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Everything posted by dwarvenpony

  1. I believe FFG will begin running monthly tournaments once the game is released and Level Up Games in South St. Paul also might do monthly events.
  2. I think Cthulhu has the best deckbuilding possibilities out of the LCGs. It's completely open: you can play any card in any deck, the trick is its brilliant resourcing system. If you play too many factions/steadfast/loyal cards, you'll have problems resourcing and playing them all. Dual faction decks work well and tri faction decks are doable but can be inconsistent. I recommend picking up the rest of the deluxe boxes. They're a great value and the faction boxes (like The Key and the Gate) provide powerful and synergistic cards. FFG now only releases deluxe boxes, no more Asylum packs (although they're still legal in tournaments). This forum is relatively quiet these days and most people have migrated over to http://www.cardgamedb.com/forums/
  3. Plague Stone is a good option. It's a great card that can buy you time against many decks while also serving as a Tesla killer. I'd probably splash Cthulhu since it has Deep One Assault and Flooded Vault to find Plague Stone (among other supports). Deep One Rising is a bit slow but transient resources can help with it. If you want to keep it mono-Yog, Lev'l 15:13 will help. For Agency, A Small Price to Pay is cheap and effective.
  4. The turnout was great and everyone had a good time. The field was quite diverse: every faction but HE and Orks was played. Even Wood Elves did well! I'm very pleased so many players came out of the woodwork to play some Invasion. I plan on running another tournament next month and hope we get another good turnout. We're keeping the game alive here in Roseville!
  5. With the lights out... and naked. Corb Polybog was originally called Fimir Balefiend, but once it became unique the name had to change. I didn't name it, so even I don't know what it means. Maybe Brad named it after his favorite Pokemon?
  6. I think Deep Knowledge and Legacy of Numenor are both incredibly overpowered and will supercharge and distort many games. With two Legacy of Numenors, each player will have 9 resources to use on turn 1. How many outlands will you be able to dump into play with that many resources? How much faster will a Dwarf deck be with that kind of a kickstart? Doomed isn't much of a drawback with so many threat reduction cards available and is almost meaningless if these cards allow for consistent turn 5 (or less) wins. The rest of this deluxe expansion looks fantastic but these two cards look like blatant power creep.
  7. Yes, I know several players who will only play one or two factions. I'll play anything, even neutral factions, and currently have around a dozen decks built (although it's annoying having to swap cards from deck to deck or proxy them). I prefer to play control or aggro/control and combo if it's viable (I think my End Times deck has great potential).
  8. If I remember right they were: Weyland (49 cards) 3 Hostile Takeover 2 Posted Bounty 3 Private Security Force 3 Priority Requisition 3 Ice Wall 3 Wall of Static 3 Enigma 3 Shadow 3 Data Raven (6 influence) 3 Archer 3 Hadrian's Wall 3 Melange Mining Corp 2 Snare (4 influence) 1 Corporate Troubleshooter (1 influence) 3 Hedge Fund 3 Beanstalk Royalties 3 Scorched Earth 2 Archived Memories (4 influence) Gabriel Santiago (45 cards) 2 Corroder (4 influence) 2 Femme Fatale 1 Ninja 1 Yog.0 (1 influence) 3 Parasite (6 influence) 3 Datasucker (3 influence) 1 Sneakdoor Beta 3 Desperado 2 Bank Job 2 Crashed Space 3 Armitage Codebusting 3 Account Siphon 3 Inside Job 3 Forged Activation Orders 3 Special Orders 3 Easy Mark 3 Infiltration 3 Sure Gamble 1 Stimhack (1 influence) If I could go back, I'd make a few changes but overall I was happy with them.
  9. There's usually about a dozen players every Tuesday night from 6 - 11 or so at the FFG event center in Roseville. It's fine if you don't know anyone - everyone there is friendly and would gladly play some games with you. If everyone is busy playing, just observe a few games and ask if anyone would like to play when they're done. Most games are of Netrunner, but Star Wars, Warhammer: Invasion, and Call of Cthulhu also see play regularly.
