removal is and how much it sucks when you don't have the ability.

I agree and don't agree.

I'm also a long time thrones player, and I agree that the attachment removal is important. But because attachments are lumped into support in this game I think your support destruction is enough to get by