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Warhammer Invasion: Arcane Fire Battle Pack













Knights of the Blazing Sun
[Empire - Unit] 2E
1 Power // 2 HP
- Knight.
- This unit cannot be corrupted.
Gryphon Legionnaire
[Empire - Unit] 3EE
1 Power // 2 HP
- Knight
- You may play this unit from your hand any time you could take an action (paying all costs.)
- Counterstrike 2
Derricksburg Forge
[Empire - Support] 2E
1 Power
- Building.
- Kingdom. Action: When this card enters play, gain 1 resource.
- Quest. Action: When this card enters play, draw a card.
Griffon Standard
[Empire - Support] 2EEE
- Attachment.
- Attach to target Empire unit in your battleield.
- Attached unit gets +P for each Empire unit in this zone.
[U] Lelansi
[High Elf - Unit] 3HH
1 Power // 3 HP
- Hero. Limit one Hero per zone.
- If another unit in this zone would be destroyed, return it to its owner's hand instead.
"Do You Know Who I Am?"
[High Elf - Tactic] 3HH
- Action: Each non-High Elf unit in play loses 1 power until the end of the turn.
Great Cave Squig
[Orcs - Unit] 4OO
3 Power // 3 HP
- Creature.
- Forced: At the beginning of your turn, sacrifice a development in this zone or this unit deals damage equal to its power to target unit you control.
Squig Pen
[Orcs - Support] 3O
2 Power
- Building.
- Play in a zone with no developments.
- You can't develop this zone.
Scheming Cultist
[Chaos - Unit] 3CC
1 Power // 2 HP
- Cultist.
- Action: Spend 1 resource to deal 1 damage to target corrupted unit.
Braying Gor
[Chaos - Unit] 2CC
1 Power // 1 HP
- Warrior.
- Action: Corrupt this unit to lower the cost of the next Choas unit you play this turn by 1 (to a minimum of 1.)
Winged Fury
[Chaos - Unit] 5CC
2 Power // 4 HP
- Daemon.
- This units gain +P for each corrupted unit controlled by an opponent.
Spreading Darkness
[Chaos - Tactic] 3CCC
- Action: Each attacking unit gains +P for each corrupted unit in the defending zone.
Extending the Wastes
[Chaos - Quest] 0CC
- Quest. Action: Spend X resource tokens from this card to corrupt target unit with printed cost X or less.
- Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.
Druchii Noble
[Dark Elf - Unit] 2DeDe
1 Power // 3 HP
- Elite. Noble.
- Action: When thsi unit attacks, it gains +P and target unit loses 1 power until the end of the turn.
Whip the Slaves
[Dark Elf - Tactic] 0DeDe
- Action: Sacrifice a unit to draw 2 cards.
Order in Chaos
[Neutral - Tactic] 1
- Order only.
- Action: Put the top two cards of target player's discard pile on top of his deck.
Entropy
[Neutral - Tactic] 1
- Destruction only.
- Action: Discard the top two cards of target player's deck.
Night Runners
[Neutral - Unit] 2
1 Power // 1 HP
- Skaven. Destruction only.
- Action: Corrupt this unit to deal indirect damage equal to its power to target opponent (players allocate their own indirect damage.)





2. Runesmith Apprentice - Dwarf Unit - 2R, 1L, 1P, 2HP - "Warrior. ACTION: When this unit enters play, search the top five cards of your deck for any number of RUNE cards, reveal them, and put them into your hand. Then, shuffle the remaining cards into your deck."
3. Ancestral Tomb - Dwarf Support - 2R, 2L, 1P - "Building. ACTION: When this card enters play, put the top 2 cards of your deck into this zone as developments."
4. Grudgebearer - Dwarf Unit - 2R, 1L, 1P, 2HP - "Warrior. This unit gains 1P for each resource token on it. FORCED: When one of your other Dwarf Units leaves play, put a resource token on this card."
