AenarionTheDefender
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Posts posted by AenarionTheDefender
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Abandoned Mine would definitely make me feel better about laying down cards as developments. I always thought Surprise Assault would be too random to be reliable, but I can't knock it until I try it. I could see where multiple copies in one turn could be devastating though.
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I'm hesitant to use City Gates only because I don't like the idea of not choosing the card that gets "developed" every turn. I never thought about Wake the Mountain though. That could be a great finisher card, but at two dwarf symbols, it would depend on how big a dwarf splash you're giving your deck. I normally play Shrine in my battlefield, so I've been using Burn it Down to take advantage. Do you think it's better to play it in your Kingdom zone? Thanks for the tips!
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After exploring the forums I've found the unofficial flowchart and it looks like no amount of "clever" stacking could get two temple of Shaylas to get the same effect as a pumped up Pistolier on the same turn. Oh well, I guess I could still use Forced March to get the creature to my Quest Zone if I had to. You learn something every day.
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Although we're all veteran CCG players, my friends and I haven't been playing Invasion for that long, so we're all still learning the nuances of the game. I've built an Empire deck that splashes Dwarves and I have enjoyed alot of success with it. The main cog that drives my deck is Pistoliers + Shrine to Taal. As soon as I have Shrine to Taal down with 3 or 4 developments and I start hopping the Pistoliers using its ability, the extra resources, card draw and of course offensive power during the battlefield phase is hard for my friends to handle. If Pistoliers are unavailable, any creature and two Temples of Shallyas (with some clever effect stacking) can net a similar result. With the amount of resources and card draw I've been able to generate, I'm able to win simply with overwhelming defenses with pumped up attackers, or get silly with multiple Will of the Electors/Forced Marches and Judgement of Verena.
It seems like the combo would be easy to defeat either by simply destroying the Shrine or preventing creatures from being in the same zone at the beginning of the turn, but it seems like the combo goes off quite frequently for me. I face a Dwarf deck, a Chaos/Dark Elves and an Orcs deck regularly and only the Orcs deck has had some success against me.
Anyone out there finding similar success or have found other tricks with the Shrine? Have you found other ways to defend against the Shrine? Look forward to hearing your thoughts.

Mono-Empire Jumping Jacks
in Warhammer Invasion Deck Building
Posted
cyberfunk said:
I definitely think Abandoned Mine makes City Gates too good to pass up. I would lose the Free Companies for Nuln Tinkerers to accelerate the combo. I don't really see any reason to pass up Judgment of Verena/Will of the Electors. Abandoned Mine only makes it better by letting you pull whichever card you need into hand. To make room, I would lose the third copy of a couple cards (Halberdiers, Sigmar's Blessed, Forced March) and the 3 Demoralize. I might be tempted to run this deck at 54-56 or so. You'll need to draw a relatively large number of cards early on in order to set up; so, while you can turn off most of your card draw, you might end up with a Huntsmen/Contested Village or two (and City Gates). The extra 4-6 cards could mean another turn or three to finish them off, which could matter if they have shenanigans to deal with your first couple of big attacks.
I think the threat of Verena forces opponents to have to deal with the card. I run twin-tailed comet in my Empire deck and I have won many games with a multi-will of the electors, twin-tailed comet and judgement in one turn to wipe out at least 2 zones. Mid to late game is devestating wiping out the kingdom and battlefield zones. If you don't win with your subsequent attacks, the opponent will usually get decked before they're able to rebuild.