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scarymunkey

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Everything posted by scarymunkey

  1. I really do agree about the Judgements. They're so random, and the Raiders make it worse, but it's been soooo good when I play it. But I think I'm going to take them out for Forced March to test it. I have only tested this deck against rush a handful of times, and it's won all of them so far, but it's been pretty close. I think the Skinks are key, since they take out Grayseers and Spider Riders to slow the rush down. And Wilhelm of course. The judgements were really good in these matches too. I've also toyed with Demolition too. But everytime I try to add a dwarf card, I think "may as well add mining tunnels for the loyalty (and amazingness in general)" and it slows the deck down. Thanks for all the comments/suggestions. It's a hard deck to playtest because it sucks so bad to play against. Hard to find volunteers. I've definitely conceded games against it out of sheer frustration (but I don't count that as playtesting)
  2. So a friend and I built this deck a few months back when Bolt Thrower was around. It was a pretty good deck against most of the field, except it was an auto-lose against BT (as most decks were). Now that BT is gone, we busted it back out and updated a handful of cards, and have been testing it since. Of all the decks we've made, this is the only one with a decent chance against Dwarves (at least 50/50 from testing so far). 3x Infiltrate 3x Innovation 3x Brun in Down 2x Judgement of Verena 2x Order in Chaos 2x Iron Disipline (15) 3x Whilhelm 2x Thyrus Gormon 3x Rodrick's Raiders 3x Warrior Priest (or Pistoleers, can't decide) 3x Gold Wizard Alcolyte 3x Huntsmen 3x Skinks of Sotek (20) 3x Derricksburg Forge 3x Church of Sigmar 3x Contested VIllage 3x Warpstone 3x Hellblaster Volley Gun (15) (50 total) The basic idea is resource denial. You attack their supports aggresively with Raiders/Burn it down and use Wilhelm/skinks to take care of creatures in the side zones. Infiltrate helps with the denial too (and works wonders against Mining Tunnels). Iron Dicipline is against Slayers of KK. What I'd really like to add is Forced March to get the Slayers out of the battlefield and Rangers out of the quest zone, but i just don't see what I can take out. Volley guns are for the kill. The judgements are kinda random, but even when the opponent knows about them, they're pretty good. Using precious cards in hand to develop zones that aren't contributing to innovation is good for you. Anyway, this is the MOST annoying and frustrating deck to play against, which makes me think it's pretty good. Any thoughts? Concerns? Suggestions?
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