5. Wilhelm of the Osterknacht - Empire Unit - 4R, 2L, 2P, 4HP - "Hero. Knight. Limit one Hero per Zone. ACTION: When this unit attacks, move one unit from the defending Zone to another Zone controlled by the same player."
6. Called Back - Empire Tactic - 2R, 2L - "ACTION: Return target unit to its owner's hand."
7. Scroll of Asur - High Elf Tactic - 0R, 2L - "Spell. ACTION: Look at the top five cards of your deck. Then, return them to the top of your deck in any order."
8. Watchstone of Athel Tamarha - High Elf Support - 3R, 1L - "Building. Kingdom. ACTION: When you play a SPELL card, gain 1 Resource."
9. Followers of Skarsnik - Orc Unit - 3R, 1L, 1P, 2HP - "Goblin. This unit gains 1P and +1 HP for every other copy of 'Followers of Skarsnik" you control."
10. Stunty Smasha - Orc Unit - 2R, 1L, 1P, 1HP - "Warrior. ACTION: Sacrifice this unit to destroy target development."
11. Savage Rage - Orc Support - 2R, 2L - "Attachment. Condition. Attach to a target Orc unit. Attached unit gains 1P for every resource token on this card. FORCED: When attached unit deals combat damage, put 1 resource token on this card."
12. Fanatic Frenzy - Orc Tactic - 1R, 2L - "ACTION: Target unit in your battlefield gains 1P for each damaged unit you control. Sacrifice that unit at the end of the turn."
13. Smash 'em, Bash 'em - Orc Quest - 0R, 2L - "Quest. FORCED: Place 1 resource token on this card at the beginning of your turn if a unit is questing here. Quest. ACTION: Discard 1 resource token from this card to have target unit in the battlefield gain 1P until the end of the turn."
14. Effulgent Boils - Chaos Support - 1R, 2L - "Attachment. Disease. Attach to a target unit. Corrupt that unit. Attached unit cannot be restored."
15. Grandfather's Call - Chaos Tactic - 1R, 1L - "Spell. ACTION: Sacrifice a unit to search the top five cards of your deck for any number of DISEASE cards, reveal them, and add them to your hand. Shuffle the remaining cards into your deck."
16. Vanguard of Woe - Dark Elf Unit - 2R, 1L, 1P, 2HP - "Warrior. ACTION: When this unit leaves play, target opponent discards a card from his hand."
17. Helbane's Raiders - Dark Elf Unit - 4R, 2L, 2P, 2HP - "Elite. Warrior. ACTION: When an opponent discards one or more cards from his hand, deal 1 damage to target unit."
18. Bottomless Mine - Neutral Support - 2R, 1P - "Building. LIMITED - (You cannot play more than one limited card per turn.) Kingdom. This card gains 2P if there are at least 2 units in this zone."
19. Dark Abyss - Neutral Support - 2R, 1P - "Location. ACTION: At the beginning of your turn, discard the top card of target player's deck."
20. Long Winter - Neutral Tactic - 0R - "ACTION: Return target development to its owner's hand."


RECOVERING THE FALLEN (Tactic)
5DD
Action: Choose uno of your zones. Put into play in that zone all the units in your discard pile. Sacrifice those units at the end of the phase.
BLACK KNIGHTS OF MORR
Knight
4EE
2/3
Action: When this unit enters this zone, target unit cannot defend until the end of the turn.
TEMPLE TO VERENA
2EE
P
You can spend resource tokens on this card as if they were in your pool.
Action: At the beginning of your turn put upt to 2 resource tokens on this card.
SEAGUARD OF LOTHERN
Warrior - Elite
4HH
2/4
If you discard this card by an opponent's card effect, put it into play (you choose which zone).
DESCENDANT OF INDRAUGNIR
Dragon
6HHH
4/4
Action: When this unit attacks, deal 4 indirect damage to each opponent.
TIRANOC OUTPOST
2H
P
Building
Whenever you deal indirect damage, deal 1 aditional indirect damage.
