StarFox88
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Posts posted by StarFox88
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After a long break, I want to continue to play Warhammer, but I dont know if the deck I played, is still playable.
I played the Turbo Fog Deck listed below, the strategy part is below the list.
3x Dwarf Cannon Crew
3x Long Winter
3x Order in Chaos
3x Will of the Electors
3x Master Rune of Valaya
3x Blasting Charge
2x Master Rune of Spite
2x Wake the Mountain
3x Contested Village
3x Ancestral Tomb
2x Armoury
3x Hidden Grove
3x Keystone Forge
3x Mining Tunnels (Restricted card back then)
3x Outpost of Tiranoc
2x Und Dokbar
3x Repeating Bolt Thrower
3x Treasure Vaults
3x Night of Morrslieb
This deck tries to slow the opponent as much as possible, both runes take care of the units in their own, and the support cards Hidden Grove and Und Dokbar, combined with Blasting Charge and Will of the Electors will drain all the power from the opponent, while Night of Morrslieb and Mining Tunnels supporting me to draw the cards I need either to draw the needed support cards/ Repeater Bolt Thrower or to draw the tactics to reduce the incoming damage to zero.
Normaly the game took a while and most times I lost one zone but, he longer the game continued, the better i could build up a lock with two Order in Chaos and one Masterrune of Valaya. Under that lock I started shooting with the Repeater Bolt Throwers to my opponent.
But now two or three Battlepack Cycles have passed and probably lots of hate cards have been printed, so that i don't know what this deck can do now. Befor I spend some hours of reading the cardspoilers of the last cycles, I wanted to ask the people who didn't make a breake, what they think about this deck.
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Ok, with that erata the the Arbalest is weaken and the serpent slayer has to be played.
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Nice idea you had here. I like such combo-like decks, so i build your deck and testet it a few times against a mono Ork Aggro and an Empire Aggro, but i made a few changes.
At first Ancient Alliance is not a good deal. It doesn't enable first turn drops, Outpost of Tiranoc and Hidden Grove cost 2 or 3 more Rescources to play. It's also always a dead card, when it's drawn during the game. Instead i used Keystone Forge. Keystone Forge have multiple advanteges to A.A. It can be found with the Dwarf Cannon Crews and support the defensive strategies and is always a good first turn drop against midrange aggrodecks.
Then i removed the Rune of Hearth and Home. It sounds good to heal all damage, but 10 Rescources are too much for what it does. When you play against aggro decks, you can most heal max 7 damage on your battlefield or 8-9 on your Kingdom/Quest, but when the opponent attacks with 8 damage the 10 res spell is just a Master Rune of Valaya, not good. I hope you understand what i mean. Instead of the "Ultimate" Rune i choose Contested Fortress. Here are also synergies to the defensive strategie of the deck.
These 5 cards increases your time to start the Engine a lot.
The next i will test is to remove the Serpent Slayer. I saw here an antisynergy with the Repeater Bolt Thrower. For the "Arbalest" you only want exact 1 development in your battlefield, the Slayer instead will need nearly all developments in your battlefield to do max damage. And as devender in your quest zone he's wastes, because you have 3 times Master Rune of Valaya, 3 times Hidden Grove combined with lots of dev manipulation and recursion for all of that. I think its better, to play a third Order in Chaos and two Master Rune of Spite instead.
The Master Rune of Spite sound promising. At first you weaken all enemy units and after that you set the Arbalest in the rapid-fire-mode.

Turbo Fog after a long breake from the game
in Warhammer Invasion Deck Building
Posted
OMG, sorry… I epic failed XD
I translated the opening post but I couldn't edit the opening post, if i could, I whould have that one edited.