Card Ideas and Suggestions

By cuttingrage, in Warhammer: Invasion The Card Game

Hi, I started buying and playing Warhammer Invasion quite recently. I used to played Magic before this and knew about the Warhammer world before buying the game. I got hooked to this new game and decided to post some of my designs for cards on this forum.

Here are a few cards for the Chaos faction especially involving the corruption mechanic. Any OR in card descriptions below mean that I am not sure which design will be better for balance and decided to post all possibilities.

Tactics with : Corrupt all units in play. Play only during your turn.

Support with : Forced: When this zone is attacked, corrupt 1 target attacking unit before defenders are declared.

Blessed of Slaanesh. Sorcerer. (3+1). 1/2
Quest. Action: Spend 2 resources to deal 1 damage to target unit and corrupt it (limit once per turn).

Inspired by the card Shrine to Nurgle, I designed shrines for the other gods.

Shrine to Tzeentch : After an opponent's unit becomes the target of a card effect OR tactic under your control, corrupt that unit. (corrupting magic for tz)

Shrine to Slaanesh : Opponents cannot trigger card effects on units unless, that unit is corrupted as an additional cost. (I am not sure if the wording is clear. The idea is to turn opponent's units' activations similar to actions on cards like Harpies, Witch Hag, Mortella and Monster of the Deep).

Shrine to Khorne : At the end of your battlefield phase corrupt each of your opponent's units that could have defended but did not. (i think khorne's idea of corruption is cowardice, terror, panic, fleeing from battle, etc)

Tactics for Khorne: Corrupt all units that participated in combat this turn.

Play before OR at the end of any Battlefield phase. At the end of this battlefield phase corrupt all units that could have attacked but did not and all units that could have defended but did not.

Skulls for the Skull Throne (1+2)
Choose a target unit in any battlefield. Deal damage to that unit equal to the number of damage tokens on it.

Thats all for today. I hope to post more ideas in the future.

Hi cuttingrage,

I like your idea about chaos gods thematic cards. I just noticed that the following support card idea would not help the defender once the attacking units are declared. The corruption effect has to take place right after declaration of the attacked zone but before attackers are declared.

cuttingrage said:


Support with : Forced: When this zone is attacked, corrupt 1 target attacking unit before defenders are declared.

It would look rly nice to see chaos gods theme coming up in the next expansion. I like your idea cuttingrage ;)

Cuttingrage,

I am always looking for fans that support the game beyond just money. Thanks for posting these ideas.


Kragg said:

It would look rly nice to see chaos gods theme coming up in the next expansion. I like your idea cuttingrage ;)



Why wait? Try this. I sent you an email I think describing a themed style tourney for chaos gods. The idea sprang forth while playing Chaos in the Old World.

Each player builds a deck using the Chaos Capital Board. Then they select a god to represent. They may include cards with their chosen god's name in them and are limited to the lessser demons and greater demons of the god. They may not include cards themed towards another god.

Thankfully the Keeper has been revealed so we can proxy one greater demon in place of it.

So say you are playing a Tzeentch deck:

Greater Demon = Lord of Change
Lesser Demon = Blue Horrors
Any cards with Tzeentch in the name.

May not include the lesser or greater demons of other gods (Khorne, Slaanesh, Nurgle)

On top of those restrictions each god grants gifts to the player. I may be wrong on some (rules are at the store).

Khorne = Gain 1 resource after a battle in which you defeated a unit.
Nurgle = Corrupt a unit whenever a disease is attached to it.
Tzeentch = Reduce the cost of spells by 1.
Slaanesh = After an attack is declared pay 2 resources to corrupt target unit in the attacked zone.

I really like most of your ideas especially the first and second. I'm not sure if the Shrine and the tactic for Khorne fit his theme in this game although i like the effects. I think Khorne prefers dead people rather than corrupted.

My ideas:

Shrine to Khorne - If a unit doesn't attack or defend although it could it takes 1 damage.

Other Khorne support: Corrupted units may attack. If a corrupted unit attacks it gets +1P until end of turn. Deal 1 damge to it at the end of turn.

Tactics for Khorne:

-All units of the target player must attack if they can. All attacking units take 1 damage at the end of this turn.

-Until end of turn when an opponet's unit enters dicard pile from play, heal all damge on a unit. (Bloodsworn's ability)

Tactic for Slaanesh: All units of the target player must defend if they can. Corrupt all defending units at the end of this turn.

Tactic for neutral destruction: X units in the defending zone can not defend. X is the number of attacking units.

Tactic for Undead: Bring all units with Neromancy into play from discard pile. Put them under your draw pile at the end of this turn.

Thanks to everyone for their replies :) . Philos, you are right – I was trying to make a corruption version of Cauldron of Blood but the wording should be instead “corrupt target unit in opponent’s Battlefield.”
Here are some more ideas as promised.

I was trying to design some cards for Destruction that punishes opponents for putting down too many developments. Here is one card that came out of these ideas that I liked a lot.

Tactic for Dark Elves : Play ony during your turn. Target OPPONENT puts down all cards in hand face down as developments (in which zones as he chooses), then draws cards equal to the number of developments he controls.
Designed for purely milling decks this card makes a lot of sense. A pure milling deck is trying to deck the opponent and should not care about how many developments the enemy capital has but this also punishes the opponent for having too many developments. This tactic should also be cheap since the opponent is usually getting to draw more cards than he discarded. I see this tactic as a finishing move for milling decks.

An almost opposite would be
Support for Dark Elves (2+1) : When you deal damage to an opponent’s capital that player discards that many cards from the top of his deck.

A Support card that could become crucial for High Elves healing decks:
When your opponent assigns combat damage to units you control, then you may redistribute that damage among your units before applying it.
For balance and cheapness of cost any of these conditions can be included:
… opponent assigns combat damage to your defending units OR your attacking units, then …
… you may redistribute that damage among your units in that zone before applying it.

I will keep posting more ideas in the future.

Good thread. Someone tried doing this when the game first came out and another poster just started an argument about how it was silly and that this was the surest way to not see these cards get produced and blah blah blah. It's fun. that's all it needs to be.

I think someone outlined an idea on another thread about a Wood Elf tactic that would turn over all developments that had the Forest Spirit keyword. That way, even the cards that are being developed from your hand or even the top of your deck could still be turned over and become units.

Neutral Tactic

Order only

Spell

Action: All developments with the Forest Spirit keyword on their other side are turned face up.

An idea I had was something along the lines of either a seige or just one massive explosion.

Neutral Tactic (or maybe even a dwarf tactic)

Action: Choose one section of an opponents capital. For every damage marker beyond the 8th, destroy that many developments in that same zone.