Muster for War - Future RL card?

By Ellyrik, in Warhammer: Invasion The Card Game

Sorry FFG but I'm very disappointed. You promised us to enjoy great battles in this new cycle but you bring us a new strong defensive card.

Defensive control or combo decks didn't need this.

Forget WAR-hammer, here comes COMBO-hammer ! Welcome to dual solitary games … llorando.gif

Now let's win some tournaments with HE or Orc combo decks to put this card in RL

I 've another idea: Wait for the rest of the pack and see how the new mechanics and other cards affect the game.

Don't get me wrong, I'm with you. This is a pretty strong card and in the current cardpool it's ridiculous. But there are 19 more cards to come in that pack and a whole cycle with new cards. Let's wait and see gui%C3%B1o.gif

Crone Hellebron * (Legend) 3DeDe
3HP / 1-2-1 P
Forced: When this legend enters play, you must burn 3 zones instead of 2 to win for the rest of the game.
While this legend is participating in an attack, defending opponent must discard a card from the top of his deck for each combat damage dealt to his capital.

Bride of Khaine (Unit) 3De
1 P / 3 HP
Witch Elf. Dark Elf only.
Ambush 2.
Action: When this unit ambushes, target attacking unit gets -2 hit points until the end of the turn.

Chill Sea Watchtower (Support) 1De
1 P / Building
If you control a non-De card, sacrifice this card.

Veteran Thunderers (Unit) 2DD
1 P / 2 HP
Warrior.
Raider 2.

Doors of Karak Hirin * (Support) 3DDD
1 P / Fortification
This zone cannot be attacked unless each other zone you control is burning.

Ludwig Schwarzheim * (Unit) 4EEE
3 P / 3 HP
Knight. Standard Bearer.
Toughness X. X is the number of experience attached to this unit.
Action: When this unit attacks or defends, attach 1 experience to it.

Middenheim Lookout (Unit) 1E
0 P / 3 HP
Ranger. Empire only. Ambush 1.
Action: When this unit ambushes, move target unit you control into this zone and declare that unit as a defender.

Midden Moors Watchtower (Support) 2E
1 P / Fortification.
Forced: When an opponent declares an attack on this zone, look at that opponent’s hand. Then name a card. The named card cannot be played this phase.

Great Fire Dragon (Unit) 5HH
3 P / 4 HP / Dragon.
Battlefield only.
Action: When this unit attacks, put 1 resource token on it. Then, you may remove X resource tokens from this unit to deal X damage to target unit in the attacked zone.

Shadowlands Hunter (Unit) 2H
1 P / 2 HP / Ranger
High elf only. Ambush 1.
Action: When this unit ambushes, put 1 resource token on a H card with at least 1 resource token on it.

Magic Ward (Tactic) 2HH
Spell.
Action: Choose an opponent’s zone. Treat the printed text box of each unit in that zone as though it were blank (exept for traits) until the end of the phase.

‘Idden Boy (Unit) 2O
1 P / 2 HP / Warrior
Orc only. Ambush 1.
Action: When this unit ambushes, it gains PP until the end of the phase.

Banna Bearer (Unit) 4OO
2 P / 3 HP / Standard Bearer
Action: When a Hero or legend you control is declared as an attacker, pay 2 resources to put this unit into play in your battlefield, declared as an attacker.

Warboss Banna (Support) 0OOO
Attachment. Attach to a unit you control.
While attached unit is attacking or defending, it gains: “Action: Discard an O unit from your hand to give this unit P until the end of the phase.”


Norse Marauders (Unit) 4C
2 P / 3 HP / Warrior
Raider 3.

Ghorgon (Unit) 2CC
3 P / 3 HP / Creature
Battlefield only.
Forced: When this unit attacks, discard the top card of your deck. If the discarded card is not a unit, sacrifice this card.

Reckless Attack (Tactic) 1CC
Limited.
Action: When your opponent declares at least 1 defender against your attack, put target unit in your discard pile into play in your battlefield declared as an attacker. At the end of the phase, sacrifice all units that attacked this phase.

Bordertown (Support) 2
2 Power / Building
Forced: When this zone takes combat damage, sacrifice this card.

Muster for War !!! (Tactic) 0
Limited. Play during your Quest phase.
Action: Gain 2 resources and draw 2 cards. You have no Battlefield phase this turn.

…and some 1 more mysterius card ;-)

Thank you very much aplauso.gif

And please tell us about the missing quest happy.gif

Capture Slaves

Quest

0DeDeDe

Unique

Play in any opponent’s zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to search the top 5 cards of defending opponent’s deck for a unit and put it into play under your control in any zone. Shuffle his deck.

Thank you happy.gif

After thinking again about Muster for War I wonder if there is a typo there. I mean "Gain 2 resources OR draw 2 cards" would be ok. I can't believe such a powerful card has passed the playtests without corrections.

I think even restricting wouldn't balance it enough. This card probably need an erratum (like "or" instead of "and").

