Unitless...one more time - this time with some units :-)

By player541006, in Warhammer Invasion Deck Building

Here´s is the third iteraction of my unitless with units deck (UWU?).

I will participate in a tournment next month and was tweaking the deck, in principle to combat Verena (although i think there won´t be a Verena problem here - i´m from Brazil and apparently we WI players are not a very big group here yet).

It surely still needs some teawking and testing (for example, i didn´t know what to put as the last two cards so i put 2 foot of gork).

Units

3 x Lobber Crew

3 x Snotling Saboteurs

3 x Wight Lord

Support

3 x Dark Abyss (winning condition)

3 x One Orc´s Scrap... (seems good but not so sure)

3 x Warpstone Excavation

2 x Contested Village

3 x Alliance Orc - Dark Elf

Tactics

3 x Troll Vomit

3 x Easy Pickin´s

3 x Foot of Gork

2 x Rip Dere ´heads off!

2 x Smash-go-boom!

3 x Pillage

3 x Burn It Down

3 x Sacrifice to Khaine

3 x Caught the Scent

3 x Slaanesh´s Domination

This deck has always been a mill deck (you win by decking - exhausting - your opponent deck), but in this last iteraction i focused a little more on board and hand control instead of only creature control.

Lobber and Snortling are really control instead of creatures, and the Wight Lord has necromancy so there´s no problem in it dying - in fact, this creature was my starting point for this deck :-)

I used to have one Infiltration as a backup measure but did´t use it (ok, i didin´t play that much the other incarnations of the deck) and as it does need a creature, i decided to remove it.

The Caught ´s and Slaneesh´s are somewhat expensive, but their effects are great so i will keep them for a while unless they prove problematic.

Any comment to help me improve the deck is welcome!

Hi there,

Unless I'm mistaken, the only mill card you have in here is Dark Abyss? I'm not an expert, but I think the idea behind milling (in W:I) is something like this:

My opponent is going to sit down and do what he always does: attempt to draw up a big hand so that he can use his resources to utilize the weapons in his hand. He's not going to think that I am running a mill deck because there are so few of them in this game that it is highly unlikely, so HOPEFULLY he commits to a large draw with no real way to limit it. Once he realizes that I'm trying to mill him, it has to be too late. He'll be ditching so many cards that he can't recover.

With this deck you've shown us I really like how you've limited the unit count. This renders a lot of his/her cards useless as they target units. Since you are still running some units he won't quite know what is going on and try to snipe them off, running through more cards.

I have a friend in my play group that made a very effective mill. In his deck he wholly commits to milling: Every single card in there is for milling, so he neglects some control aspects you have in your deck, which makes for a faster mill. For example, Entropy is a card he'll include over troll vomit, just because he wants to discard 2 more cards off the top of the enemy deck.

In your case, you seem to have traded off more mill mechanisms for more control, which makes for a slower mill. I would say that your control needs to be awesome for this to work and you place a lot of importance on your supports that could be destroyed (although the Dark Abyss doesn't care if it is moved around.) Let's pretend that you magically got all your Dark Abyss cards down in the first two turns and they weren't destroyed for the rest of the game AND you went first. You opponent's experience goes like this:

Turn 1: Draw a card, discard two cards. (40 cards left in deck).

Turn 2: Draw a card, discard six cards (33 cards left in deck).

And so on, you're looking at a turn 7 mill if you get a god draw. Now, it's possible he'll be drawing more than one card, but I'd only be comfortable playing this deck if you tested it extensively. Get your friends to play some archetypal decks and see how it goes. I really want your idea to work, good luck!