MAGIC DISPELL
Spell
1HH
Action: Cancel a spell card just played.
GOBLIN MUSHROOM POTION
Goblin
1O
1/1
Forced: When this unit enters in play, target opponent may move it to any of your zones.
BOTIN GOBBO (¿gobbla loot?)
2OO
Action: Sacrifice one unit to destroy up to X target developments in a zone, X is the printed cost of sacrified unit.
ESL’IAN
3CC
1/3
Hero Cultist
Action: When this unit attacks, corrupt taget unit in the defending zone.
HELL EMBER
1CC
Action: Destroy target unit or support card in any burning zone.
DWARF SLAVES
Slave
2D
1/2
Action: When this unit enters in play, put the top card of your deck as a development in this zone.
BLACK GUARD CANDIDATE
Warrio Elite
4D
2/3
This unit gains P while any unit has 1 or more attached cards.
CLAR KAROND BANNER
1DDD
Attachment
Attach this card to target dark elf unit in your battlefield.
Action: When attached unit attacks, target unit in the defending zone loses P until the end of the turn.
IN SEARCH OF NEW SLAVES
2DD
Action: Choose a unit that has just entered an opponent's discard pile and put it into play in one of your zones corrupted.
BATTLE PILGRIMS
Bretonnian - Warrior.
2
1/2
Order only.
Action: Sacrifice this unit to destroy target corrupted unit.
BARBARIAN GIANT
Giant
5
3/5
Destruction only
Barbarian giant cannot attack or defend if there are no other attacking or defending units in his zone.
MUD
2
Action: Discard your hand, then draw as many cards.













Savage warriors, the Lizardmen of the jungles of Lustria are vigilant in their fight to restore order to the world, but their enigmatic motivations make them uncertain and often dangerous allies. Meanwhile, the Vampire Counts, from their gods-forsaken castles and fortresses, lust after the power of the mortal races. It is this willful ambition that gives them their power over the dead, and those armies of Order that refuse to surrender to the Vampire Counts in life may come to serve them as mindless slaves in death.
Fantasy Flight Games is pleased to announce the upcoming release of March of the Damned, the next deluxe expansion for Warhammer: Invasion The Card Game! March of the Damned will bring new strategic depth to your deck-building experience when it hits store shelves this fall.
With 165 cards (3 copies each of 55 cards) consisting of new deck-building options for players of all factions, March of the Damned brings, as neutral forces, the mysterious danger of the jungle-dwelling Lizardmen and the foul dark arts of the Vampire Counts to Warhammer: Invasion. March of the Damned also introduces two new keywords, “Savage” and “Necromancy,” bringing a new level of strategy to your game.
1. Dwarf Unit - Serpent Slayer - 4R, 2D, 2P, 4HP - "Slayer. While you have at least three developments in this zone, this unit deals +X damage in combat. X is the number of developments in this zone."
2. Dwarf Unit - Long Drong's Pirates (No, I'm not kidding that's the name) - 3R, 1D, 1P, 3HP - "Slayer. If there are at least two other Slayer units in this zone, this unit gains 2 Power."
3. Dwarf Support - Oathstone - 1R, 2D - "Attachment. Rune. Attach to a target unit you control. If attached unit is destroyed, draw four cards."
4. Dwarf Tactic - Tough as Nails - 1R, 2D - "ACTION: Target Slayer unit gains Toughness X until the end of the turn. X is the damage on the unit."
5. Dwarf Tactic - Merciless Assault - 2R, 2D - "ACTION: Target attacking unit you control gains 3 Power until the end of the turn."
6. Empire Unit - Jade Acolyte - 2R, 2E, 1P, 2HP - "Mage. ACTION: Spend 1 resource and choose a target development you control. That development becomes a unit with 2 hit points and 1 Power until the end of the turn. It also counts as development (limit once per turn). (Yes, they left out the "a" in that last sentence on the card.)
