Uhhhhh... guys?

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

Wow, is everyone burnt out, or what?

C'mon, lets generate some discussion!

How about cool ways to utilize Mountain Brigands!

Put him into play on the opponent's turn with Return to Glory, High Elf's new quest.

Kill him to pay for indirect damage, and do it again!

instead i wanna make you reflect on these cards played togheter:

2 tiranoc in game+ lelansi+loremaster of hoeth + gift of aenarion.

infinite cyclic indirects damages.....

@ Mountain Brigands

There are not a lot of ways to get them into play except that Quest (which i did not think about before thank you) and Reclaim the Fallen. The Problem with both combos is that you want the Brigands as soon as possible, because the less resources your enemy has the bigger the impact. You could use Caradryan and Muck to mill yourself and Ancient Map and A Noble Quest to make it faster. But I think the Brigands are not is not strong enough to build a deck around.

We had the HE combo posted long before and the conclusion was that it does not work because outpost refers to whenever you deal and not to whenever an enemy takes which is what loremaster does.

Haven't left I've just been stewing over new ideas for Disorder. Toying with uses for the new neutral bandits in a dark elf control deck that attacks an opponent's hand & resources.

@jogo dude you're wrong. check the jame's answer in the rules section. when you play loremaster haveing one tiranoc, he deals 3 damages.

Havent seen it yet...

But this is again an extrem unpleasing answer because it is against the wording on the cards and no further explained.
Configuration over Convention ! :D

I'd say put them in a Chaos Deck.....but I won't.

I like the idea of playing Mountain Brigands on the opponent's turn. It's inventive and goes against the obvious application. happy.gif

However, the obvious application is pretty fun, too. Dropping these guys on your turn forces your opponent to make a choice if he's saved any resources to play tactics. I don't know if that (players saving a resource or two)is done much, or just how efficient players tend to be on their turns.

I like the Brigands in a good ol' fashioned Orc Rush. I can't imagine anyone not. I can see this card adding some speed and easy choices to DE, DE/Undead. Who's going to cry about a common thief being hurled into the Slave Pens?

I think I may try this card in the next Lizard Man deck I build. Just throwing that out there.

WHat does the Mountain Brigands card say? When talking about cards.. if you would kindly type the text of the card, so newbs (myself included) know what you are talking about. Thanks!

Mountain Brigands

2 Cost Neutral Unit

Power 1

Health 2

Thief

Action: When this unit enters play, target opponent must give you 1 resource.

javascript:void(0);/*1292103823434*/

method1080 said:

WHat does the Mountain Brigands card say? When talking about cards.. if you would kindly type the text of the card, so newbs (myself included) know what you are talking about. Thanks!

www.deckbox.org , noobtastic. It's your first step into a larger world. happy.gif

Does someone have a good idea to build a deck around quests? Something like 3 A Noble Quest, 3 Ancient Map + Quest

The best thing I came up with was a High Elf control deck with Defend Tor Andris, Dragon Mage, Infiltrate!, Caradyran, Dark Abyss.

Wichtel said:

Does someone have a good idea to build a deck around quests? Something like 3 A Noble Quest, 3 Ancient Map + Quest

The best thing I came up with was a High Elf control deck with Defend Tor Andris, Dragon Mage, Infiltrate!, Caradyran, Dark Abyss.

At this point, I'd be most tempted to run an Infiltrate! deck from the Empire board. You need to get Infiltrate! rolling relatively early for it work, and with somebody that is kind of a pain to remove. Dragonmage is a pain to remove, but he's expenisve, especially when you have to play the first one on Defend Tor Andris. Empire can throw a CS guy on Protect them Empire and then a chump on Infiltrate! in the first couple turns. Dwarves are generally going to be limited to Duregan, Rangers, and maybe Master Rune of Spite as ways to get rid of your 'Infiltrator.' You can put a guy like Vigilant Electors on Infiltrate!, and they've got to use both abilities to hit him, at which point he's just going to jump on Duregan. Or you can use Church of Sigmar/Iron Discipline to save him, or whatever. Obviously, you want to be holding a fog when Reclaiming the Fallen shows up. :)

It's easy to get carried away with Noble Quest and Order in Chaos, etc. to try to really pile up Infiltrate!, but in reality it's probably more important to keep guys on it. I would probably run 3 Protect the Border, 1 Infiltrate! and 2 Ancient Map for the quest stuff. Then the fogs to drag things out. That way, you don't have too many dead slots against decks where the Infiltrate! isn't going to be sustainable, like DE or Chaos.

You'd have to run at least Banners and Mining Tunnels to support the Dwarven fogs, then the usual stuff like Village, Derricksburg Forge, etc. After that, you could tinker with the supports a little.

Units could be pretty standard Empire stuff other than the aforementioned Electors. I would maybe give slightly more preference than usual to guys with 3 HP. Free Company, Peasant Militia, etc. Bright Wizard Apprentice is an option, too, I suppose, for keeping the quest-sitter around. I could see running no Dwarves, or making room for a pretty good number of them. Just remember to have enough guys you can park on Protect the Empire. Whatever you do, you want to be able to field enough guys that 1) they have to keep drawing cards to deal with them, and 2) you can handle some early attacks without burning fogs.