Has anyone played with the card yet? Is it safe to say that it is still far too early to attack a card that most people have not even had the opportunity to use yet? Come on people, this is getting old. Give the card a chance before attacking it.

restriction for Muster for War - the card is great to balance things between player who plays first and the players who is second, but it probably will be in every deck of each race, becouse it is too powerful to not play it. I don't like cards that are auto include to all decks, i hope that eternal War with "pure-race-Villages" can break domination of warpstone excavation and contested village. Choosing between Warpstone and Muster for War could be another way to do that. I am also warry about things, which combo decks like orc fist or HE can do with this card in first turn, even dwarves with master of maps, order in chaos, card drawing quest and Arcane Power can do crazy abusing with that card avoiding limitation…

@Teokrata: How will that trick be working? Guess you meant to say that it is possible to play Muster 2 times in one turn with the help of little Master of the Maps. But Muster can only be played during quest phase. So, am i seeing something wrong here or is it really nearly impossible to play it 2 times in one turn?

Recycling it and playing it on every turn however gives some huge advantage for combo decks. But you need to consider the whole cycle for that. Maybe "not-attacking" wont be a very good option anymore. You'll miss Raider bonus and cant fulfill "mission" quests and there will be units with experience and maybe much more. Lets test this bad boy and we'll see where we land.

gr4ffi said:

@Teokrata: How will that trick be working? Guess you meant to say that it is possible to play Muster 2 times in one turn with the help of little Master of the Maps. But Muster can only be played during quest phase. So, am i seeing something wrong here or is it really nearly impossible to play it 2 times in one turn?

THX Gods You are right, there is no way to play Muster fo War twice in a turn, mea culpa

This strikes me as a bit better than Warpstone Excavation for most decks *when in your opening hand*, although Warpstone doesn't prevent you from playing Villages and can be played in multiple. There's not a huge difference between a 2-cost guy/Village/Warpstone and Muster/3-cost guy/2-cost guy. Both are probably going to give you three hammers on the table.

The *BIG* drawback, though, is when you don't get it in your opening hand. Warpstone is still a pretty good card on turns 2-4 since it doesn't cost you a thing (if you already have one on the table). Giving up an attack, however, is a big cost, and a really big cost for some decks. The sooner you want to start attacking, and the more important attacking is to your plan, the worse Muster looks.

The thing I really like about Muster is that gives every faction another opening play. A lot of races are locked into building around Contested Village/2-cost dork or some combo opening like Chaos Spawn/Braying Gor. If you also have the chance to hit Muster in your opening hand, then 3-5 cost units start to look a bit better, as they may be able to to help get your economy rolling.

Admittedly, it could make for some pretty silly starts and may turn out to be too good. The thing I liked about Innovation is that you had to trade at least two cards out of your opening hand if you wanted to use it to accelerate your start; Muster actually nets you a card.

(Fledgling) Chaos Spawn / Braying Gor is a combo? As in, a "get 3 loyalty" combo?

Yeah, pretty much. Just an example of a 2-hammer opening without Village (assuming another 2-cost guy).

This card is substantially better than Warpstone in my opinion. But lets not talk about it as being restricted right off the bat. It may take some time. At this point lets just consider it the must include that it is and see how it pans out. Should be fun.

Don’t forget that the first player, skip the entire Quest Phase, so is impossible for him to play MoW.
Since in this game the first player has a big advantage, if he has a great opening, and the second player no, he wins at 80% (IMO), this card give at the second player a chance to balance a great opening of the first… I hope…

Of course, the percentage (80%) is indicative and referred to equally experienced players who play competitive decks, and is due to the gameplay experience that I had … happy.gif

One question, in the new dark elf adventure, How i can destroy it? May i put a unit on it? How do i avoid its effects? Thanks

ERRATUM ASKED FOR "MUSTER FOR WAR" like "or" instead of "and". Or at least restricting it..

The game speed is too much increased. There's no more time to develop a strategy. It's just become boring with this card.

Please FFG! Do we have to wait a whole year for american championship to realize?

Ellyrik-

While it may be true that in your environment the game is sped up too much with this card, I don't think that FFG should make a rule change based on a single complaint. It's the larger tournaments that are the laboratories for which cards are or are not working as intended. Maybe you won't have to wait a year for a change to the card. If it is as broken as you think it is, maybe the next large tourney will uncover that and force a move by FFG. That is of course if the next big tourney does not house rule the card first. Then you may need to wait until next year. Good luck.

Maybe the next Battle Pack will contain a card called "Give Peace a Chance!", with members of each race hugging and laughing, and has the text "Cancel all of the effects of a just played 'Muster for War' card, except the part about skipping the battlefield phase."

it's sad but let's wait and see

Horatius said:

Don’t forget that the first player, skip the entire Quest Phase, so is impossible for him to play MoW.

Is it clarified that because the first player has to skip his entire quest phase Muster of War cannot be played during the first turn?

Yes, it is, you can't.