The Twin Tailed Comet - is comming!

By ffgfan, in Warhammer: Invasion The Card Game

This should be released in April 2011 (about 29th April 2011 but that not in 100%).

We know to this point that does will be in it:

warhammer-sorcerer-of-tzeentch.png wi-light-of-morrslieb.png wi-true-mage.png wi-bloodcall-sorceress.png

Like we all can see all of those new units have the Action: When You play a development from Your hand. So we can asume that the other races will olso get such type of units.

I forgot about the description where we can read about following cards: Daemonslayer (D) - another Slayer, Tribal Tattoo(O) - Attachment from Orcs like I gues, Celestial Wizard (E) - he can have his Action starting with: When You play a development from Your hand ....

True Mage is a step in a good direction for HE. New Chaos Wizzard is plain awsome and maybe can bring Chaos back to game.

Yes, The Sorcerer Of Tzeentch is a good card and it could bring back the Chaos in play. Maybe after this cycle we will got the promised balance of the game between fractions. As far as I remeber this balance was promised to be back after the Enemy Cycle but it was not. So maybe after this.

And you should see the cards they haven't spoiled. There are some GREAT battlepacks coming out, imho.

Is Light of Morrslieb worth playing against Empire to avoid or at least delay the Will + Verena combo ?
I think it's a bit expensive but if you can play it early you might get ahead on the race against Verena.

I think 4 cost buildings aren't good at the moment. You are propably playing it soonest within 2nd - 4th turn and by then empire/dwarf are negating your complete turn by only paying 2-3 resources for Rodriks Raiders or Demolition which are both cards that every empire or dwarf deck runs.

Time will tell wether it's worth for playing that 2-3 developments before it gets removed. Dwarfes have at least a protection against destroy removal with Master Rune of Defence so they can afford playing Light of Moorslieb (still wonder why it's called "lieb" and not "leib" ^^). If most decks are development orientated, Long Winter will propably on board which is a small counter against Rodriks because you can play it next turn again and once more play 2 developments to defend against Verena.

Master Rune of defence does not work here for protection. Light of Morrslieb is a "warpstone", not a "building"

With the new restricted list, I think we'll be seeing a lot of innovation use with this card. With this card and an innovation in hand, you can get it into play on the first turn and then develop your second card. If you just happen to have two innovations in your starting hand...dang. That would be a great first turn.

Not a good starting hand. You will drain all your cards from hand and get relativly nothing. Better play on second turn and then innovation.

play it into your quest zone ; )

Doc9 said:

play it into your quest zone ; )

I'll remember that one.

Still kind of risky if the enemy has pillage/demolition or Rodriks Raiders on hand it would be problematic to get back into the game if you have only few cards the next turn.

It's Warhammer: Invasion. Of course it's risky. The payoff is worth the risk. If I built a deck that carried NO risk...I would be bored to tears!

Besides...it's not a combo that's going to come up that often. But, you can't tell me that if your starting hand had 2 Innovations, Light of Morrslieb, Derricksburg Forge, a Huntsman, and two other random cards that could be played as developments, that you wouldn't laugh and shat your pants at the same time while you unloaded your whole hand on the opening turn. Yes you would. 4 resources and 4 cards and two devs in kingdom on your second turn! It's worth the risk.

It's shipping now, so we should see it before the end of April 2011. gui%C3%B1o.gif

wi-skarsnik.png

SKARSNIK & GOBBLA - You gotta love them.

Nice combo with Dis Stuff Burns Gud and Great Cave Squig.
You can even use Savage Boys to transform: 3 res = 1 card + 3 damage to opponets capital

And when Savage Boys will attack with Basha formula will be: 3 res = 1 card draw + 6 damage to capital.

Looks interesting and I will surely play a selfdmg deck after getting this BP. Lots of interaction now for Orcs with this theme because there are regenerating trolls, high HP units and self damage effects (will also try Troll Den with Skarsnik and Savage Boys) + protection for them with Toughness or HP. His action is also not limited once a turn so you can really focus on a orc deck without actually attacking the opponents zones. I like that card.

