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Warhammer Invasion Deck Building
A who's who of how to
Moderator: FFGHataFFGStuartFFG_IanGeckoGood_TravelerThe Spaniard Topics: 427 | Posts: 3438
Terrible cards
Published on 25 May 2010 - 16:49:41
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 Id like to start a thread about which cards you'd never use there just that bad. Feel free to agree with or disagree with anyone's choice.

 

Why start this thread? Well it is actually very useful as a new player to know what cards to stay clear, it is I'm my opinion better to know the handful of cards that arent worth your time than just sticking with some netlist deck because your unsure which cards are bad.

 

I also think it could provide some fun.

 

Anyway I'll start.

 

Beasts of Chaos

Unit

Chaos (surprisingly)

4 cost, 3 loyalty.

3 power

1 health

Battlefield only

 

On the face of it not too bad, 3 power for 4 cost, seems like an upgrade to savage marauder, but savage marauder have a unique place as a massive boost to kingdom or quest turn 1, wheras this is battlefield only. Before dark elves hit the seem maybe this would get some use, but even the you still have to deal with counterstrike damage. 3 loyalty on this unit is just painful. This card just isnt competitive with other chaos cards which have less limitations on placement, plus for 1 more cost get a fair number of hitpoints, or cards like bloodsworn who get a very nice special ability and 2 health in trade for 1 power. there is just a large gap between 4 cost and 3 cost in this game, I ran a 50+ chaos/skaven deck using just units and 1 copy of core set and 1x each battlepack apart from warpstone chronicles (which is in mail), and they still failed to make the deck.

 

Anyway onto your top terrible picks or as some people may refer to them, pretty coasters for your drinks :)

Without Signature

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Reply #1 | Published on 25 May 2010 - 17:03:03

Repair The Waystones.

All the speed of a has-to-have-3-tokens quest combined with the unstoppable strength of putting late-game supports in your quest zone.

Reply #2 | Published on 26 May 2010 - 00:47:45

Clamatius said:

Repair The Waystones.

All the speed of a has-to-have-3-tokens quest combined with the unstoppable strength of putting late-game supports in your quest zone.

This.

I still couldn't figure out the designer's idea with this card.

Without Signature

Reply #3 | Published on 26 May 2010 - 01:31:39

The new DE unit that's useless without several developments.  No reason to play it at all.  Simply awful.  Or the Chaos unit that makes you pay like 3-4 resources to get rid of a single development.  Wow, that's awfully useless.

Reply #4 | Published on 26 May 2010 - 02:24:26

Greater heal. functionally useless

Chaos is in ascendance

Reply #5 | Published on 27 May 2010 - 10:41:46

Archmage of Saphery 1H, 0P, 1HP, Quest. Action: During your quest phase, you may heal 1 damage on one target unit. (Limit once per turn.)

Why use AoS, when you have Initiate of Saphery who brings more to the table?

Initiate of Saphery, 3H, 1P, 3HP, Kingdom. Action: At the beginning of your turn, heal 1 damage from each unit you control.

Even IoS isn't in any way stellar, but P and 3HP is something, and  the healing if you can find use for it, again, vastly better.

A dirty mind is its own reward.

Reply #6 | Published on 27 May 2010 - 11:53:30
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I like that the "Initiate" is clearly far superior at his school of magic than the so-called "Archmage".  What do they teach those kids...

Without Signature
Reply #7 | Published on 27 May 2010 - 17:11:09

He is presumably the exceptionally senile Archmage Emeritus, clocking in at 1,224 years of age. That's why he doesn't get a hammer. 

Reply #8 | Published on 30 May 2010 - 05:52:18

Clamatius said:

He is presumably the exceptionally senile Archmage Emeritus, clocking in at 1,224 years of age. That's why he doesn't get a hammer. 

 

They'll probably say that thematically the older mage knows when and when not to heal unlike his unruly overly enthusiatic grasshopper ;)

Chaos is in ascendance

Reply #9 | Published on 30 May 2010 - 14:15:57

deviant-dj said:

Clamatius said:

 

He is presumably the exceptionally senile Archmage Emeritus, clocking in at 1,224 years of age. That's why he doesn't get a hammer. 

 

 

 

They'll probably say that thematically the older mage knows when and when not to heal unlike his unruly overly enthusiatic grasshopper ;)

Or maybe he simply is so old that he cannot get around the battlefield fast enough to heal everyone.

Or he might just suffer memory loss and cannot remember how to do a mass healing.

We'll never know.

Without Signature

Reply #10 | Published on 30 May 2010 - 17:11:58

maybe the arch mage was doing one of those programs where for a day or two he has to do the job of a lower level mage in some kind of work experiance jazz, and that's why the cards are the way they are!

Chaos is in ascendance

Reply #11 | Published on 30 May 2010 - 18:11:17

or maybe the initiate is Teclis himself working undercover.

Without Signature

Reply #12 | Published on 30 May 2010 - 18:40:03
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Well, imagine if you only have a limited amount of damage on your guys and you want to trigger your "heal" cards as much as possible. If a card triggered on everytime a card healed another, then the Archmage would end up getting more triggers. Currently, the cards that trigger on healing are worded so that the initiate is better, but you never know what cards can be printed down the line.

Without Signature

Reply #13 | Published on 31 May 2010 - 01:34:48

darkdeal said:

Well, imagine if you only have a limited amount of damage on your guys and you want to trigger your "heal" cards as much as possible. If a card triggered on everytime a card healed another, then the Archmage would end up getting more triggers. Currently, the cards that trigger on healing are worded so that the initiate is better, but you never know what cards can be printed down the line.

Might work, if the Archmage wasn't limit once per turn . Of course, Initiate is also once per due to his beginning of turn action, but still a lot more bang for your buck.

A dirty mind is its own reward.

Reply #14 | Published on 01 June 2010 - 09:57:15
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I'd like to nominate Sigmar's Brilliance, the Empire epic spell from Arcane Fire. It's horrible! It's by far the worst one!

Check out my Warhammer Invasion Visual Spoiler site!

www.Library-of-Zandri.com

Reply #15 | Published on 01 June 2010 - 14:02:07

Wytefang said:

Or the Chaos unit that makes you pay like 3-4 resources to get rid of a single development.  Wow, that's awfully useless.

 

It's not a strong card but it's isn't terrible, at the right time it can burn zones down. (esp in a high resource chaos deck)

The maze was so small that people got lost looking for it.

Bloody Stupid Johnson at his finest (Terry Pratchett, Men at Arms)

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