The Fourth Waystone - SPOILER LIST

By Wytefang, in Warhammer: Invasion The Card Game

Hi folks, despite having a ridiculously crazy life, I'm here to give you your list of the newest released cards in the Warhammer: Invasion "Enemy Cycle." Enjoy.

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1. Dwarf Unit - Duregan Thorgrimson, Unique Hero - 4R, 2D, 2P, 5HP - "Hero. ACTION: At the beginning of your turn, this unit deals damage equal to its power to a target unit. Then, the target unit deals damage equal to its power to this unit."

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

3. Empire Unit - Bright Wizard Acolyte - 2R, 1E, 2P, 2HP - "Mage. FORCED: When your turn ends, this unit takes 1 uncancellable damage."

4. Empire Tactic - Douse the Flames - 0R, 2E - "ACTION: Move 1 damage from one target unit to another target unit."

5. High Elf Unit - Scion of the Everqueen - 2R, 1H, 1P, 2HP - "Elite. Noble. This unit cannot have its hit points reduced by card effects."

6. High Elf Unit - White Tower Aspirant - 2R, 2H, 1P, 2HP - "Apprentice. Kingdom. Indirect damage cannot be cancelled by card effects."

7. High Elf Unit - Lion Chariot of Chrace - 3R, 1H, 1P, 3HP - "Warrior. ACTION: This unit takes 1 uncancellable damage. If it does, it gains Counterstrike 2 until the end of the turn."

8. High Elf Unit - Spearhost of Asuryan - 4R, 1H, 2P, 3HP - "Warrior. Elite. ACTION: When this unit attacks, deal 2 indirect damage to target opponent."

9. Dark Elf Unit - Disciple of Malekith - 5R, 2DE, 3P, 3HP - "Warrior. Elite. ACTION: When an opponent discards one or more cards from his hand, this unit gains 1P until the end of the turn."

10. Dark Elf Support - Barbed Whip - 1R, 3DE - "Attachment. Weapon. Attach to a target DE unit. ACTION: When attached unit attacks, target unit in the defending zone gets -1 hit points until the end of the turn."

11. Dark Elf Tactic - Bloodburn Poison - 1R, 2DE - "ACTION: Deal 1 damage to target unit. That unit loses 1P until the end of the turn."

12. Dark Elf Tactic - Eye for Cruelty - 0R, 2DE - "Spell. ACTION: Until the end of the turn, when target unit is healed, destroy that unit instead."

13. Dark Elf Quest - Offering to Hekarti - 0R, 2DE - "Quest. ACTION: Discard X resource tokens from this card to give target unit -X Hit Points until the end of the turn. Quest. FORCED: After a unit is put into target opponent's discard pile from play, put a resource token on this card if a unit is questing here."

14. Chaos Unit - Vicious Marauder - 3R, 1C, 2P, 2HP - "Warrior. Battlefield Only. This unit must attack during your battlefield phase, if able."

15. Chaos Support - Tainted Well - 4R, 2C, 2P - "Building. ACTION: When a unit is corrupted, deal 1 damage to that unit."

16. Orc Unit - High Mountain Troll - 6R, 3O, 4P, 5HP - "Troll. FORCED: At the beginning of your turn, heal all damage on this unit."

17. Orc Tactic - Dis Stuff Burns Gud - 3R, 2O - "ACTION: Sacrifice a unit to destroy target Building support card. Then, each player takes 3 indirect damage."

18. Neutral Unit - Mountain Brigands - 2R, 1P, 2HP - "Thief. ACTION: When this unit enters play, target opponent must give you 1 resource."

19. Neutral Tactic - A Noble Quest - 0R - "Order Only. ACTION: Put 1 resource token on a quest if a unit is questing there."

20. Neutral Tactic - Corruption of Purity - 1R - "Destruction Only. ACTION: Until the end of the turn, when target unit is restored, corrupt two other units in that zone."

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So lotta love for Dark Elves and High Elves, Dwarves get another killer card (of sorts), Orcs get 2 useful cards (one of which is a strong unit), Chaos gets a fairly cheap but substantially useful attacker and a great support card (in theory, though it costs too much), Empire gets 1 useful Tactic and a so-so Unit (imho), and we get some cool new Neutral cards, too. Not a bad set, just wished they hadn't spoiled so many of the great cards. :( I'd rate it about a B/B- at best. Good, not great. Just a quick assessment though, I'm sure more time with the cards could adjust my interpretation of them.

The 2 dwarf cards seem insanely good.

Um...really Dwarves? You needed a basically free no damage to your entire capitol card? Really?

Sigh...

thx wytefang, thanks for all your efforts. we rly apreciate that.

Wytefang said:

1. Dwarf Unit - Duregan Thorgrimson, Unique Hero - 4R, 2D, 2P, 5HP - "Hero. ACTION: At the beginning of your turn, this unit deals damage equal to its power to a target unit. Then, the target unit deals damage equal to its power to this unit."

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

What is this I don't even...