  10. I agree. The Arcane Winds combo is completely degenerate - any random scrub can win a World Championship with it Muster for War only adds fuel to the flames. Decks of this magnitude should not be possible - they remind me of the infamous combo winter during Urza's Saga block for Magic. Droves of players quit the game (for good reason) and it took years for Magic to recover. The new FAQ will be out soon and should fix many of these issues. Restrictions and/or errata will rebalance the game and create a healthier environment. I think restricting Muster for War and Gathering the Winds while giving Arcane Power and Fists of Mork "limited" would neuter those decks enough to level the playing field. There are other combos out there (most notably Return to Glory) but nothing as game-warping as Gathering the Winds or Fists of Mork.
  11. Hi Sherpa, I agree that Raider is a good mechanic. Hag Graef Knights are working great in my DE control deck by helping me power out Burn it Down, Sacrifice to Khaine, Ancient Map, etc. Goblin Raiders also look very solid but fragile with their 1 HP.
  12. When I first heard about the Ambush ability, I thought it could revolutionize the game by adding a whole new layer of mind games and bluffing. Choosing the right zone to attack would become more critical - if your opponent has a couple resources, do you attack the safe zone with no developments or the zone with two developments and a Spoils of War waiting to be claimed? I imagined some of the Ambush abilities would be pretty powerful to reward you for setting them up and for maximum bluffing, but so far I'm somewhat disappointed. What do you think about the Ambush cards we've seen so far?
  13. Your wife has good taste - those are some of the best expansions to have. I think Dark Elves pair well with the Vampire Counts. Here is a list using the cards you have: 3 Walking Sacrifice 3 Thief of Essence 3 Shades 1 Vile Sorceress 3 Seasoned Corsair 3 Slave Pen 2 Har Ganeth 2 Promenade of Malice 3 Lash the Prisoner 3 Swarm of Bats 3 Skeletal Horde 2 Mannfred Von Carstein 3 Blood Dragon Knight 3 Wight Lord 3 Warpstone Excavation 3 Contested Village 2 Numberless Graves 2 Dakmor Castle 3 Warpstone Experiments Slave Pen works great with Necromancy as you can sacrifice the unit you necromancied after it attacks and it'll be back in your discard pile for next turn (really nice with Wight Lord). Thief of Essence will draw you lots of cards because of Necromancy and it also synergizes with the Har Ganeth/Walking Sacrifice combo. All in all, a fun yet potent deck.
  14. I'd recommend these expansions for DE/HE: March of the Damned, Realm of the Phoenix King, Rising Dawn, Vessel of the Winds, and Accursed Dead. Once you get those expansions you could build some pretty solid decks: Dark Elves: 3 Slave Pen, 3 Seasoned Corsair, 3 Wight Lord, 3 Pleasure Cults, 3 Temple of Spite, 2 Elkana, 2 Maranith, 2 Tower of Oblivion, 3 Dakmor Castle, 3 Jealous Eyes, 3 Walking Sacrifice, 1 Vile Sorceress, 3 Shades, 3 Vanguard of Woe, 3 Hellbane's Raiders, 2 Har Ganeth, 1 Dark Visions, 1 Hate, 3 Warpstone Excavation, 3 Contested Village, High Elves: 3 Eltharion, 3 Gathering the Winds, 3 Lothern Sea Master, 3 Envoy from Averlorn, 3 Learned Mage, 3 White Lion Champion, 3 Citadel of Dusk, 3 Elven Warship, 3 Skinks of Sotek, 3 Spawn of Itzl, 3 Arcane Power, 3 Purged by Flame, 3 Inflame, 3 Eataine Warroom, 3 Ilthilmar Arrows, 3 Planning for War, 2 Scroll of Asur, 1 Asuryan's Cleansing, 1 Master Rune of Valaya. It's always fun to repeatedly add/remove resource tokens from Eataine Warroom with Eltharion!
  15. I also agree with you. I think the large barrier to entry scares off many potential players. It would cost about $800 retail to get x3 of every card. I would never have started playing this game if I hadn't gotten a great deal on some used cards. Creating a precontructed deck for each faction is a great idea. Reprinting many of the best "rares" from the early sets inside them would also help many experienced players. I feel having competitive, ready-to-play $15 decks would entice new players into trying Warhammer. I would love to see a true European Championships approved by FFG. Getting 100+ participants for it would be phenomenal.
