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About Grille2

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    , hamburg, Germany
  1. What I really like about the Grudge Cards is the mental pressure especially together with the new Honouring the Ancestors tactic. Giving the dwarf player free Grudge cards by an attack with low damage numbers isn't what the opponent wants. Mallumo posted a example of what can happen in best case scenario but even 1 or 2 Grudge Cards can be very strong. When the dwarf player has 1 resource left and and you have to predict a defending Tunnel Fighter/Kazador. So the risk by planning for big attacks is a simple My Life for the Hold. mydnight said: Lol I like the psychology that dwarf grudge decks bring. Perfect counter to other rush decks. On the contrary, if the opponent doesn't attack you in the first few turns you have a hand chock full of useless cards I would say that it nearly always favors the dwarf player when he isn't being attacked early. As soon as you get into the mid-game, you already have strong defensive cards like My Life for the Hold, Honouring the Ancestors, Master Rune of Valaya or the setup for a decisive Reclaiming the Fallen lies ahead.
  2. @Mamut: I think you are underestimating the moving elements. When Visit the Haunted City wasn't banned a empire mill deck was not bad. When you can prevent or weaken opposing attacks during the battlefield phase with Mastering the Spell, Called Back or Chain Lightning, chances are high that the opponent can't win before he draws himself dead when you survive until the 4th or 5th turn. At that point the opponent draws probably 10 cards or more. Regarding Mallumo's deck there are some cards that I'm not so confident of. Helstorm Rocket Battery Is really expensive. I guess you are playing Hemmler mainly into Kingdom for that. For it's strength I would also play the Zoo and maybe Recruiting for War as it becomes another target for Ancient Map later when you already have Infiltrate Quest out. Runesmith can have it's benefits but he's fragile and you already have to protect the Infiltrate questing unit, Lore Seeker and both heroes. I would prefer Peasant Milita over Huntsmen for it's sturdiness. Demolition would also be good as it can shut down opponents kingdom so he is more limited with his massive card draw. Before Will of the Electors was restricted there was also a great approach with Hidden Grove and Long Winter because it gave great safety in opponents battlefield phases so you could move the units out of the battlefield afterwards in your own turn. Without this a rush deck can be a real problem for a empire mill deck.
  3. Vile Sorceress came out of fashion when empire moving decks were present but right now moving isn't a threat anymore. Vile Sorceress works also great with Blood Dragon Knight as it allows you to take out a 3HP unit (Sorcerer) so you can "save" a Seasoned Corsairs for something else. I think the hand discard approach is better than milling although Barbed Snares are awesome when used multiple times per turn with hand drawing effects. Either way each decktype needs enough control to manage the board as the opponents will surely try to play as much cards as he can when he knows he'll loose them. Thank you Mallumo for your effort in deck presenting recently. Your Orc and HE decks were also great.
  4. Looking at the tournaments from 2012-03-27, it's awesome to see that top 6 are all different races. I guess there are a lot of players that are interested in the HE decks from Fortep and Arczi.
  5. rzarectz said: If the consensus is that Quests aren't powerful enough in the games current state .... I don't think that is true. When you look at the popular decks right now you will see a questcard in most of them. Reclaim needs Ancient Debts Repaid for most success. Nearly every DE deck plays Offering to Hekarti since months, Chaos has Raiding Camps (Wolves of the North was also good before Raiding Camps) and Empire works good with Recruiting for War or Protect the Empire. Nearly every Quest that came in the Capital cycle was good and we know that in the Bloodquest cycle, quests will further be improved so there is no need to worry about quests anymore.
  6. Great deck and explanation (that also counts for your HE deck). I wanted to test a similar deck next weekend but after seeing your version I tuned mine a bit. I didn't had Lord of Change in it for the looping mechanic and Raise Dead as well. Now I will play your version with these changes: - Squig Lobber + Spider Riders - Baby Squig + Clan Moulder's Elite - Warpstone Experiments + Dreams Uv Conkwest - Squig Pen + Guard Squigs I like the 5 HP from Clan Moulder because of DE and Chaos and together with Spider Riders it forces the opponent to do something against these 2 when they are in play. The other 2 changes are more personal playstyle. I really like the Guard Squigs and I want to test how the quest performs in this deck because it has good synergy with Morks Teeth Ritual and other cards as well.
