Empire Seeks Morr Lizardmen

By qwertyuiop, in Warhammer Invasion Deck Building

Check out this hare-brained deck. It should be welcome to all the warpstone/innovation/contested village haters out there.
Like all my posted decks, this is for casual play and hasn't been tested at all. See if you can find the theme(s) other than suck.
I might try Loqtza at a later time.

Supports x13

D-bag Forge x3
Garden of Morr x3
City Gates x1
Contested Stronghold x1
Blood Shrine of Sotek x3
Cloak of Feathers x2

Tactics x6

Iron Discipline x3
Manaan Take You x1
Born Predators x2

Units x31 (ridonculous, I know)

Rodrik's Raiders x3
Gold Wizard Acolyte x2
Bright Wizard Acolyte x3
Thyrus "The Virus" Gorman x1
Friedrich "Maneuver" Hemmler x3
Doomsayer of Morr x3
Skinks of Sotek x3
Skink Skirmishers x3
Spawn of Itzl x3
Temple Guard x3
Carnosaur Rider x3

Subtract Manaan Take You! x1, add Animosity x1.

Edit: Alternately, may remove Sotek Skinks and Doomsayers to add Innovations and Warpstones should speedy victory have more appeal than theme.

oh no dont move out morr stuff ;) . I like the deck, a lot. I was thinking abou ways to make the Morr stuff work and I tried the new drwaven hero, but Lizards are way better. Lizards + Morr stuff + Bright Wizards is a great idea. There is some stuff in there I dont get: Like the development stuff or the gold wizards. (this may be the sucking part you talked about :P or it's me), but that is a great base to build on.

This is what I would run:

Empire/Lizard Savages in the Gaveyard

deckbox.org/sets/26310

cards 55

units (30):
2 Skink Skirmishers
3 Skinks of Sotek
3 Warrior Priests
2 Jade Acolyte
3 Bright Wizard Acolyte
3 Doomsayer of Morr
3 Rodrik's Raiders
3 Spawn of Itzl
3 Temple Guard
2 Carnosaur Rider
3 Friedrich Hemmler

tactics (10):
3 Douse the Flames
3 Innovation
2 Tactical Misdirection
2 Called Back

support (15):
3 Warpstone Excavation
3 Contested Village
3 Cloak of Feathers
3 Derricksburg Forge
3 Garden of Morr

I will write a write up later, just two ideas now:

1) Temple Guard are the key card again. You use them to redirect combat or Bright Wizard self damage through all your save units onto a Warrior priest or a development turned into a unit by your Jade Acolyte. With a temple guard one resource basically means another use of savage, if you now where you will take dmg.

2) Jade Acolytes are a great way to transfer resources from on turn into the next: In the beginning of your turn, you turn your developments into units with one power. This is awesome since you have to keep some resources in your opponents turn to use the temple guard. They are basicaly a better Temple of Verena.

The City Gates/Stronghold combo exists as a way to diversify my resource engine or have multiple ways to start up an economy. I'm still trying to figure out on-the-fly placement for the bloodshrines without having actually used the deck. The Empire is all about diversity and options. I may those two for Treasure Vaults, or Bottomless Mine(since the deck is unit heavy). The Gold Wizard aka Destro is included because sometimes I may not want Freddie to trigger, or have to use savage. I believe that, like counterstrike, the threat of savage can be just as effective as savage itself. With Destro and Animosity, this deck gains a little leverage as to when the ability will be used.

I've felt that empire/lizard has more potential than dwarf/lizard and a slight edge over HElf/lizard.

You know, I haven't even looked at the Jade Acolytes since I pulled them out of the BP, but I will now.