I kind of like the "damage each section of the opponents' capital" mechanic, which hasn't gotten any love in a long time. I had a decent "fun deck" list with Offering of Blood/Doomdivers and the Chaos development removers. And Warpstone Meteors/Rock Lobbers, of course. But Skarsnik and Gobbla is nuts! So many easy ways to pull that off. And they can do their thing anywhere, so you can still run Ugrock and Grimgor if you're so inclined. True Mage is a nice card; HE really needed another Loremasters of Hoeth to make the healing plan sustainable without borrowing from Empire.

This one will be avaliable this week accordint to Euroean distributors. So I will keep my fingers crossed for that. The release date is planned on 27th/28th April.

HDS has released yet.

If someone want to see Arts, there are here in Polish spoiler.

For those of you that don't happen to understand Polish

SPOILER!

Demon Slayer 4 DD

Slayer

Toughness X

X is the number of tokens on this card

Action: When you play a development from hand, put 1 token on this card

Rune Master 3 D

Priest

You can spend tokens from this card to pay for tactics

Action: When you play a development from hand, put 1 token on this card

Slayer Oath 2 DD

Action: Until the end of turn, on unit controlled by you gains 1P for every unit on your discard pile.

Skarsnik and Gobla 4 OO

Hero, goblin

Action: Remove 3 damage from this unit to deal 1 damage to each section of an opponent's capital. Then draw a card.

Ork Shaman 3 O

Sorcerer

Action: When you play a development from hand, put 1 token on this card. Then you can move X damage from this zone of your capital onto a target unit controlled by you. X is the number of tokens on this unit.

Tribal Tattoo 0 OO

Attachment

Attach to a target unit controlled by you

Attached unit gains 1P.

If the attached unit leaves play, you can spend 1 resource to attach this card to another unit controlled by you.

Sky Sorcerer 3 E

Sorcerer

Action: When you play a development from hand, put a token on this unit. Then you may spend 2 tokens from this unit to deal 1 damage to every unit in any corresponding zone.

Rally Point 1 EE

Place

Action: At the beginniong of your turn, move one unit you control from its current zone to this zone.

Voice of Order 1 EE

Spell

Action: Untill the end of your turn every time you play a tactic you may pay 1 resource to move it to its owner's hand by the end of the turn.

White Lion Vanguard 2 H

Warrior Elite

Redirect the first point of damage assigned to this unit every turn to a target unit in any corresponding zone.

True Mage 3 H

Sorcerer

Action: When you play a development from hand, place a token on this unit. Then deal X indirect damage to each player. X is the number of tokens on this card.

Centigor 4 CC

Warrior

Forced: At the beginning of your turn sacrifice a development or this unit deals 1 damage to each section of your capital.

Sorcerer of Tzeentch 3 C

Sorcerer

Action: When you play a development from hand put a token on this unit. Then deal X damage to a target unit. X is the number of tokens on this unit.

From the wastes (I have no idea what it will turn out to be called in English) 0 CC

Action: If there is a unit questing on this mission, when you play a development from hand, place a token on this card

Action: Spend 2 tokens from this card to reveal the top card from your deck. If it's a unit, move it to hand, otherwise put it at the bottom of your deck

Blood Call Sorceress 3 D

Sorcerer

Action: When you play a development from hand, put a token on this unit. Then X target units lose PP until the end of the turn. X is the number of tokens on this card.

Sorceress Coven 2 DD

Building

Action: When an opponent discards one or more cards from hand, deal 1 damage to his capital (you chose which zone)

Anointed Cauldron 3 D

When this zone is attacked, the attacker discards one card from his hand

Ancient Treeman 5

Wood Elf, Forrest Spirit

Toughness 1

Standard forest spirit action. cba

Forgotten Knoll 2

Wood Elf, Place

Action: When a wood elf unit controlled by you leaves play, put the top card from your deck in this zone as a development.

Light of Morrslieb 4

Building

During your turn you can play an additional development from hand.

Sorry for any discrepencies that might arise, I just translated the text as it goes, even if the card's already been made public.