Portent of Doom Spoiler

By SeanXor, in Warhammer: Invasion The Card Game

Portent of Doom is available at Gen Con, so I thought others might be interested in what it has in it:

81: Eye of Sheerian
Neutral Support
4
Aretefact. Portent. Unique. Destruction only. Attach to a target Hero or legend you control. This card cannot be targeted by card effects. Action: Corrupt this card to look at the top 5 cards of target player’s deck. Discard up to 2 of those cards and return the rest to the top of the deck in any order.


82: Skarbrand
Chaos Legend
5cccc
2/2/2 5HP
Forced: When a unit leaves play, each player must deal 1 damage to his capital or 1 damage to a legend he controls.


83: Spirit Slayer
Dwarf Unit
2dd
Slayer. Action: When this unit attacks, choose a Trait. All units with that Trait must defend this turn if able.


84: Strollaz’s Banner
Dwarf Support
0dd
Attachment. Rune.
Attach to a target dwarf unit you control.
Quest Action: When a unit enters this zone, shuffle the top unit in your discard pile into your deck and put 1 resource token on a quest you control.


85: Roving Goblins
Orc Unit
1oo
0P 2 HP
While this unit is questing, your units can quest with other units
Quest Action: At the beginning of your turn, put 1 resource token on target quest if more than 1 unit is questing there.


86: Progress in Numbers

Orc Tactic
1o
Action: Put 1 resource token on target quest for each unit questing there.


87: Carroburg Cutthroats
Empire Unit
4 ee
2 P 2 HP
Kingdom or Quest. Action: Discard a quest from your hand to take 1 resource from target opponent.


88: The Sealed Vault
Empire Tactic
0ee
Action: Discard the top 3 cards of your deck. Gain 1 resource for each discarded card with a Quest ability.


89: Prince Althran
High Elf Unit
3hhh
2P 3 HP
Limit one Hero per zone. This unit enters play with 1 resource token on it. Action: Remove 1 resource token from a unit you control to have this unit gain 1P until the end of the turn.


90: Mage of Loec
High Elf Unit
3hh
1P 2 HP
Action: Cancel an action just triggered. Then this unit become a facedown development unless you discard a quest from your hand.


91: Fleeting Shade
Dark Elf Unit
3dd
1P 1HP
Scout. Battlefield Action: Remove 1 resource token from a Black Arc card you control to have this unit gain toughness 1 until the end of the turn.


92: Possess Mind
Dark Elf Support
Xdd
Hex. Attach to a target unit Action: At the beginning of your turn, attached unit deals damage equal to its power to target unit controlled by attached unit’s controller. Then, any player may discard X cards from his hand to destroy this card.


93: Murderlust
Dark Elf Tactic
0dd
Action: Sacrifice a unit to restore up to 2 target units.


94: Sword of Chaos
Chaos unit
4ccc
2P 3 HP
Unique. Battlefield only. Toughness 2. This unit can attack or defend from any zone whenever a chaos legend you control attacks or defends.


95: Northern Forge
Chaos Support
2cc
1P
Action: Corrupt this card to put an attachment support card into play from your hand and attach it to target chaos unit you control if able.


96: Council of thirteen

Neutral support
2
1P
Destruction only. Forced: At the beginning of your turn, discard the top card of your deck. Choose a target unit that has the same printed cost as the discarded unit, if able. Until the end of the turn, if that unit is destroyed, draw 4 cards or gain 4 resources.


97: Ghostly Apparition
Neutral tactic
1
Destruction only. Action: Target undead unit cannot be targeted by opponent’s card effects until the end of the turn. If it is participating in combat, cancel all damage assigned to it.


98: Shield of the Gods
Neutral tactic
2
Order only. Action: Until the end of the turn, Lizardmen units you control can defend any of your zones and deal +X damage in combat while defending. X is equal to the amount of savage they have.


99: Unstable flux
Chaos Quest
1c
Quest forced: When a spell card is played, put 1 resource token on this card if a unit is questing here.
Quest Action: Remove 2 resource tokens from this card to discard the top card of each player’s deck. Each player must deal X uncancellable damage to 1 section of his capital where X is the printed cost of his discarded card.