7. Empire Unit - Rodrik's Raiders - 3R, 1E, 1P, 3HP - "Warrior. Noble. ACTION: When this unit enters play, turn target support card facedown into a development."
8. Empire Support - War Machine Emplacement - 1R, 2E - "Siege. War Machine. Battlefield. ACTION: Spend 2 resources to deal 2 damage to target attacking unit (limit once per turn).
9. Empire Support - Garden of Morr - 3R, 2E, 1P - "Building. This card gains 1 Power for each resource token on it. ACTION: When one or more units are destroyed, put a resource token on this card."
10. Empire Tactic - Manaan Take You! - 3R, 2E - "Spell. ACTION: Destroy target unit or support card in a zone with no developments."
11. High Elf Unit - Sea Guard Captain - 2R, 2H, 1P, 2HP - "Warrior. ACTION: When this unit attacks, deal 1 indirect damage to target opponent (players allocate their own indirect damage."
12. High Elf Unit - Keeper of the Flame - 2R, 1H, 1P, 2HP - "Warrior. ACTION: This unit takes 1 uncancellable damage. If it does, destroy target Attachment support card."
13. High Elf Support - Citadel of Dusk - 2R, 2H, 1P - "Building. When this card enters play, place 3 resources on it. ACTION: Remove a resource token from this card to have it gain 1 Power until the end of the turn (limit once per turn)."
14. High Elf Support - Elven Warship - 3R, 1H, 1P - "Ship. ACTION: At the beginning of your turn, deal 2 indirect damage to target opponent (players allocate their own indirect damage.)"
15. High Elf Tactic - From Beneath the Waves - 2R, 2H - "ACTION: Deal 3 indirect damage to target opponent (players allocate their own indirect damage.)"
16. Orc Unit - Savage Boyz - 4R,2O, 2P, 4HP - "Warrior. ACTION: Spend 1 resource to deal 1 damage to target unit you control."
17. Orc Unit - Forest Goblins - 2R, 2O, 1P, 2HP - "Goblin. ACTION: When this unit enters play, target unit gains 1 Power until the end of the turn."
18. Orc Support - Troll Den - 4R, 2O, 3P - "Building. FORCED: At the beginning of your turn, deal 2 damage to target unit you control in this zone or sacrifice this card."
19. Orc Tactic - Spida Huntin' - 1R, 2O - "ACTION: Deal 2 damage to target unit you control. That unit gains 2 Power until the end of the turn."
20. Orc Tactic - You's Bigga - 0R, 2O - "ACTION: Sacrifice a unit to lower the cost of the next Orc unit you play this turn by 2 (to a minimum of 1)."
21. Chaos Unit - Lord of Change - 6R, 3C, 3P, 4HP - "Daemon. Players play with the top card of their decks revealed. You may play the top card of your deck as though it were in your hand."
22. Chaos Unit - Bray Shamans - 4R, 2C, 2P, 3HP - "Warrior. ACTION: Corrupt this unit to have target unit you control gain 2 Power. Sacrifice that unit at the end of the turn."
23. Chaos Support - Bloodboil Fever - 1R, 2C - "Attachment. Disease. Attach to a target unit. ACTION: At the beginning of its controller's turn, put a resource token on this card. Then, deal X damage to the attached unit. X is the number of resource tokens on this card."
24. Chaos Tactic - Cloying Quagmire - 2R, 2C - "Spell. ACTION: Choose a target unit. Corrupt that unit and deal 2 damage to it."
25. Chaos Tactic - Blood Summoning - 0R, 3C - "Spell. ACTION: Corrupt X units you control to lower the cost of the next Chaos unit you play this turn by X."
26. Dark Elf Unit - Seasoned Corsair - 3R, 2DE, 1P, 3HP - "Warrior. ACTION: When this unit enters play, target unit gets -2 hit points until the end of the turn."
27. Dark Elf Unit - Black Dragon Rider - 5R, 3DE, 3P, 4HP - "Warrior. Elite. FORCED: When this unit is opposed in combat, all attacking and defending units get -1 hit points until the end of the turn." - (For my money, this is one of the most amazing pieces of art in the entire game of Warhammer: Invasion, just wow.)
