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Finally we got a nice versatile Chaos hero.
Some good additions to Empire and Dwarf decks.
P.S. DE quest is a complete disaster.
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Finally we got a nice versatile Chaos hero.
Some good additions to Empire and Dwarf decks.
P.S. DE quest is a complete disaster.
Do you ahve a text version too? Google translate is most time good enough for WHI.
Spoiler translated using Google:
Dwarf:
Mountain Fighter - Unit - 2 DD - 3 HP/1P
Underground Warrior - Unit - 4 DDD - 4 HP/2P - Sacrifice 3 developments to lower the cost to play this unit by 4.
Crafting the Rune -
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Empire:
Glorious Preceptor - Unit - 3 E - 3 HP/1P - Action: When this unit enters play or leaves play, draw a card.
Osterknacht Elite - Unit - 3 EE - 3 Hp/1P - Action: When this unit enters play, return target unit you control and target unit opponent's control, to the owners hand.
Mastering the spell -
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High Elves:
Brave Mage - Unit - 2 H - 2 HP/1P - Action; When this unit enter play, search top five cards of your deck for one Spell card, reveal it and add to your hand. Then shuffle your deck.
Starwood Staff - Support - 0 HH - Attachment - Attach to a target HE Unit. Action: When you play a Spell card, attached unit gains 1 P until end of the turn.
Perfecting the spell -
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Orcs:
Big boss - Unit - 6 OOO - 5 HP/3 P - Forced: At the beggining of your turn a unit with the lowest printed cost must be sacrificed. You choose which unit in case of a tie.
Firin’ Da Spell -
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Chaos:
Changling - Unit - Hero - 5 CCC - 4 HP/2P - When you play this unit in the Kingdom zone, lower the cost to play by 3. Quest - This unit gains 1 P. Battlefield - This unit gains Scout and Toughness 1.
Branded by Khorne - javascript:void(0);/*1311790758772*/
Unleashing the Spell - javascript:void(0);/*1311790791397*/
Dark Elves:
Toxic Hydra - Unit - 5 DDD - 4 HP/2P - Action: When this unit enters play, all units in any corresponding zone gets -2hp until end of the turn.
Testing the Spell -
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Malekith's shawl - Quest - 0 - DD - Action: When you play a development from your hand, put a resource token on this card if a unit is questing here.
Action: Discard 2 resources on this card to give target unit -1 HP until end of the turn.
Neutral:
Wardancer -
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Deadly Salamander - Lizradmen - 3 HP/2P - Order only. Savage 2. Action: When this unit is opposed in combat, deal 1 uncancellable damage to all attacking and defending units.
Asrai Longbow - Wood elf. Order only. Attachment. Attach to a target unit you control. Action: When your capital is dealt damage, deal 2 damage to target unit in any corresponding zone.
what's the cost of the salamander?? If it's 3, i like it! If it's 4, i don't!
It's 4, my bad. And Wood Elves attachment is 2.
Looks like several pretty strong new cards in this pack, cant wait!
TL
This DE quest is really horrible. Next time I'd prefer a blank card to design my own quest. Thank you
Correct desription of Chaos Changeling: Kingdom - lower the cost to play by 2 - by the way it is great unit.
Branded by Khorne might be quite usefull especially against Hemmler and very strong units that are hard to take down.
Unleash the Spell is pretty powerful, however it might be very tricky when countered with My Life for the Hold or Aenarion Gifts...
Toxic Hydra is great. Yes it is quite expensive but it can destroy rush in a moment. Also its ability does not target units which is very usefull against order (Church of Sigmar etc.).
Testing the Spell is good combo card. Gain a development, steal good unit, use it to attack your opponent and then sacrifice it at Slave Pen or using DE tactics
DE quest is not that bad, compare it to chaos one and remember that you can make it work 2nd turn. This will be helpful against rush decks and will create nice synergy with Hekarti.
Big Boss - very good for reanimator, it is not a hero so two of them can be quite nasty.
Firing the Spell - not good for rush and orcs sacrifice a lot of developments however it can be deadly, one unit can easily burn down a zone.
Empire units are again very good especially Osterknacht Elite. As I truly hate Empire - no comments
Very good dwarf units, Mountain Fighter is great start unit. Underground Warrior is also great one, imagine combo with Reclaim the Fallen
Crafting the Rune is also very usefull - not all players have 3 copies of Demolition.
Finally good starter unit for HE - Brave Mage. Starwood Staff - good ability that can be also used for our economy and the cost is 0.
Perfecting the spell will not be used, maybe in the future...
Neutrals are rather average, IMO only Asrai Longbow is worth having in the deck (combo with Temple of Vaul and True Mage/indirect damage).