  16. I'm Jeremy, the new Warhammer champion (thanks Timothy for letting someone else win one of these ). I want to thank FFG for running a fantastic event and thank each of my opponents for being great competitors, especially Oliver. I realize there's controversy over the tournament and I really don't consider myself "The World Champ". To earn that title I feel one must go through Europe. I played a cheesy but powerful High Elf deck which can be found here: http://deckbox.org/sets/263636 First, I'd like to clear a few things up. There are rumors going around that I played Building Plans for Judgement of Loec. This is untrue. Each Judgement was found via Valorous Mages which weren't seen because the video wasn't wide enough. I also took damage each time from Temple of Vaul - I prefer to use dice instead of damage/resource tokens However, I did forget to corrupt Envoy from Averlorn via Warpstone Excavation but it had no effect on the game. My mistake. Instead of doing a play-by-play recap I'll discuss how I came up with this version and my thoughts on it. I started playing Warhammer about six weeks ago. While browsing these forums I read about a Gathering the Winds combo and was intrigued - I hadn't realized combo decks were viable in Warhammer. I searched for a decklist but couldn't find a single one, so I threw together a crude list. It had Heroic Task (hiding Star Crown Fragments), Prince Althraan, Lore Seeker and many control cards like Mage of Loec, Drain Magic, Echoes of Magic and Flames of the Phoenix. I didn't have anyone to playtest with so I would repeatedly goldfish it to see how fast it could combo out. It was slow, inconsistent, and unable to mulligan because of Heroic Task. For my second version I cut most of the previously mentioned cards and added more spells. Gathering the Winds is the heart and soul of this deck and I needed to focus around it. I still used Innovation as my restricted card and it worked fairly well, but I figured it was too unreliable. Desecrated Temple and Long Winter are highly played cards that counteract it, among more niche cards like Grimgor and Will of the Electors. I decided to try Warpstone instead and never looked back. I came across Building Plans while looking through some cards and immediately added three copies. This underrated card fits perfectly in this deck - there's nothing like hitting two Gathering the Winds off of it. I cut the Contested Villages and replaced them with Watchstones. A single Watchstone and GtW let you win out of nowhere and make the deck truly explosive. I cut all the control cards and distilled it into pure combo - instead of controlling my opponent I would just kill him. With this version I would consistently win on turn three and second turn wins were not unheard of. I added three Master Rune of Valaya because the American metagame is notoriously random. I figured there would be many rush decks (there were at least four Call the Brayherd decks) and the Runes would be insurance. I trimmed it down to six total units to prevent DE and Chaos from picking too many of them off and to make room for more supports for Building Plans. Besides facing the mirror match, the only deck I feared was DE with Jealous Eyes, Hate, Maranith, and random discard. The Eyes can shut GtW down and are difficult to play around. First turn Hate can be a Time Walk against this deck. Maranith will mess up your Scroll of Asurs and if all three of your Eltharions get discarded you can't win. I was confident against Chaos control since this deck can win from an empty board in a single turn. I would consider this deck one the most powerful Warhammer decks of all time. I've never played Christmas Tree, VTHC, or Reclaiming the Fallen but I think Arcane Winds would definitely hold its own. That being said, errata for Gathering the Winds is coming and justifiably so. This deck warps the metagame and is unfun to play against. I'm sorry if I tainted the World Championships but sometimes it takes winning at the highest level to force changes, and now change is a comin'. I had a great time hanging out with Lukas, Christian, Thomas, and Michal after the tournament and envy the Warhammer scene in Germany and Poland (maybe someday they'll fly an american to Europe for a big tournament ). Thank you all!
  17. Keggy said: Maybe his champ card will be ice you can install as an agenda/asset? This was the first thing I thought of when asked about designing my card. I completely understand the furor over my blunder and I fully expected a game loss for it. It was unexcusable and will forever blemish my title. I really want to thank Ben for being such a gracious opponent and letting the game continue. You're a true gentleman!
  18. Thank you everyone, I really appreciate it! I'm sorry my skill level may not be of world class caliber but I literally started playing Netrunner two weeks ago (grueling matches and a lack of sleep also took its toll). I want to congratulate and thank Ben for such an intense and memorable finals! And thanks to FFG for hosting a spectacular event. The turnout was 43 players and, to me, it felt like a World Championships - I battled players from Germany, Los Angeles, Oklahoma, and Iowa. The game is fairly new and many areas have yet to establish a competetive tournament scene. I'm sure next year's Championships will be bigger and tougher as the game grows and evolves. The metagame was full of Criminal, some Shaper, and very little Anarch. HB was well represented, some NBN and Weyland, and maybe three Jinteki. I'm sure the first Datapack will shake things up. Thanks again for an amazing weekend!
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