  7. I guess the alternative will be Deamon Prince and Fledging Chaos Spawn when Iron Throne is available.
  8. Also when he is opposed you need less dmg to remove defending units so you can deal more dmg to the capital. For example when you are opposed by 2 units with 2 HP each, normally only 1 dmg goes through but with Hemmlers effect you can deal 3 dmg into the capital zone.
  9. When you look for other units with 5 Power you'll see Star Dragon for 10 (lowering cost possible but still 4 loyalty) and Bloodthirster for 8 (5 loyalty) which has a drawback that can be used against him. Of cause Hemmlers forced effect can sometimes hit your units as well but mostly you have enough unit removal or attack in another zone. Another option when you fear the damage for your units you only attack with him alone. He is also not easy be removed as empire has strong unit protection.
  10. These cards either speed up the game too much because they are cheap in cost or are too strong in itself to be played together with other restricted cards. Wether all spots are still reasonable choices is debatable.
  11. Restricted cards are the following: Warpstone Excavation, Innovation, Mining Tunnels, Reclaiming the Fallen, Derricksburg Forge, Wilhelm of the Osterknacht, Rodriks Raiders and Soul Stealer. You are only allowed to play 1 restricted card in a deck. Check the latest FAQ for further information: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=154&efcid=4&efidt=352924&efpag=2
  12. Jvirtue55 said: So I am some what new to this game, I have played many other CCGs so I understand basic tactics for card games. I saw in another thread that said each faction had a solid Archetype just trying to get a feel with these archtypes what are each Archetypes key cards I have my own ideas but I would like to see what the comunities thoughts were My opinion, although I can't play that many games to evaluate all cards as clearly as the polish or italian playgroups: Dwarf: Stahleck especially Jaszczurr clearly proved that Reclaim is back. Basicaly you try to get as many units as possible into your discard pile in order to bring all of them back into play with Reclaiming the Fallen (restricted card) and win in one turn when everything goes as planned. Since Chaos and DE have strong unit removal it wasn't such a drawback to get his dwarf units into discard pile. Key cards that help realising this: Tunnel Fighter - strong unit, usually played for free and helps getting your discard pile full with units Dwarf Ranger - versatile unit when in questzone. Allows unitcontrol or damage directly into capital when dwarf units leave play. Can win games when your "reclaimed" units leave play at the end of turn. Beleagered Scout - they give you enough time to survive until you have all the combo cards to win the game. Protection against rush decks and allow to discard units like Tunnel Fighter. Reclaiming the Fallen - Must have card that this deck is built around. Basically you need 4-6 units (or more when possible) you can reanimate in order to burn one zone and at best deal enough damage to another zone with 1 or 2 Dwarf Rangers in quest when all your revived units are sacrificed at the end of turn. My life for the hold - same as Beleagered Scout Burying the Grudge + Ancient Debts Repaid - these are great cards to assure to get enough resources to play Reclaiming the Fallen (great synergy with Tunnel Fighter or Beleagered Scout. Without these it would be very predictable for the opponent when you play your offensive. When playing this setup you want to play nearly everything into questzone to get enough card to develop every turn and getting the combo cards to turn the game. The opponent has to think twice when removing your units because you could get enough resources to play a Reclaim at the beginning of your turn which will be devastating for most opponents. Grudge Thrower - nearly in every dwarf deck because of the synergy with a lot of dwarf cards. Can often be a matchwinner when combined with Dwarf Ranger or the pure attack power when multiple units are attacking Ancestral Tomb - delivers more developments to sacrifice. Great starting hand combo with Tunnel Fighter. Oh that was more detailed as I planned so I try to make it shorter. Empire: I don't play empire often but I guess there are two versions that are strong. On one side there is the Judgement of Verena approach together with Long Winter, Will of the Electors or other/additional development control cards. Another strong version is massive handback stuff with Sigmars Blessed, Osterknacht Elite, Call for Reserves and other good "get in play" or "leave play" effects (optional you can play Volkmar legend). Cards that are in nearly every empire build: Peasant Milita, Friedrich Hemmler, Derricksburg Forge/Rodriks Raiders, Church of Sigmar, Iron Discipline. We will have to wait for the last BP of this cycle to see what cards will be played econmy wise but I guess Sons of Coin and/or Imperial Zoo will be included. High Elves: Maybe somebody else knows a deck that plays decent against various decks. I don't. Orc: Rush together with a lot of cheap units together with Swarm of Bats and dmg boosting tactics is always a threat for nearly every deck. Here is a deck together with some of the newer cards that plays quite solid. Feel free to adapt it to your preferences: 3 Mork’s Teef Ritual 3 Warpstone Excavation 3 We'z Bigga! 