realm of the phoenix king - spoiler

By Gardine, in Warhammer: Invasion The Card Game

21 - Master Rune Of Disguise

1DD - Support - Attachment, Rune

Attach to target support card. Attached card may not be targeted by card effects.

22 - Mushroom Hunters

2OO 1P 1HP -Unit - Goblin

Action: At the beginning of your turn, discard the top card of your deck. This card gains hammer equal to the hammer of the discarded card until the end of the turn.

23 - Clockwork Horse

0EE - Support - Attachment

Attach to target empire unit. Attached unit gains Toughness 1.

Action: Spend 1 resource to attach this card to target empire unit.

24 - Dragon Caller

1HEHE 0P 1HP - Unit - Musician

Dragon units you control in any zone may defend this zone.

25 - Sea Lord Aislinn - unique

3HEHE 1P 3HP - Unit - Hero, Noble

Action: When a mage or hero unit enters play und your control, return target development to it's owners hand.

26 - White Lion Champion

3HEHE 2P 2HP - Unit - Warrior, Elite

This unit cannot be restored.

27 - Herald of Morai-Heg

2HE 0P 3HP - Unit - Warrior

Counterstrike X

Xis the highest loyality on a highelf card you control.

28 - Star Dragon

10HEHEHEHE 5P 5HP - Unit - Dragon

Feared 2

Lower the cost to play this unit by 1 for each Spell card in your discard pile.

29 - Ilthimar Arrows

1HEHE - Support - Attachment, Weapon

Attach to a target highelf unit you control. This card enters play with 3 resource tokens on it.

Action: Discard a resource token from this card to deal 1 damage to target attacking unit.

30 - Straits of Lothern - unique

3HEHEHE 1P - Support - Location

Kingdom. This card gains hammer equall to the number of units in this zone.

31 - Phoenix Ward

0HEHEHE - Support - Spell, Fortification

This zone cannot be attacked.

Action: Discard a card from your hand to treat this card's printed text box as though it were blank until end of turn. Only an opponent may trigger this ability.

32 - Eataine War Room - unique

3HEHEHEHEHE 2P - Support - Capital Center

This card enters play with 4 resource tokens on it.

Action: At the beginning of your turn, remove a token from this card. Then, if there are no resource tokens on this card, deal 10 indirect damage to target opponent-

33 - inflame

1HEHEHE - Tactic - Spell

Action: Discard a card from your hand with X loyality to have target unit gain x hammer until the end of the turn.

34 - Horrific Favour

1CC - Support - Condition

Action: When a deamon unit enters play under your control, return a Disease card from your discard pile to your hand.

35 - Spawn of Kintearer

5DEDEDE 3P 5HP - Unit - Cavalry

Feared 1

Action: When this unit attacks, discard the top card of target player's deck for every cavalry unit you control.

36 - Skavenslaves

3 0P 1HP - Unit - Skaven, Slave

Destruction only.

Action: Sacrificed this unit to cancel all combat damage assigned to attacking units.

37 - Stag of the sacred glade

2 - Support - Creature, Wood Elf

Order only.

While this zone is being attacked, the attacking player may not trigger actions.

38 - For us the bell tolls

2 - Tactic

Destruction only.

Action: Corrupt a skaven unit you control to deal x indirect damage to target opponent, where x is the number of corrupted skaven units you control.

39 - Spoils of war

0 2P - Support - Treasure

limit 1 per deck.

Forced: When this zone is attacked, the attacking player takes control of this card and moves it to a zone of his choice.

40 - Planning for war

0HEHEHE - Quest

Quest. Action: When this card enters play, draw a card.

Quest. Action: When you play a high elf non attachment support card from your hand, return target unit from your discard pile to your hand if a unit is questing here.

I saw the polish spoiler-thread. The pack is out in germany and I have been wondering if someone didn't know the new battle pack, as we germans are most of the time the last ones to get the actual packs.

The neutral tactic does not have Skaven trait? Was not expecting the Empire to get toughness. Like the creature support. Very interesting new ideas in this battle pack.

the new Dwarf Rune is one of the best new cards out.

I'm severely disappointed. Even after the HE-centric battlepack, the High Elves will remain firmly at the bottom of the power ladder. For at least four months, since they won't get much out of the next four battlepacks either, obviously. As has already been pointed out, Straits of Lothern is just a weaker version of the not too impressive Looted Umie Town, Star Dragon will usually be less useful than Hemmler. White Lion Champion might have been useful if it had just one loyalty, Herald of Morai-Heg if it had 1P 2 HP instead of 0/3 since it could help you early in the game. Phoenix Ward would be a neat Dark Elf card, but as the only discard effect for a faction, it will hardly make a difference.

Now before anyone tells me it doesn't matter, and that I should build a HE deck with Dwarf and Empire cards: Having six playable factions is an important part of the appeal of the game, especially for casual play. It's only natural that not all factions are equally powerful at any given time, no problem there. But the High Elves have always been the weakest one. For a while they shared that honor with Chaos, who got a huge boost in recent months, while the High Elves got a lot of "meh" cards. They did get some great cards, like Judgment of Loec, but it's never enough. For every good card they get, every other faction gets two or three, and they are the ones with the least synergy between cards. Their strongest theme is indirect damage, and it's not strong enough. Healing, weenie rush, anti-corruption, pinging - all either not useful enough from the start, and/or not supported well enough by new cards. It's frustrating to see one sixth of the game get practically ignored. It feels like FFG is run by Malekith.

On a side note, looking at Straits of Lothern and Looted Umie Town: I was hoping we'd be past the point where the same effect is put into different words on different cards. That's poor quality.

