What Chaos need

By Curator, in Warhammer: Invasion The Card Game

More cheap cards that deal damage whenever a card becomes uncorrupted.

Done.

Side Note:

Can't wait for the Wood elf cycle..and the Prince of Pleasure I know has to be in it. I hope the wood elves have the scout ability and then the tree spirits have abilities that trigger when a player discards a card. I think they said the wood elves are supposed to combo with the spirits.

Glad to see Bretonnians popping up...does this mean the final race (ogres) will pop up for destruction like the witch hunters and such?

What chaos needs?

3C Tactic: You play with your oponnent's deck.

Virgo said:

What chaos needs?

3C Tactic: You play with your oponnent's deck.

Now now... you're going to hurt their feelings.

I think corruption is better than it was, since the unitless decks have lost some power, but Chaos has nothing to offer coupled with their corruption (and to be more broad, their sniping ability)

Towards corruption, the cultist and that new location are steps in the right direction, but they're too expensive.

They also need to get new units that aren't generic grocery store versions of other units. (Herald=Black Orc) (Disgraced champ=Seasoned Corsair) etc.

I see a sort of theme forming with the reducer Gors and Blood Summoning, getting the bigger units out easy. But that by itself also isn't enough. I think creating some neutral synergy with units based on cost may work in their favor though. Maybe something like...

TACTIC:
Overrun
Cost 0

Destruction Only.

Corrupt a character you control with cost 5 or higher to destroy a support card in play.

Just some thoughts..

I think that chaos needs a decent two cost support card. In my opinion, order really pulled ahead of destruction when their two cost support cards improved significantly. The current chaos support cards are very weak, Tainted Well is a good step in the right direction, but they need something cheap as well. Shrine to Nurgle is basically no better than an alliance, even in a mono chaos deck.

Curator said:

Glad to see Bretonnians popping up...does this mean the final race (ogres) will pop up for destruction like the witch hunters and such?

Ogres, like Tomb Kings (who also haven't shown up yet) should be proper neutral units and not destruction only. That's if W:I is going to follow Warhammer proper.

Tomb Kings? DO NOT WANT!!! lol

Ogres could be pure neutral, but then things unbalance. I can see ogres working with orcs and tomb kings working against lizardmen.

Order
1.Empire
2. Dwarves
3. High Elves
4. With Hunters
5. Bretonnians
6. Wood elves
7. Lizardmen

Destruction
1. Orcs
2. Chaos
3. Dark Elves
4. Skaven
5. Vampire Counts
6. Tomb Kings
7. Ogres

I like the idea of adding ogres in with a Dogs of War (mercenary) battlepack which would include order-only mercs, destruction-only mercs, and true neutral mercs.

For Chaos-- add the Chaos Dwarves to introduce some new strategies (development or boosty attachments) while enhancing corruption and unit removal.

I agree completely that chaos needs some more cheap playable cards, either that or some power cards.

Conspiracy 3CCCCC
Corrupt all units you do not control.

Would a card like this be too strong? Honestly, probably not any stronger than any of the other board wipes that already exist. Aside from power cards like this though, some nice things with "comes into play" effects (like the afformentioned seasoned corsair). Also, maybe a card or two with one per turn actions that corrupt/deal damage/something. Perhaps if they gave chaos a version of Corsair Raider that you could use on your opponents turn, or something with a bit of a control dynamic.

The main issue with chaos at the moment in my opinion is that it has too many half viable strategies. Corruption, Direct Damage, Tribute/Reduce Cost (although a good ammount of these cost too much to be useful), Big Fatties.

Anywho, just my two cents, might be way out of the ballpark but there ya go.

I think the best fix for Chaos should be the simplest one. In that regard I'd suggest making a small tweak to what Corruption is and does in gameplay terms. Make it so that it doesn't JUST make a Unit unable to be declared as an Attacker or Defender but also that it makes a Unit's text box effectively blank. :)

at least 2 decent buildings with cost 2-3

something that gives recources for corupting or corrupted units

similar to the slave pens.

and a building that makes your 1st chaos tactic cost 1 less.

maybe a battlefield building that lets you play deceases for less.

tactic

2cc

sacrifice taget unit to destroy a support card with cost of 2 or less

tactic

1ccc

if you destroy a deceased unit this turn attach his decease to another unit in the same zone

or a unit that gains power for every deceased enemy unit.

Cyberhippie said:

or a unit that gains power for every deceased enemy unit.

They do have an attachment that does this for the unit that has it.

My Life For Chaos! - 0R, 2C - "ACTION: Sacrifice a unit to cancel all damage dealt to your capital until the end of the turn."

diseases were just for this cycle. To make Nurgle a theme. Magic comes already for chaos so Tzeentch is covered. Blood is shed all the time so khorne is covered. Slaanesh is next focus with stealing support cards I think.

I like the over all focus for chaos to remain centered on corruption. So to go with the idea Fang' has, how about just making a support card, unit card, and a spell that stop all affects on cards that are corrupted?

The spell would last till end of turn. The unit could be cheap. And the support could be a building.

Virgo said:

My Life For Chaos! - 0R, 2C - "ACTION: Sacrifice a unit to cancel all damage dealt to your capital until the end of the turn."

That's hilarious.

I must say that Chaos in my opinion needs more cards that destroy develepment and support cards. Not only units like Ungor Raiders (destroy develepment when they leave play) but tactics.

Oh and I don't know how You guys but i think that now there is only one good way to play the Chaos deck and it's Disease. I would like to see more of other Chaos Gods not only Nurgle. I would like to have a choise witch Chaos God will be the main in my deck. So I think that every Chaos God should have a little different strategy to play.

