|Warhammer: Invasion The Card Game | Published 15 September 2010||Rating||21 votes|
Duregan locks eyes with the goblin. Malice fills the creature’s red eyes, and Duregan’s hands clench about his hammer. Dodging a first swing, the goblin slashes. At the goblin’s belt is the glittering faceplate of a dwarf-made helm. Duregan sees it and recognizes the name runes on it. “That was my brother Hazkal’s! By Grimnir goblin, you will pay for this!” The fight renews, and Duregan can barely contain his rage. Swinging wildly, no thought for skill, the dwarf backs the goblin towards his hammerers. Pain lances through his side, as the goblin manages to land a blow in between the joints of his armour. Duregan twists, trapping the blade and the goblin. “This grudge is not yet settled, grobi! Where is my brother?”
-From Bleeding Sun, an included short story
Bleeding Sun is the sixth Battle Pack installment of The Enemy Cycle, the linked expansion series for Warhammer: Invasion, a card game of intense warfare, clever kingdom management, and epic questing. In this exciting conclusion to The Enemy Cycle, all six factions gain valuable new powers... but who will come out on top?
Blessing of Myrmidia brings strength to the Knights of the Empire, while the vile Beast of Rot feeds on the power of Nurgle. Meanwhile, the Orcs tame a Giant Spider and the High Elves harness the power of the Moon Staff of Lileath!
This 60 card pack contains 20 different never-before-seen cards designed to augment existing decks and add variety to the Warhammer: Invasion metagame.
This winter, the battle between bitter enemies concludes, but the war is just beginning...
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.
4 resources for a 2-card swing, and remains on the unit as an attachment to trigger attachment-related shenanigans (not sure how many exist in the Dark Elf Faction). Plus, who doesn't like mixing in out of faction rules in order to make something broken? I think this card has potential.
Its an ok card, but I would have liked it better if it let heroes be taken. With the restriction it has, it is a situational card that might not be that useful to include in a deck.
It's not too expensive. Not at all.
To JayDe - I can say it's too expensive because by the time you'll want to use it, many decks will have already defeated you - plus, with all the support destruction around, it's nearly certain that it'll rarely survive or work. That's why I can say it's too frikkin' expensive. Because it is. :(
What happens if the attachment is destroyed? Does the unit stay with the thievin' Dark Elves, or back to it's original army?
Wow, the final chapter of The Enemy Cycle! It's looking great and that Darl Elf Support is amazing - it will be in my DE deck for sure! :)
Oh I like that last line. "...the WAR is just beginning" If this cycle was about the battles between the core races, then the war will bring in the rest of Old World. Vampire Counts, Skaven, Lizardmen, and Bretonnians have made appearances. Only a matter of time before Athel Loren Forest's are used for lumber...then the Asrai will hear the call.
How can you say this is too expensive? take control of a 4, 5, 6 cost unit that could have several attachments on it and is the centre of the opponent's forces. Only downside is it could be removed a little too easily...
May be expensive but for late game...could be useful if something does a wipe on a section of your city.
Too expensive to be used much. Disappointing but a cool power nonetheless.
At least it's not more of that crappy "lose 1 power" sub-theme that they've been sticking the Dark Elves with...ugh. Such a useless ability...
I'm liking this card.