3 Contested Village 3 Rip Dere 'Eads Off! 3 Spider Riders 3 Clan Moulder's Elite 3 Guard Squigs 3 Lobber Crew 3 One Orc's Scrap... 3 Squig Herders 3 Squig Trackers 3 Squig Pen 3 Blood Dragon Knight 3 Raise Dead 3 Grimgor Ironhide 3 Bloodthirster Dark Elves: They have strong unit removal and milling options. Cards that are usually played in every deck: Walking Sacrifice, Seasoned Corsairs, Sacrifice to Khaine, Offering to Hekkarti, Har Ganeth, Slave Pen, Wight Lord/Blood Dragon Knight/Swarm of Bats. When playing Thief of Essence you can get a great card draw that allows a more kingdom focused play before going into offensive (Synergy: Walking Sacrifice, Har Ganeth, Slave Pen). Offering to Hekkarti is one of the best quests in this game and can turn the whole game when the DE unit removal engine gets running. The question is how much the player wants control elements relative to offensive cards. DE don't have that many units that deal great amounts of damage but with the release of Call the Kraken there are now some interesting ways to play expensive cards like Black Dragon Rider, Malus Darkblade, Toxic Hydra etc. I couldn't test the discard theme enough since the release of City of Winter but Barbed Snares together with Cauldron of Blood are very effective and reliable cards for milling the opponent. Promenade of Malice is also a card that has the potential to be seen in a lot of future DE decks. Chaos: Well probably the faction that benifited the most in this cycle and last expansion. I'm still wondering which type is the best. I played a fast Chaos deck with a lot of (cheap) units inlcuding Socerer of Tzeentch, Warhounds, Swarm of Bats, Offering of Blood, Call the Brayerd, Warpstone Experiments or other boost cards and it was really fast while having decent unitcontrol. Kairos Fateweaver together with chaos unitcontrol is still a strong archtype although Khorvak Grimbreath is the type that is played the most at the moment. The one that I like to play is the following: 3 Blood Summoning 3 Fledgling Chaos Spawn 3 Raiding Camps 3 Seduced by Darkness 3 Warpstone Excavation 3 Contested Village 3 Wall of Maggots 3 Braying Gor 3 Burn it Down 3 Desecrated Temple 3 Ungor Raiders 3 Warhounds 3 Khorvak Grimbreath 3 Sorcerer of Tzeentch 3 Unleashing the Spell 3 Warpstone Meteor 3 Shaggoth
  13. Rifulas Drakere said: However we're unsure if all the different factions individually are that well balanced, we did for instance figure out that Orc Rushing/Zerging is pretty dang good from our first game night indeed, but not entirely unbeatable. What's community concensus on the faction balance individually basically as opposed to simply Order vs Destruction? Thanks! I don't know wether this is community census but my point of view is the following: it's really balanced at the moment. Every fraction has at least 1 strong deck archetype with the exception of High Elves but that's only when you look at the complete Cardpool (until City of Winter). It' not always easy to evaluate how strong a deck is when you didn't play against different kind of decks. There are also some battlepacks/expansions that gave a major boost to one race. Orc rush is timeless good. It didn't evolve that much from core set to now but it was always a threat you have to consider. Therefore while deckbuilding you always include a few cards that can protect you against it. Orc rush can also have a hard time against the other 2 destruction fractions so it is advised not to play only order vs destruction, to get experience in various matchups.
  14. Yeah Mallumo you described it exactly how I feel. I don't know why there aren't any good cards with fewer loyalty. Maybe the developers are afraid of too strong cards but for the moment there isn't room for going to high loyalty that gets unplayable when the opponent plays control. I still hope the DE pack will be decent and the discard theme will be competitive.
  15. The german version is already available so it shouldn't be long until the english release.
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