100: Border Patrol
Neutral quest
1
Order only. Quest: Action when one of your zones is attacked, if a Wood Elf unit is questing here, sacrifice this quest to turn target development in the attacked zone faceup. If it is a wood Elf unit, leave it in play and that unit must defend this turn, if able. Otherwise, sacrifice it immediately.

Nice work, thank you!

Can you report from the north american championship, too? The tournament was yesterday wasn't it?

Thanks for the card list!

Lot's of interesting cards in the pack, Cutthroats and Murderlust seem potentially troublesome. The Wood Elf quest (I presume that is labelled Wood Elf?) I am unsure of… it suits their theme nicely and would work well with Forest Spirits but the sacrafising the quest aspect without too many ways to return quests from discard to hand doesn't help. Can't wait to see the quests for the other neutral races.

I think Ghostly Apparition is probably the strongest card in the pack. Wow…that is an awesome card.

Awesome! Although I'm really interested in seeing the power and hit points on that Spirit Slayer (It'll be awesome in my Slayer deck alongside Ungrim Baragor). The new questing mechanism seems… intriguing. Unstable Flux with P'tarix and Xirat'p could literally spell disaster. Fleeting Shade makes me all bubbly and giddy. If only DE had some way to force an opponent to draw a lot of cards just so they could be robbed of them…

And yes, Ghostly Apparition = OMFG.

thanks for the spoiler,is it me or can mage of loec cancel tactics that have action? sorpresa.gif

Mage of Loec can cancel anything except playing a Unit (or Legend) or Support card from hand, or a Forced.

So in other words, any Action from a card in play, or any tactic card.

Papa

Ah well that makes it one hell of a card then,thx paps

What are the values of the Spirit Slayer? 1 Power and 2 health points?

@Asuka: Border Patrol is the Wood Elf quest, yes. The Skaven and Undead quests have already been released, only the Lizardmen one is still missing.

@herzogar: Spirit Slayer has 1 Power, 2 HP.

herzogar said:

… If only DE had some way to force an opponent to draw a lot of cards just so they could be robbed of them…
:D

So with spirit slayer doubled with animosity dwarves can now snipe units! o/

Ellyrik said:

herzogar said:

… If only DE had some way to force an opponent to draw a lot of cards just so they could be robbed of them…

you mean with bannerman of the crag, crypt ghouls and 2 secret crypts? :D

So with spirit slayer doubled with animosity dwarves can now snipe units! o/

That is the making of an insane mill right there. But no, I was talking about hand discard to work of the Fleeting Shades' Scout and awesome Toughness potential. I'd like a tactic or unit action that forces an opponent to draw a load of cards just to see them robbed of them! :P I guess that could work with returning developments to hand as well, or units in the defending zone (something like Action: When this unit attacks, pay X resources to return target unit in the defending zone with printed cost X or lower to it's owners hand. Then, remove this unit from combat.)

Now we just need a Dwarf Sniper ( Quest Action: When an opponent's zone is attacked, choose a Trait . If a unit with that Trait is declared as a defender, sacrifice this unit to immediately destroy a defending unit with that Trait .) Might be a bit OP, though. :P

@Mallumo: Thanks for the info, it's definitely going in my Slayer deck!

/H

Ellyrik said:

herzogar said:

… If only DE had some way to force an opponent to draw a lot of cards just so they could be robbed of them…

you mean with bannerman of the crag, crypt ghouls and 2 secret crypts? :D

So with spirit slayer doubled with animosity dwarves can now snipe units! o/

Thats a mill combo, not for carddraw gui%C3%B1o.gif

And you will need two ghouls for infinite win, as both crypts work independently from each other.

I wonder if we will see it this week in store, how do You think?

Gardine said:

And you will need two ghouls for infinite win, as both crypts work independently from each other.

You need bannerman, two secret crypts with 2 units on them and 1 token on the crypts from another undead unit.

So you play the ghoul, put a second token on each quest, remove 2 tokens from one quest to take back the ghoul. Then play the ghoul again, put a token on one quest and a third on the other and remove 2 tokens from the 3 to take back the ghoul and repeat this loop.

Correct, but if I have 100 Token on one quest, I don't even need the second at all ;-)

To start the combo out of nothing you need two ghouls. To use it when you have a token on one quest, one qhoul is enough.

Oh look, another infinite loop that wins the game, how droll.

The second unit doesn't have to be a ghoul of course, any other undead unit will work.