Unitless again?

By Grille2, in Warhammer Invasion Deck Building

Is unitless still playable and could it find a weakness to Verena?

Today something like this popped into my mind:

3 Dwarf Cannon Crew
3 Serpent Slayer
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6

3 Innovation
3 Long Winter
2 Order in Chaos
3 Will of the Electors
3 Demolition!
3 Master Rune of Valaya
2 Wake the Mountain
2 Rune of Hearth and Home
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21

3 Contested Village
3 Ancestral Tomb
3 Ancient Alliance
2 Armoury
3 Hidden Grove
3 Outpost of Tiranoc
3 Und Dokbar
3 Repeater Bolt Thrower
3 Treasure Vaults
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26

It's more a "unitlow" deck but I thought that it's either a good speed up or helps to win if RBT doesn't come or gets removed. There is development control for Hidden Grove and Und Dokbar to slow the game down until the resource engine is built up. By developing the zones get further health to survive long enough and maybe Rune of Hearth and Home can have a gain. Actually never played an epic Spell but as it's a play during "your"and not "opponents" turn, it's more likely to can pay for that considering Innovation. If i think correctly RBT now is a once per turn effect but together with Outpost there are still good packages of damage to send over the turns. Also thought that From Beneath the Waves or Great Book of Grudges would fit but there are too few units for a reliable result I think. I think dwarf-Verena could also be played as the key cards have low loyalty. Disdain would also be a nice addition if one wants to play more competive.

Guess I'm not the only one that has such an idea. So what are your apendages for a unitless or near unitless deck? Maybe better to aim for more idmg with High Elf board or Empire for more control?

Nice idea you had here. I like such combo-like decks, so i build your deck and testet it a few times against a mono Ork Aggro and an Empire Aggro, but i made a few changes.

At first Ancient Alliance is not a good deal. It doesn't enable first turn drops, Outpost of Tiranoc and Hidden Grove cost 2 or 3 more Rescources to play. It's also always a dead card, when it's drawn during the game. Instead i used Keystone Forge. Keystone Forge have multiple advanteges to A.A. It can be found with the Dwarf Cannon Crews and support the defensive strategies and is always a good first turn drop against midrange aggrodecks.

Then i removed the Rune of Hearth and Home. It sounds good to heal all damage, but 10 Rescources are too much for what it does. When you play against aggro decks, you can most heal max 7 damage on your battlefield or 8-9 on your Kingdom/Quest, but when the opponent attacks with 8 damage the 10 res spell is just a Master Rune of Valaya, not good. I hope you understand what i mean. Instead of the "Ultimate" Rune i choose Contested Fortress. Here are also synergies to the defensive strategie of the deck.

These 5 cards increases your time to start the Engine a lot.

The next i will test is to remove the Serpent Slayer. I saw here an antisynergy with the Repeater Bolt Thrower. For the "Arbalest" you only want exact 1 development in your battlefield, the Slayer instead will need nearly all developments in your battlefield to do max damage. And as devender in your quest zone he's wastes, because you have 3 times Master Rune of Valaya, 3 times Hidden Grove combined with lots of dev manipulation and recursion for all of that. I think its better, to play a third Order in Chaos and two Master Rune of Spite instead.

The Master Rune of Spite sound promising. At first you weaken all enemy units and after that you set the Arbalest in the rapid-fire-mode.

StarFox88 said:

The next i will test is to remove the Serpent Slayer. I saw here an antisynergy with the Repeater Bolt Thrower. For the "Arbalest" you only want exact 1 development in your battlefield, the Slayer instead will need nearly all developments in your battlefield to do max damage.

Am I missing something here ? You need as many developments as you can play in the battlefield for the thrower to work efficiently since, after the errata, it can only shoot once per turn.

Anyway, I like grille's update on the Thrower deck and I like the modifications you made. I might build it to playtest it.

Ok, with that erata the the Arbalest is weaken and the serpent slayer has to be played.

Yeah it's more of a theme deck so of course Rune of Hearth and Home is for fun reasons included. If I would play seriously I would probably switch for Disdain. For RBT to work you will need around 3-5 developments into BF (or more if you have enough resources) depending on how much Outposts are in play. You will activate it for 3-5 resources in your turn and holding back around 4 resources for reacting to opponents attack/tactics or firing at the end of his turn RBT again.