No problem, Kragg, you're welcome. I appreciate the kind words. It's a pain to do these but it helps people while they wait for the cards to arrive at their local stores so I feel an obligation to do these. LOL

Wytefang said:

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1. Dwarf Unit - Duregan Thorgrimson, Unique Hero - 4R, 2D, 2P, 5HP - "Hero. ACTION: At the beginning of your turn, this unit deals damage equal to its power to a target unit. Then, the target unit deals damage equal to its power to this unit."

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Would have liked to see something like this for dark elves to be honest. Pretty awesome ability.

Just out of curiousity, what ISN'T a card effect? Seems like white tower aspirant could have just said 'indirect damage is uncancellable'

This battle pack is far much better then redemption of a Mage was. It has many realy good cards but WHY SO FEW FOR CHAOS? And the Dwarfs and Empire are not the most powerful sites in the game. At the last tournament I saw that many players played them, now after this I think that most decks in every tournament will be made based on those. I don't know why but the Destruction is now weak compareing to Order. So where is that balance that was promised after this cycle?

Thanks for Spoiler. I like this BP, many good cards

Thanks for the effort wytefang.Ugh High elves so puny the units cept their dragonllorando.gif

You're welcome, guys.

As for the puny High Elves...well you do have to factor in the Indirect Damage, which can really add up quickly these days. Some of these High Elf units are a bit misleading, power-wise, in that regard. But yeah, I wish they had a nice slugger at the 4 or 5 Resource point range. That would be helpful.

I always appreciate these spoilers because the "officially released" to the "in my hands" stage can sometimes be a week or more around here depending on how well FFG got these shipped out. I like being prepared to certain cards into my decks and play as soon as I have them in hand.

New to forums, but long time lurker. Want to say thanks to Wytefang for taking the time and effort for posting these spoilers!

Grove said:

Wytefang said:

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1. Dwarf Unit - Duregan Thorgrimson, Unique Hero - 4R, 2D, 2P, 5HP - "Hero. ACTION: At the beginning of your turn, this unit deals damage equal to its power to a target unit. Then, the target unit deals damage equal to its power to this unit."

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Would have liked to see something like this for dark elves to be honest. Pretty awesome ability.

Nuke it with a Wight Lord and Seeking New Slaves it.

Dwarves are still out of control. They need to starve a bit this next cycle or there will be no catching up. :(

Yeah but Wight Lord combos with Seeking are 7 resources and thats quite a lot considering Chaos/DE/Orc economy. Slave Pen with Walking Sacrifice and Ghouls is really good but as Order has so many ways to get rid of support it's not easy to catch up. My Life For The Hold! is just plain ridiculus as already mentioned. Building a dwarf deck is really hard as there are so many strong cards in every domain so you can't decide what good cards you want to take out.

Indirect damage, Skinks of Sotek, Dwarf Rangers and Spawn of Ixl are so good regarding unit control ... I thought that was Destructions job. I hope with the next circle Destruction gets more benefits from playing developments but with including Wood Elves it doesn't look so good. But let's see what happens it's still not so bad that it doesn't make fun playing WHI anymore.

Stone to Skin could be a nice card to protect your own buildings if it hasn't "It also counts as a Building support card." trait.

rings said:

Um...really Dwarves? You needed a basically free no damage to your entire capitol card? Really?

Sigh...

My thoughts exactly; these 'end of turn'/blanket cards are actually quite a problem if you ask me. Not to mention absolutely ANY sac effect together with Dwarf Ranger, and the way the Forced effect on it goes off, is quite ludicrous.

This game is so much fun, 'except' for a few blanket abilities, agressive options, and control options. I'd really like to see a few well-thought out bannings before the next major tournament, which I presume is likely gencon 2011. Great casual/fun game though, some pretty decent card art, and great mechanics = I will still buy and share it with friends.

The card in question would be 'much' better if there was a condition on it like 'sacrifice one unit with a cost of 4 or more'.

- dut

grille said:

Yeah but Wight Lord combos with Seeking are 7 resources and thats quite a lot considering Chaos/DE/Orc economy. Slave Pen with Walking Sacrifice and Ghouls is really good but as Order has so many ways to get rid of support it's not easy to catch up. My Life For The Hold! is just plain ridiculus as already mentioned. Building a dwarf deck is really hard as there are so many strong cards in every domain so you can't decide what good cards you want to take out.

That's why you throw them in a reasonably quick discard/mill deck. Not perfect, but fairly potent.

Dwarves. Mining Tunnels x3, Ancestral Tomb x3, Innovationx3, Warpstones and Villages +slayer build or grudge build.

I honestly dont think that FFG is taking the right amount of thought into the continuation of the cards/new releases for this game.

The continuation of several broken cards and overly powerful combinations that can be easily built from these said cards is too frightening.

Lordpappanqui said:

I honestly dont think that FFG is taking the right amount of thought into the continuation of the cards/new releases for this game.

The continuation of several broken cards and overly powerful combinations that can be easily built from these said cards is too frightening.