28. Dark Elf Support - Corsair Raider - 2R, 1DE, 1P - "Ship. ACTION: At the beginning of your turn, target unit loses 1 power until the end of the turn."
29. Dark Elf Support - Slave Pen - 2R, 2DE, 1P - "Building. This card gains 1 power for each resource token on it. ACTION: Sacrifice a unit to put a resource token on this card (limit once per turn).
30. Dark Elf Tactic - A Slave For Every Occasion - 4R, 3DE - "Play during your turn. ACTION: Put target non-Hero unit in your opponent's discard pile into play under you control (you choose which zone the unit enters)."
31. Neutral Unit - Skinks of Sotek - 2R, 1P, 1HP - "Lizardmen. Order Only. ACTION: When this unit enters play, deal 1 uncancellable damage to target unit."
32. Neutral Unit - Skink Skirmishers - 2R, 1P, 2HP - "Lizardmen. Order Only. Savage 1 (whenever this unit is dealt damage, it may deal 1 damage to target unit in any corresponding zone."
33. Neutral Unit - Spawn of Itzl - 3R, 1P, 3HP - "Lizardmen. Order Only. ACTION: When this unit attacks, destroy target damaged unit in the defending zone."
34. Neutral Unit - Saurus Warriors - 4R, 2P, 3HP - "Lizardmen. Order Only. This unit gains 1 power when opposed in combat."
35. Neutral Unit - Temple Guard - 3R, 1P, 3HP - "Lizardmen. Order Only. ACTION: Spend 1 resource to redirect the next 2 damage dealt to target unit you control to another target unit you control."
36. Neutral Unit - Carnosaur Rider - 5R, 3P, 4HP - "Lizardmen. Order Only. Savage 3 (whenever this unit is dealt damage, it may deal 1 damage to target unit in any corresponding zone."
37. Neutral Unit - Loqtza - Unique - 6R, 3P, 5HP - "Lizardmen. Hero. Mage. Order Only. Limit one Hero per zone. ACTION: Spend 2 resources to deal X damage to target unit. X is the number of Lizardmen in this zone."
38. Neutral Tactic - Savage Rush - 2R - "Order Only. ACTION: Each attacking unit you control gains Savage 1."
39. Neutral Support - Blood Shrine of Sotek - 2R, 1P - "Lizardmen. Building. Order Only. Your Lizardmen units in this zone gain +1 hit points."
40. Neutral Support - Cloak of Feathers - 1R - "Attachment. Lizardmen. Order Only. Attach to a target Lizardmen unit. Attached unit gains Savage 2 (whenever this unit is dealt damage, it may deal 2 damage to target unit in any corresponding zone."
41. Neutral Tactic - Born Predators - 2R - "Lizardmen. Order Only. ACTION: Deal X damage to target unit. X is the number of Lizardmen cards you control."
42. Neutral Tactic - Blessed Spawning -3R - "Lizardmen. Order Only. ACTION: Search the top five cards of your deck for a Lizardmen unit with printed cost 4 or less and put it into play (in any zone). Then shuffle your deck."
43. Neutral Unit - Crypt Ghouls - 2R, 1P, 1HP - "Undead. Warrior. Destruction Only. ACTION: When this unit leaves play, gain 2 resources."
44. Neutral Unit - Skeletal Horde - 2R, 1P, 2HP - "Undead. Warrior. Destruction Only. Necromancy (You may play this card from your discard pile. If you do, put it on the bottom of your deck at the end of the turn.)"
45. Neutral Unit - Spirit Host - 3R, 1P, 3HP - "Undead. Warrior. Destruction Only. ACTION: When this unit leaves play, attach it to a target unit. It then counts as an Attachment support card with the text, "Attached unit loses 1 Power."