Mallumo said:

Straits of Lothern is just a weaker version of the not too impressive Looted Umie Town, Star Dragon will usually be less useful than Hemmler. White Lion Champion might have been useful if it had just one loyalty, Herald of Morai-Heg if it had 1P 2 HP instead of 0/3 since it could help you early in the game. Phoenix Ward would be a neat Dark Elf card, but as the only discard effect for a faction, it will hardly make a difference.

I disagree with you. HE is now harder to attack, and you may return from hand discarded units thanks to the quest. Anyway :

- Straits of Lothern : Yep, I'm not too impressed too.

- Inflame : with all the high HE loyalty costs (Capital center for example), you have much more "charge of the silver helms" effects, so a rush deck is viable here.

- Star dragon : Not many dragons to play it with the dragon support.

- White Lion Champion : A 3-cost 2/2 unit is great, even with 2 loyalties.

- Arrows something : great anti-rush, and you don't have to spend resources to deal these damage.

- Herald : His ability prevents you from being attacked in this zone. For that, a 1/2 would have been easily blasted by warhounds, DE corsairs. So I think 0/3 is better (with this kind of ability).

- Ward is great is you play 2 of them in a single zone. Discarding 1 card from hand is acceptable, 2 cards is much more painful.

Quest: I don't consider returning units to hand from discard particularly useful.

Inflame: You want to put the Capital center and other high loyalty cards into a rush deck? They won't help you with the rush, and just for Inflame it's not worth it. Inflame might be good if you just had to reveal the card, but more often than not, you'll be spending two cards on a single +2 or +3 power boost. I'm not impressed.

White Lion Champion: Do you see Vicious Marauder in every Chaos deck, since 2/2 for 3 is so great? Savage Marauders and High Elf Spearmen were very useful once for early hammers. Now they have a harder time since they might be your single first turn investment, and get destroyed before your next turn. White Lion Champion could have been slightly better due to his increased survival chance, but you can't play him on turn 1. It's the High Elf Syndrome. An okay-ish card that can be really good on occasion, but most of the time it's just not as good as what other factions have to offer for that price or a lower one. You mention yourself later how easily 2 HP units can be blasted.

Arrows: Attachments have to be really worth it, considering the risk your opponent might just remove the unit and take care of two of your cards with one of his. Even if you get full use out of this one, you got to deal three damage. Okay-ish.

Herald: If his ability would prevent me from being attacked in this zone, we would see a lot more counterstrike units being used. We don't. If you get the Herald early, he does nothing for you since he doesn't have hammers, and he'll usually have what, Counterstrike 2 or maybe 3. I don't consider that a powerful defense, and early in the game getting your own infrastructure going is so much more important. And in the late game ... well, with the current card pool you might not get to see a late game, and even then, you probably won't actually have a loyalty 4 or 5 card out.

Ward: So the opponent discards two cards and burns your zone. What's more painful? It's easy to draw four or five cards per turn, Phoenix Ward won't keep people from attacking this zone (if they even have to attack this particular one) if you can't put pressure on them through other discard effects.

In the discussion in the latest news comments it has once again been mentioned that one shouldn't look at the cards only from a tournament player's perspective. I've never been to a tournament, I only play "casual". But for me, even in casual play, vast power differences between factions diminish the enjoyment. Maybe my first impressions are wrong, maybe I'll find I've severely misjudged this battlepack after playing with the cards for a while, but currently there's no card here that makes me think the High Elves will catch up to the rest of the field.

Mallumo I share your Opinion to 100%.

You talk out of my soul ...

Mallumo - you can open the club, I am in! ;)

Seriously, your posts say all I wanted to say - 100% shared.

I want say something more to the new Battlepack. I play regularly with a small group of creative skilled People (but no tornaments).

We love to try all crazy **** whats possible. We try the new high elf cards and it was desaster against chaos but ... thats not the point.

It seems that the FFG developer dont only hates high elf. Much more they seem to hate Woodelfs. This cards are so freaking ****.

Their best function is to make us laugh a lot. This cards are so funny and so feaky ... we dont try them although we try everthing else.

They are so obviously ****, thats totaly needless to try them.

For example the new "Stag of Sacred Glade" support for 2 Gold and unique. They dont get any power !?!? Wow this card must have a really strong effect ... while "attacking this zone attacking player may not trigger actions" BAAAAM !!!

Its game over !!!! Holy **** that hurts a lot o.O

Or this funny "warhawk rider" for 4 gold this unbelievable strong card ... really impressive ;)

I would be interessted in, if any player have ever seen a good woodelf deck ? Or lost a game against one ?

Or knows a scenario where this cards are really strong ... or may be only strong ... or may be a little bit usefull for their costs ?

Okay with a tear in my eye i but away all alliance-elf-cards for the next 5 months ... hope they survive this time in secret caves and then came out with ne bp's wich boost their strength like chaos done in last months, and blast everthing away then.

Greetings ;)

Mallumo,

Thanks for taking the time to post what I have wanted to say for nearly 2 years now.

Am sorry, but I am somewhat reluctant on spending anymore money on this game. Sad, as it is/was one of our group's favorite games.

Doc9 said:

the new Dwarf Rune is one of the best new cards out.


100% agree.

As for something like a good wood elf deck, I see the neutral races as mostly support factions. They don't have nearly the same amount of cards as the main races and that lack of depth makes it tough to compete (though undead has some nasty cards). Thus, most players simply take their best cards and splash them in decks, with another main race as the leading element. The rest of the cards pretty much get ignored. The neutral races are basically at the starter deck level compared to the big factions.