Fiery Dawn Spoiler

By Vitamin T, in Warhammer: Invasion The Card Game

They had Fiery Dawn on sale at Gen Con. I didnt see any other list up for it yet so here it is:

Spelleater Rune - Support - 2 DD - Rune - Action: Sacrifice this card to cancel an action just played that targets a Dwarf unit you control.

Grudgeborn Fury - Tactic - 4 DDD - Action: Units in all zones may attack during battlefield phases this turn.

Aid From the Depths - 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 heal 2 damage from your capital.

Veteran Greatsword - Unit - 3 E - 3 HP/1P - Warrior - When this unit enters play it gains P for each unit in this zone unitl the end of the turn

Hellstorm Rocket Battery - Support - 1 EE - Siege, War Machine - Battlefield, Action - Spend 3 resources to deal 1 damage to target attacking unit. Then, move it to another zone controlled by the same player.

Duelist Trainining - Support - 3 EE - Attachment - Attach to a target unit you control. Attached unit gains Counterstrike 4

Hawkeye Archer - Unit - 2 HH - 1HP/1P - Warrior - Action: At the beginning of your turn deal 1 damage to target unit in any corresponding zone. That unit's controller may sacrifice a unit he controls to cancel the damage.

Barracks of Chrace - Support - 2 H - 1P - Building - Action: When you play a development from your hand, look at the top card of your deck. You may put it on the top or bottom of your deck.

Fury of Aenarion - Tactic - 2 HHH - Spell - Action: Reveal a HE unit from your hand. Target attacking or defending unit gains power equal to the printed power of the revealed card until the end of the turn

Pile Uv Shinies - Support - 4 OO - 2P - Action: When a unit with printed cost 4 or greater enters play under your control, draw a card.

Dey'Z Bigga - Tactic - 1 OOO - Action Each unit with the highest printed cost cannot be targeted by card effects until the end of the turn

Smash 'Em! - Tactic - 3 OOO - Action: Destroy all units with a printed cost of 2 or lower.

Keeper of Secrets - Unit - 6 CCC - 4HP/3P - Daemon - Action At the beginning of your turn, corrupt target unit. Action: Spend 2 resources to have target corrupeted unit an opponent controls deal damage equal to its power to another target unit.

Call the Brayherd - Tactic - 4 CCC - Spell - Play during your turn. Action: Reveal the top five cards of your deck. Put all revealed units with a printed cost of 3 or lower into your battlefield. Then, shuffle your deck.

Full Moon Rising - Tactic - 5 CCC - Action: Until the end of the turn each development you control becomes a unit with 2P and 2 HP. It still counts as a development.

Dark Blessing - Tactic - 2 DD - Spell - Action: Discard the top card of your deck to have target unit gain P equal to the printed cost of the discarded card.

Bathe in the Cauldron - Tactic - 3 DDD - Action: Choose a target player. That player discards the top 5 cards of his deck. Draw a card for each unit discarded this way

Pure Warpstone - Support - 4 - 2P - Warpstone - Corrupted units in this zone gain P

The Wild Hunt - Tactic - 4 - Wood Elf - Order Only. Action: Choose a target unit. That Unit's controller sacrifices it. Then, that player may put into play facedown up to X developments from the top of his deck. X is the sacrificed unit's power

Forest Dragon - Unit - 6 - 4HP/3P - Wood Elf, Dragon - Order Only. Action: Spend 3 resourdes to double this unit's power until the end of the turn

Thanks for posting. Some interesting cards in there.

Does the Spelleater Rune have a power icon?

Thanks for posting.

Seems like a better BP than the last one. Most interesting cards in my opinion: Fury of Aenarion, Dey'Z Bigga, Smash 'Em!, Call the Brayherd, Bathe in the Cauldron. I'm excited how the dwarf quest will play out (is it unique?). Together with Keystone Forge + Dwarf Miners they get really tough to beat while the destruction players draws himself out with Swarm of Bats.


Any word on when it releases? FFG kind of has gone silent on the previews for warhammer invasion,

This is a must have deck for me simply because it rounds out the last greater demon.

This game has everything I could want now.

