|Warhammer: Invasion The Card Game | Published 04 May 2010|
Deep in their underground lairs, Skaven Greyseers experiment with powerful Warpstone-laced concoctions, searching for a means to better carry out the Horned Rat’s will upon the Old World. Lesser vermin submit willingly to these vile experiments, in the hopes that the sacred warpstone they ingest will make them more fearsome in battle; indeed, those not killed by the process leave the Greyseer’s lair faster, stronger, and more savage than before.
Welcome to another Warhammer: Invasion card of the week spotlight! Arcane Fire, the sixth and final Battle Pack in The Corruption Cycle, will be on store shelves very soon.
Over the past few weeks, we’ve seen some of the powerful cards it contains. Epic Spells like Rune of Hearth and Home and Cacophonic Scream give each faction a powerful new tactic, and the High Elf card Charge of the Silver Helms can give a unit a sudden burst of power.
With all these formidable new abilities, it might be easy to forget that The Corruption Cycle introduced the forces of the Skaven to Warhammer: Invasion, and Arcane Fire continues to bolster their foul ranks. Greyseer’s Lair is a support card that offers plenty of power, as well as a reduction in the cost of future Skaven cards.
The effect is similar to that of Grimgor’s Camp, a useful Orc support card... but the differences are noteworthy. Although Greyseer’s Lair costs one more resource than Grimgor’s Camp, it also offers an additional power icon. What’s more, it can be used to reduce the cost of any Skaven card played, rather than just units.
Over the course of The Corruption Cycle, there have been plenty of Skaven cards for which a cost reduction would be welcome. Low cost units like Clan Rats and Gutter Runners can get into the action even faster, and powerful attachments such as Fellblade and Warp Lightning Cannon can add to their ferocity.
For that matter, Chittering Horde could be played at no cost, potentially adding even more Skaven to your hand so that you can play them at a lowered cost on a future turn.
Check back next week for another Warhammer: Invasion card spotlight!
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Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.
No more Skaven Cards after this pack? Must be joking, Unifiedshoe. Still waiting for Queek Headtaker and Ikit Claw, as well for the Doomwheel and the Jezzail. Come on, no fun playing Skaven without old Queek or a Screaming Bell...
Innovation is a good idea to play with this card in turn 1, followed by a free Chittering Horde.
Its a cool card. And actually, I do not see it speeding up the rush decks really. is it really better then a inovatipon or warpstoneexcavation first turn?
I do not see this as a "problem card" like the deathmaster or clan moulder elites.
ehhh, not really all that impressed with this card really. i mean i will probly put it in my skaven deck on principal alone...but not really all that excited about it
Mmm, more skaven - yummy ;p. :)
This will be an interesting set I see.
well actually, at least this might mean I can play pure Skaven, and as others have said. This was all designed as one full set altogether.
Wow, dumb. As if rush needed to be any faster. Might as well not even try to play anything else.
ARGHHH....!!! This is the card my Chaos + Skaven deck needed to be triumphand in the recent regional!! :P
Wow. Simply wow.
cool card though
Wow...talk about a totally unnecessary card that doesn't help the current gameplay environment at all. Ouch.
Can we get some love for Order at some point? PLEASE!!! :p
The cycle is about the Skaven... of course they'll get lots of strong cards. Who knows when next they'll get some. I wish people wouldn't be obsessing so much about it.