46. Neutral Unit - Wight Lord - 5R, 2P, 4HP - "Undead. Warrior. Destruction Only. Necromancy (You may play this card from your discard pile. If you do, put it on the bottom of your deck at the end of the turn.) ACTION: When this unit enters play, destroy target unit in any corresponding zone."
47. Neutral Unit - Drowned Zombies - 3R, 1P, 2HP - "Undead. Warrior. Destruction Only. Necromancy. ACTION: When this unit enters play, target development becomes a unit with 2 hit points and 1 power until the end of the turn. It also counts as a development."
48. Neutral Unit - Countess Iseara - Unique - 6R, 3P, 4HP - "Hero. Undead. Vampire. Destruction Only. Limit one Hero per zone. ACTION: Spend 1 resource and choose a target unit in your discard pile. That unit gains Necromancy until the end of the turn."
49. Neutral Unit - Enraged Varghulf - 4R, 2P, 3HP - "Undead. Creature. Destruction Only. ACTION: When this unit attacks, it gains Power equal to the total Power of target unit in the defending zone."
50. Neutral Support - Numberless Graves - 3R, 1P - "Undead. Destruction Only. ACTION: When an opponent's unit is destroyed, draw a card from the bottom of your deck."
51. Neutral Support - Corpse Cart - 1R - "Undead. War Machine. Destruction Only. Battlefield. ACTION: Spend 1 resource to discard the top 2 cards of your deck."
52. Neutral Support - The Screaming Banner - 2R - "Attachment. Undead. Destruction Only. Attach to a target Undead unit you control. ACTION: When attached unit attacks, target unit loses 2 Power until the end of the turn."
53. Neutral Tactic - Raise Dead - 4R - "Undead. Spell. Destruction Only. Play during your turn. ACTION: Choose a target unit in your discard pile and put it into play (you choose which zone the unit enters)."
54. Neutral Tactic - Beguile - 2R - "Undead. Spell. Destruction Only. ACTION: Target unit deals damage equal to its power to another target unit in its zone."
55. Neutral Unit - Jezzail Team - 3R, 1P, 2HP - "Skaven. Destruction Only. ACTION: Corrupt this unit to deal 1 damage to target unit in any battlefield."
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Gustav the Bear [Empire - Unit] 4EEE 2 Power 3 HP - Cavalry. Limit one Hero per zone. Cancel all damage to this unit while any opponent controls a corrupted unit.
Talabheim Detachment [Empire - Unit] 2E 1 Power 2 HP - Warrior. Action: Spend 1 resource to return this unit to its owner's hand.
Gate of Sigmar [Empire - Support] 4EE 2 Power - Cancel one damage assigned to your capital each turn.
Vaul's Unmaking [High Elf - Tactic] 0H - Spell. Action: Destroy one target attachment card.
Repeater Bolt Thrower [High Elf - Support] 3HHH 0 Power - Siege. Battlefield Action: Spend X resources to deal X indirect damage to target opponent. X is the number of developments in this zone. (Players assign their own direct damage.)
Arrer Boyz [Orc - Unit] 4OO 1 Power 3 HP - Ranger. Battlefield Action: Spend 2 resources to deal 1 damage to one target unit in any battlefield. Arrer Boyz then takes 1 damage.
Wolf Rider Assault [Orc - Tactic] 0O - Action: Move one target Orc unit from your kingdom or quest zone to the battlefield. That unit must attack this turn if able.
[U] Bule, Lord of Pus [Chaos - Hero] 5CCC 3 Power 4 HP - Hero. Limit one Hero per zone. Forced: At the beginning of your turn corrupt one target unit.
Bloodsworn 4C 2 Power 3 HP - Warrior. Forced: When an opponent's unit enters a discard pile from play heal all damage on Bloodsworn.
[U] Wolves of the North [Chaos - Quest] 0CC - Quest. Action: During your quest phase, the unit questing on this card can initiate a single attack against a single zone controlled by an opponent.
Dark Riders [Dark Elf - Unit] 4D 1 Power 4 HP - This unit gains [Power] while any unit in play is corrupted.