I hope that chaos gets something like Sorceress of Ghrond so that the diseases wouldn't be so useless in some cases. Or maybe move them around under some circumstances like empire can do or get them back on hand after the unit dies.

tactic

1cc

deal 1 damage to each diseased unit

3ccc

destroy every unit that has a disease and is corrupted

2ccc

corrupted units have an empty texbox untill the end of the turn

unit

2cc

1p

2hp

when this unit enters play search the top 5 cards of your deck for a

disease card and attach it to a unit in the corresponding zone.

might help

Something that makes sacrificing corrupted units undoable. So Chaos could corrupt those nasty beards and not get burned with Grudge Thrower + Ranger. Or if a corrupted unit leaves play, it is removed from the game, wouldn't go to the discard pile (no RtF).

Hmmm, this idea seemed kind of decent. I thought it kind of fit into the previous post's idea, but maybe not.

Support
2c
1p
Forced: If a corrupted unit is discarded from play, its controller must sacrifice a unit.

Wytefang said:

I think the best fix for Chaos should be the simplest one. In that regard I'd suggest making a small tweak to what Corruption is and does in gameplay terms. Make it so that it doesn't JUST make a Unit unable to be declared as an Attacker or Defender but also that it makes a Unit's text box effectively blank. :)

Or just disallowing corrupted units from using actions. I'd like that a lot because it gives more control options.

Chaos as a faction has something of an identity crisis. Its core mechanics don't work well together, and none of them are fleshed out enough to be viable on their own. I'll talk a bit about my pov on the "state of Chaos" today, then give a couple ideas on how it could be made better...

For starters, corruption is not a very well-designed mechanic; given the ease of destroying/removing units in general, its primary use is as a "falter" effect (IE target creature can't block this turn) in aggressive decks. Becase corruption requires a significant "critical mass" of corruption effects to be a fruitful control strategy, and because it also fails to deal with the hammers on units played to Kingdom/Quest, decks based around the mechanic will be strained to include enough corruption to stop unit-based aggressive strategies while at the same time packing enough actual removal to interact with their resource/card base. I've never seen such a deck be successful, or adaptable enough to handle more than 1 or 2 "enemy" decks it is focused on beating.

Too, Chaos lacks a good support base. This is probably by design; to counteract the early dominance of Skaven as an aggro/unit-removal "rock" strategy, it seemed like the designers wanted to balance the factions by pumping up order, esp dwarves', access to cheap early resources from supports. This has unbalanced the game given the existence of efficient cheap mass-unit removal with no counterpart for supports. A "Troll Vomit" for supports that was costed less aggressively than something like Grimgor would go a long way toward making destruction unit-based economies competitive with order. In general, I am fine with destruction having worse support cards, so long as they have both good unit-based resource cards and efficient ways to interact with supports.

But, that does mean Chaos needs some resilient guys that help ramp up their economy. A version of Clan Moulder's Elite that is restricted to Kingdom- or Quest-only would not be amiss in the current metagame: 2 cost, 2 hammers, 5 health (for resilience to Master Rune of Spite and the new Dwarf "Tracker" hero), perhaps balanced with a restriction that the unit must always be declared as a blocker if the zone is attacked.

Chaos probably has access to the best "big" guys in Bule, Bloodthirster, Lord of Change etc. Lord of Change in particular is a *broken* card in terms of power level. But, the rest of Chaos' economy is so poor and easily disrupted that he is not going to see serious play.

So that's basically where I see Chaos atm.

Summary of what I'd like to change:

  • Viable unit-based economy, encouraging interaction between units in the combat step as the primary means of disrupting their resource/card engine - this means efficient, resilient units and/or cost-reduction a la Braying Gor made a more central theme for the faction. Turn 2-3 Lord of Change needs to be commonplace for Chaos to be a feared deck.
  • Powerful interaction with supports, particularly mass support removal. Ideally Chaos gets a "Plague Wind" effect that destroys only opponents' supports, efficiently costed at say 4CC, analogous to Troll Vomit. This is an overpowered card on its own merits, but given the paucity of viable support options on the destruction side, this card is absolutely needed for them to be competitive with Dwarves. Chaos needs a way to prevent the Dwarf player from overextending while developing their board.
  • Introduce a corruption mechanic that affects supports by removing their hammers while corrupted, and interacts with existing corruption effects (IE players can still only uncorrupt 1/turn, whether unit or support). Also, print a critical mass of these cards to allow for a "turbo-stasis" style deck that achieves a resource lockdown as a win condition. I'm not sure this is very fun (for the opponents anyway), but I am sure it is the only way Corruption can be a viable, tournament-competitive build-around mechanic

Start there. Basically chaos is being torn right now between 3 different axes - 1) a "big unit" ramp deck that tries to power out huge, powerful units - this deck doesn't work because the economy of Chaos, whether unit- or support-based, is not competitive. 2) an aggressive deck that tries to utilize power-boosting effects, "Wheel of Fortune" style cards in Will of Tzeentch, and corruption effects to push through damage. This deck doesn't work because the units are not aggressively costed enough to offset their vulnerability to the cheap mass removal available to other factions (MROS, Vomit). 3) a "stax" deck that tries to lock down units via abusing corruption effects. This deck doesn't work becuase corruption doesn't interact with supports/units in Kingdom/Quest when used as a control mechanic rather than an aggressive one.

If at least one of these decks got enough love to be viable, Chaos would be in a much healthier place. As it is, much work is needed...

Chaos needs... better art for Vicious Marauder.

qwertyuiop said:

Chaos needs... better art for Vicious Marauder.

Come on, that just means your mind is still too sane. If it were properly batpoop insane like a good Chaos-lover, you'd be in love with the art gran_risa.gif .