Lizardmen, Wood elves, skaven, undead, the legends, the key relics, most of the main heroes, and 4 gods.

The next cycle can be the last and i will be happy.

Hmm, doubles another forest dragon action again?

So 12 power for 6 resources?

jogo said:

Hmm, doubles another forest dragon action again?

So 12 power for 6 resources?

Correct

Dwarf Quest is not Unique.

Spell eater rune is an attachment, it doesnt have a power icon.

I agree its a pretty good battle pack (though I did like the last one as well)

Curator said:

The next cycle can be the last and i will be happy.

is the last cicle??? where did you read that??? i want more WI

bruce_wayne said:

Curator said:

The next cycle can be the last and i will be happy.

is the last cicle??? where did you read that??? i want more WI

Hey man, Curator said that it can be the last for him :) I do not think FFG would stop releasing new BP's - this game is a golden goose ;)

One questions Vitamin T:

New chaos tactic - Call the Brayherd - does it put all cost 0-3 units into battlefield or just chaos units?

I'm not Vitamin T but I can't see any reason it would be limited to Chaos only.

I don't think it's a bad card but I'm not the kind of person that puts much stock in a random 5 card glance. Is it tempting for Chaos Rush? Sure it is. They don't have to build up the quest zone if they can draw a couple of these cards early. That's risky for anything else but sell-out rush style gaming. Being able to get 3-drops is just a bitter temptation to run them in a rush build (where i think 0,1,2-drops are the norms). In the end, if you rationalize it all out, the best case that you expecting would be 3 units out of the 5 card flop. That makes this 1 card for 3 cards a profitable gamble in your favor and pretty much the only reason (other than turning up 5 units) to play the card.

Bathe in the Cauldron - Tactic - 3 DDD - Action: Choose a target player. That player discards the top 5 cards of his deck. Draw a card for each unit discarded this way.

this card is going to bring discard strategies out of the dark. i'm still not sure discard decks can protect themselves well enough just yet against some of the more rush oriented decks that are possible but this card looks powerful. ripping off 10% of an opponent's deck and generally drawing x2-3 cards for 3 barrels is amazing if you ask me.

I think DE were the perfect place to put the discard mechanic (outside maybe HE). DE are very manipulative but it takes alot of deck space to do it adequately. In comparison, Chaos units are high in P and do a good job of either corrupting there way to capitol boards or using strong DD to eliminate threats. Orcs on the other hand either bite your ankles 1,000 times with weenies or drop a couple boulders on you with the fattys. Back to DE, since they aren't naturally going for the same win condition that the other two are, they have to spend resources advancing their win condition (decking you) as well as thwarting you from achieving yours.

Therein lies the problem with discard decks IMO. Do the Dark Elves allow you to develop your quest zone and draw cards? Pretty sure they do, it advances their win condition for them. Do the DE focus on unit removal? Sure it keep the damage from multiplying but the damage is still dealt. If the DE are letting you draw as many cards as you want, do they focus on pummelling your Kingdom zone, lower barrels means fewer threats? Sounds smart but a couple early support drops there could be disasterous seeing that Destruction has such limited means of dealing with supports. If DE are forced to defend army to army then we all realize that they are outgunned P-wise. Not to mention that in an attempt to be as effecient with resources as possible, that those few defenders are probably cards intended to help mill their opponent.

Just alot of development to be done here. I think if were not the case, then we'd see the mechanic go away. Another glaring problem with discard decks is that they tend to "play by themselves". The interactions are usually just "discard 2, discard 5, discard 2, discard 2...etc etc). If they get so strong that people find that the milling clock is 50% or better vs the field, then you'll see it nerfed/banned/restricted just as Bolt thrower did. The developers want interactive games. Not just races to the finish line. Discard is such a strategy and it'll be very interesting if we continue to see such amazing support for it like Bathe in the Cauldron.

I pretty well completely agree with you on your assessment of Bathe. When I posted in another thread that I thought that deck discard would be a legit threat now I had already purchased this battle pack.

I can say that at worlds my DE deck frequently choked people out on kingdom zone using burn it down, withering hex, and unit removal.

As always Polish Video Spoiler