Call the Blood [Dark Elf - Tactic] 1DD - Spell. Action: Destroy one target damaged unit.
Poisoned Wind Globadiers [Neutral - Unit] 3 1 Power 2 HP - Skaven. Destruction Only. Battlefield Action: Corrupt this unit to deal 1 damage to one target attacking or defending unit.
Chittering Horde [Neutral - Tactic] 1 - Skaven. Destruction Only. Action: Search the top 5 cards of your deck. You may reveal any number of Skaven cards found and put them into your hand. Shuffle the rest of the searched cards into your deck.
Zealot Hunter [Neutral - Unit] 3 1 Power 2 HP - Order Only. Forced: After this unit enters play, destroy a unit that does not share the racial affiliation of its controller's capital.
Veteran Sellswords [Neutral - Unit] 0 1 Power 1 HP - Battlefield Only. Forced: At the end of your turn, target opponent gains control of this unit and moves it to his corresponding zone.
Surprise Assault [Neutral - Tactic] 2 - Action: Deal X indirect damage to one target player. X is the number of developments in your battlefield. (Players assign their own indirect damage.)
Animosity [Neutral - Tactic] 2 - Play after a zone is attacked. Action: Target unit must defend this turn if able.





#41 Dwarf Unit - Gurni Thorgrimson (Unique) - 5R/3L - 2P, 4HP - Hero. Limit one Hero per Zone. "This unit gains 1 power for each card attached to it."
#42 Dwarf Support - Anvil of Doom - 3R/2L - 1P - Building. Kingdom. "Units in your battlefield with one or more Attachment cards attached gain 1 Power."
#43 Dwarf Tactic - Blessing of Valaya - 2R, 1L - Spell. Rune. "ACTION: The next 2 damage dealt to one target unit are redirected to another target unit."
#44 Empire Unit - Reiksguard Swordsmen - 5R/2L - 2P, 2HP - Knight. "Counterstrike 4."
#45 Empire Tactic - Iron Discipline - 0R/1L - "ACTION: Target one unit. Until the end of the turn, cancel any other action that targets this unit unless the action's controller pays an additional 4 resources (per action)."
#46 High Elf Unit - Dragonmage - 5R/3L - 2P, 3HP - Mage. Elite. "Whenever this unit is assigned damage, cancel all but 1 of that damage."
#47 High Elf Tactic - Gifts of Aenarion - 4R/2L - Spell. "ACTION: Cancel all damage that would be dealt to your capital until the end of the turn. For each damage thus canceled, gain 1 resource."
#48 Orc Unit - Ugrok Beardburna (Unique) - 5R/2L - 3P, 5HP - Hero. Warrior. Limit one hero per zone. "This unit gains 1 Power for each damage on it."
#49 Orc Tactic - Mob Up - 0R/1L - "ACTION: Until the end of the turn, combat damage cannot be canceled."
#50 Orc Quest - Dat's Mine - 0R/2L - "Quest. You may spend resources from this card to pay for Attachment cards that are played from your hand. Quest. FORCED: Place 1 Resource token on this card at the beginning of your turn if a unit is questing here."
#51 Chaos Unit - Blue Horrors - 2R/2L - 1P, 2HP - Daemon. "ACTION: When this unit leaves play, you may put another unit named Blue Horrors into play from your hand. (That unit may be played into any zone.)"
#52 Chaos Tactic - Brutal Offering - 2R/1L - "ACTION: Sacrifice a Unit. If you do, deal X damage to each unit in all Battlefields, where X is the sacrificed Unit's Power."
#53 Dark Elf Unit - Cold One Chariot - 3R/2L - 2P,XHP - Cavalry. "X is the number of developments in this Zone."
#54 Dark Elf Tactic - Grasping Darkness - 3R/2L - Spell. "ACTION: Until the end of the turn, take control of target unit with printed cost 2 or lower. Move the unit to your corresponding zone."
