Empire Control !!!...?

By scarymunkey, in Warhammer Invasion Deck Building

So a friend and I built this deck a few months back when Bolt Thrower was around. It was a pretty good deck against most of the field, except it was an auto-lose against BT (as most decks were). Now that BT is gone, we busted it back out and updated a handful of cards, and have been testing it since. Of all the decks we've made, this is the only one with a decent chance against Dwarves (at least 50/50 from testing so far).

3x Infiltrate

3x Innovation

3x Brun in Down

2x Judgement of Verena

2x Order in Chaos

2x Iron Disipline

(15)

3x Whilhelm

2x Thyrus Gormon

3x Rodrick's Raiders

3x Warrior Priest (or Pistoleers, can't decide)

3x Gold Wizard Alcolyte

3x Huntsmen

3x Skinks of Sotek

(20)

3x Derricksburg Forge

3x Church of Sigmar

3x Contested VIllage

3x Warpstone

3x Hellblaster Volley Gun

(15)

(50 total)

The basic idea is resource denial. You attack their supports aggresively with Raiders/Burn it down and use Wilhelm/skinks to take care of creatures in the side zones. Infiltrate helps with the denial too (and works wonders against Mining Tunnels). Iron Dicipline is against Slayers of KK. What I'd really like to add is Forced March to get the Slayers out of the battlefield and Rangers out of the quest zone, but i just don't see what I can take out. Volley guns are for the kill. The judgements are kinda random, but even when the opponent knows about them, they're pretty good. Using precious cards in hand to develop zones that aren't contributing to innovation is good for you.

Anyway, this is the MOST annoying and frustrating deck to play against, which makes me think it's pretty good. Any thoughts? Concerns? Suggestions?

I played 5 games against this deck Sunday with a pretty standard Dwarf list and only managed to take one game. In that game I had demolitions for churches and was able to get rangers going. The churches are really good and do make rangers harder to use. Infiltrate was also extremely annoying. The Dwarf deck can play a lot of cards on the first turn, and it really stings to explode like that and then not be able to draw any cards to keep it coming.

In one other game I was 1 point short of burning two-zones in my last turn (RtF).

Only suggestion is to stop worrying quite so much about deck-size (within reason, of course). Just add 2-3 Forced Marches to the mix and see how it plays. My experience has shown that it will have minimal impact on your deck's success (if you're only within, say, 2-5 cards over 50). Several of the final eight decks at GenCon Worlds were over 50 cards, so the proof is out there that you no longer have to worry quite so much about being totally sleek with your card count (it doesn't hurt, certainly, but if you're agonizing over adding some cards, I'd say stop worrying and just add them). ;)

Looks really good. Thank you for posting this and thanks to F7Eleven for sharing some play-testing experience he had with this deck, very informative and useful, actually. :)

Hmmm...

Your deck isn't very Verena-friendly, so I would either swap the Burn it Down for Demolition (despite the deck synergy), or it down to 1x Verena, solely for the threat.

Other than that, I've got to say well done. This looks like one of the nastiest and best put together decks I've ever seen on these forums.

How does it fare against rush? I built a deck with many of the same key cards, and rush tore it apart.

Tried this out against the spire/reclaim dwarves and total corruption... pretty effective. Use Burn it Down and Rodrick to take out developments in quest, use Forced March and Whilhelm to keep units out of quest. Use Infiltrate when ever your opponent would draw more than 1 card. Essentially reducing your opponent to 1 card a turn is devastating.

Very nice!

I took out Verenna and added in three Forced Marches for 51. Didn't seem like a Verenna friendly deck as was mentioned. Will keep trying it out.

Wraith428

I had to play against an empire control deck since releasing of Called Back and it was disgusting. Nearly every game my opponent managed to get the Mining Tunnels, Called Back, Infiltrate, Order in Chaos and Demolition disruption and now with Rodric Raiders it should be way more effective. Even without playing against posted deck I can imagine that it's strong and annoying to play against ...

Rodric Raiders are so good it's really strange that they don't have the second Loyalty symbol especially compared to the other 3* 1P 3HP units of other factions. Nearly every support removal hast printed cost of 2 (Burn it down, Pillage, Demolition, Snotling Saboteur) and Rodric Raiders have it on board.

I think Verena is a must in this deck. Maybe not in 3x implementation + Electors but the possibilty of playing one, forces your opponent to play developments and for a player who runs risk to draw 1 card per turn that's really frustrating. A surprising development Demolition and Verena can also decide games sometimes.

I really do agree about the Judgements. They're so random, and the Raiders make it worse, but it's been soooo good when I play it. But I think I'm going to take them out for Forced March to test it.

I have only tested this deck against rush a handful of times, and it's won all of them so far, but it's been pretty close. I think the Skinks are key, since they take out Grayseers and Spider Riders to slow the rush down. And Wilhelm of course. The judgements were really good in these matches too.

I've also toyed with Demolition too. But everytime I try to add a dwarf card, I think "may as well add mining tunnels for the loyalty (and amazingness in general)" and it slows the deck down.

Thanks for all the comments/suggestions. It's a hard deck to playtest because it sucks so bad to play against. Hard to find volunteers. I've definitely conceded games against it out of sheer frustration (but I don't count that as playtesting)

Are the Huntsmen that important ? Just thinking they may possibly be a card you could replace if needed.

My Emprie deck runs Spawn of Itzl as it works nicely with the Skinks, and correct me if im wrong here but isnt it possible to damage a unit with the Skink, move it into the defending zone you want to attack with Forced March and then kill it with the Spawn. Its basically a nasty addition to the idea of moving yr opponents units about, in that its provides some cheap removal to go along with everything else.