High Elfs even remotely viable?

By Dark Bunny Lord, in Warhammer: Invasion The Card Game

I've played every race many times and I continue to come up wanting with High Elves in that whether I'm using them or fighting against them they almost never win, hell they almost never even do much other than kind of flounder and die. There's a few strong combo's I know of, but namely they seem to rely (as far as I'm aware) on indirect damage which is great… unless your opponent has big units, fast producing developments, toughness or savage (savage destroys indirect damage as I recently found out). It just doesn't seem to have enough "big" units to rely on it's battelfield matching any other race and thus healing, while good, is a bit "meh".
Anyone found any viable builds that don't rely on indirect damage that do well? I've been trying to buy as many packs that have more of a high elf centric focus but thus far the cards within have continued to focus namely on pushing that indirect damage which again while occasionally being nice just doesn't seem to cut the bill when it comes down to being competative with a pure high elf or high elf/neutral deck.

Mallumo made a pretty cool deck based around playing Star Dragon for free after using a bunch of zero cost tactics.

If you like big units you could try using Dragon Lair to get lots of dragons on the board.

I don't see the High Elves being as weak as you claim, they have some fairly decent game manipulation / cancelation tactics, token control is cool, and the indirect damage they can do will bury your opponent if you can get enough out.

Wasn't the 2012 "World Championship" won with a high elf deck? Pretty far from not viable…

Even without the Arcane Power infinite loop, indirect damage with Eltharion and Lothern Sea Master works pretty **** well, and really doesn't care about the battlefield. Toughness can be taken care of by Flames of the Phoenix, White Tower Aspirant or even Judgement of Loec if it's just a few units. Savage isn't a problem if you don't have to rely on units for the indirect damage, and with Eltharion you don't.

For some other ideas, you could check my public High Elf decks (and the links in their comments) at my deckbox page linked below. Some of them are a bit old by now, but maybe they can inspire you a bit. The High Elves got some really great cards during the Bloodquest cycle, they are definitely viable by now.

The 2012 "World Champion" won with a High Elf deck by beating a high Elf deck. Very viable.

Thanks HappyDD and Mallumo, I'll check out the dragons. As for relying on units (which savage destroys) I think you misunderstood me. Almost nothing stands in my battlefield (aside from perhaps the one unit that's immune to combat damage when I get him), rather the savage can destroy the units in my kingdom/quest thus crippling my draw power and resource gathering though I suppose adding more buildings might work even if it meant splashing a bit more neutral heavy stuff in.

As for the other two posts citing the tournoment, I was unaware… however those posts are still useless as they do nothing to solve the issue I had by educating me with alternative strategies or builds, rather their just taking up space being useless =/

Geez… somebody is crabby. If you don't want comments nothing that High Elves are indeed "remotely viable," perhaps you should have titled your thread differently.

Incidentally, the tournament winning deck would likely have finished the opponent before they had time to get enough savage units out to stop it (can generally win on turn two or three), so in that sense, savage probably doesn't "destroy indirect damage" when indirect damage is used to its full potential. So… if the question is, "How do I build a viable deck?" then it would seem that pointing you toward the tournament winning deck, for which a card list can be found in this very forum with little effort, seems pretty responsive.

"High Elfs even remotely viable"

That is the question asked in the title of this post. I answered that question, jagoff.

I will say that High Elves are probably more of a "stick to the plan" race than others. That means that you build the deck with an idea in mind of when you will play which cards, as opposed to races that are more "situational", like the Empire or Chaos (my opinion, obviously, no one freak out) where you have lots of tools and need to choose when to best use them to maximum effect.

Here's a deck I have with lots of token usage if you want to really piss off your opponent:

http://deckbox.org/sets/227480

You can give or take a few cards, I actually think I took out most of the quests, Ancient Map, and the Helm of Fortune in the version I play with now and included instead the newest Fire Dragon & Muster for war… and maybe some other cards I can't remember (choose whatever badass stuff you want, maybe Church of Sigmar if you play a lot of savage?) Anyway, all these cards come into play with tokens, and you can try using some of the indirect damage as soon as you get it. That way the Lizardman player will have to choose which zones to damage. Admittedly you won't be attacking a whole bunch with this deck, but you might have some fun once the Legend arrives. Also, this deck is sort of quick, so the skill comes from being able to recognize when you can start throwing out a bunch of indirect damage versus being tempted to keep building up your KZ and QZ.

Have fun, and don't worry about a lack of experience or knowledge of organized play. Lots of the time the best stuff is whatever works in our groups, not what the internet tells us to play with.

Doc9 said:

"High Elfs even remotely viable"

That is the question asked in the title of this post. I answered that question, jagoff.

Because the entire topic of every thread is summed up entirely in the title right? It's not like the first post is put there for any reason or something crazy like that is it? Come now I'm certain you're smart enough to know that the topic is just a general skim of what the OP is talking about whilst the first post is, essentially, required reading if you want to add anything even remotely useful to the discussion, otherwise you're just waisting both our time.

HappyDD said:

I will say that High Elves are probably more of a "stick to the plan" race than others. That means that you build the deck with an idea in mind of when you will play which cards, as opposed to races that are more "situational", like the Empire or Chaos (my opinion, obviously, no one freak out) where you have lots of tools and need to choose when to best use them to maximum effect.

Here's a deck I have with lots of token usage if you want to really piss off your opponent:

http://deckbox.org/sets/227480

You can give or take a few cards, I actually think I took out most of the quests, Ancient Map, and the Helm of Fortune in the version I play with now and included instead the newest Fire Dragon & Muster for war… and maybe some other cards I can't remember (choose whatever badass stuff you want, maybe Church of Sigmar if you play a lot of savage?) Anyway, all these cards come into play with tokens, and you can try using some of the indirect damage as soon as you get it. That way the Lizardman player will have to choose which zones to damage. Admittedly you won't be attacking a whole bunch with this deck, but you might have some fun once the Legend arrives. Also, this deck is sort of quick, so the skill comes from being able to recognize when you can start throwing out a bunch of indirect damage versus being tempted to keep building up your KZ and QZ.

Have fun, and don't worry about a lack of experience or knowledge of organized play. Lots of the time the best stuff is whatever works in our groups, not what the internet tells us to play with.