#55 Neutral Skaven - Rat Ogres - 4R - 2P, 3HP - Skaven. Destruction Only. "ACTION: At the beginning of your turn, uncorrupt all Skaven units."
#56 Neutral Skaven - Gutter Runners - 2R - 1P, 2HP - Skaven. Destruction Only. Battlefield Only. Scout. "This unit enters play corrupted."
#57 Neutral Skaven - Clan Moulder's Elite - 2R - 2P,5HP - Warrior. Skaven. Destruction Only. Battlefield Only. "This unit cannot defend."
#58 Neutral Unit - Errant Wolf - 2R - 2P,1HP - Knight. Order only. Quest zone only. "Limited - you cannot play more than one Limited card per turn."
#59 Neutral Tactic - Reap What's Sown - XR - "ACTION: Each player with X or more total developments may discard his hand and draw X cards."
#60 Neutral Support - Scout Camp - 2R - 1P - Building. "Kingdom. Whenever you search your deck, you may search an additional card."





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Without Signature
Funny how they released the German spoilers already and not the English.
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FiendishDevil said:
Funny how they released the German spoilers already and not the English.
I think we saw a small version of the Arcane Fire battle pack a while back in a youtube video / a short video from FFG if I remember correctly, but yeah having a German picture of the Companion Set before its even formally announced on FFG is amusing to say the least.
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jogo said:
I would count a paragraph in a rulebook as announcment.
Point taken, I'd forgotten about that truthfully, just had a look a second ago . . . it's the bit tucked away in the Deckbuilding section if I'm correct, or have I missed a larger paragraph?
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You have the same avatars. That avatar sure is used alot around on FFG forums.
Anyways. Discuss Gustav! I don't see him being played in my Dwarven Development Deck, I'd rather use the Counterstrike 2 hero that moves around zones (combined with Shrine of Taal for epic wins). I do see Gustav being used in Mill/Stall decks though. He's got staying power.
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I think I'm going to be testing Empire big beats, because after this expansion Empire are going to have an awful lot of good 3+ cost units with >1 power. Throw in City Gates + Shrine + Contested Stronghold and you've got a deck that can bring quite a big of power to bear after a few turns. Its just a case of surviving Orcs. I also like the new instant-speed guys from the battlepack. Combine it with a few copies of Infiltrate after neutralising an opponent's board position with Will of the Electors + Judgment and you should be able to take them out in a couple of turns in theory.
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Then you'd run Gustav with Pistoliers. Since the Shrine+CityGates+Contested Stronghold is in your KZ, you would want the Pistoliers to get the power bonus, then jump to QZ, then BZ for an all out attack.
This is why I would run the other Empire hero with free zone movement instead of Gustav.
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FiendishDevil said:
Then you'd run Gustav with Pistoliers. Since the Shrine+CityGates+Contested Stronghold is in your KZ, you would want the Pistoliers to get the power bonus, then jump to QZ, then BZ for an all out attack.
This is why I would run the other Empire hero with free zone movement instead of Gustav.
Hmmm . . . True. In this case I'd actually prefer Gustav to not be a hero . . . I can see some tough deck building decisions being made later in game's life when there are ten or so heroes for each faction
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Yes. I encountered the One Hero Per Zone rule the other night. Johannes and King Kazador competing for zone supremacy :(
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My magic 8-ball tells me the Elf set won't be out until early Summer - late Summer sometime. I'd love it if it was released at GenCon - it'd definitely make the trip to the most enjoyable gaming convention even better than usual!!!
I like where the corruption mechanic is heading. Even if it limits deckbuilding, having separate card bases for Order and Destruction allows for more diverse gameplay (they can very different cards to each side which would be too powerful together).
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its good to see that this game seems to have a long future at FFG
i must admit i was a little worried that after the 4 Battle Packs that the game would fade slightly....
on a related note... does any1 know how long FFG are contractruly obligated to keep making/releasing new cards for W:I???
Im a sarcastic perverted tourist robbing Australian convict
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