|Warhammer: Invasion The Card Game | Published 09 November 2010||Rating||21 votes|
“...I set down my Lance, symbol of duty. I spurn those whom I love.
I relinquish all, and take up the tools of my quest.
No obstacle will stand before me. No plea for help shall find me
wanting. No moon will look upon me twice lest I be judged idle.
I give my body, heart, and soul to the Lady whom I seek...”
- Bretonnian Questing Vow
Welcome back to another Warhammer: Invasion card of the week spotlight!
The Fourth Waystone, the fifth Battle Pack in The Enemy Cycle, will be on store shelves next week, and with it comes a host of new deck-building options. Over the past two weeks, we’ve seen the vile taint of corruption spread through Tainted Well and Corruption of Purity. This week, let’s help even the score by taking a sacred journey with an upcoming Order-only neutral card, A Noble Quest.
Though thematically engaging, Quest cards can often be an afterthought when deck-building. Their effects usually require that you amass a sum of resource tokens over a series of turns by placing a unit on that Quest. However, if the unit leaves that Quest for some reason, any resources you collected are lost. So while the Quest card effects may be attractive, triggering them requires a hefty commitment.
But what if it were easier? A Noble Quest is a zero-cost Order-only neutral tactic that allows its player to place one resource token on a Quest card, if a unit is questing there. With inexpensive Quest cards like Prepare for War, Reclaim the Hold, and Repair the Waystones, A Noble Quest helps make the commitment worthwhile and the strategy viable. And remember, Ancient Map is a good way to make sure that your best Quest card hits the table early.
Keep watching at your local retailer, as The Fourth Waystone will be available soon... and join us next week for another Warhammer: Invasion card of the week!
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.
I can see a twin tailed comet or two following this one up sometimes to take a harmless infiltrate or forges of nuln to make it insane. Defend Tor Aendris can turn this card into a spendable resource if needed. Like a mini innovate.
Well it's going to make my discard/mill deck even more potent at this point. It's already winning many of its match-ups without even using Infiltrate, can't imagine what it will be like with this boosting it even further. :)
I figured there would be something like this one day. I can see it's a pretty small step, but I can already think of a few things making this better than it looks, like twin tailed comet. A few good draws and a unit could be running away with an Infiltrate real quick.
Cool idea, PBnJ. I like it!
So instead of canceling tactic card for destruction, how about a card that causes indirect damage equal to the cost of a tactic card that was played. So if a tactic card was played agains you. You would play this card in response to it and cause x indirect damage equal to the casting cost of the tactic card that was just played against you....... Call it THE PRICE YOU PAY...... or something like that.. that seems to fit the fell for Destruction side.
I hope there will be plenty of Bretonnian cards heading our way. As a Bretonnian subtheme would finally move me to try out an Order deck.
I don't think, though, that disliking the card reflects (necessarily) a focus on more competitive play. It's just a question of whether or not this will be terribly useful. At least it's a 0-cost card but the actual cost in used card slots out of your deck, may be just too much to outweigh any perceived usefulness, from either a casual player's or competitive player's standpoint.
I DO hear what you're saying, however, about not having the exact same cards between sides but I only agree with that when it doesn't come to some hugely important ability, which Tactic-canceling very much is. When it comes to things like that - basic card-game staples, if you will - both sides need access to them. Half the problem for Destruction vs. the stupid Bolt-thrower decks was merely a lack of Tactic-canceling ability, imho (among other issues, as well).
As a more casual player, I like this card a lot! The Quest mechanic is something I feel both make W:I something unique, something that I haven't seen in other card games, and at the same time is very thematic. I really hope to see a neutral Bretonnia faction that focuses on quests as well. Abilities that can be triggered while questing. Would be awesome.
From a competitive point of view, I can understand that you'd want the cards for either side Wytefang, but honestly I like that each faction has some differences and uniqueness. I kinda becomes boring if each deck is basically the same, just with different names. That doesn't mean one faction has exclusive rights to abilities though. But perhaps making better tactics and abilities for Destruction is better than giving them tactics cancelling, which seems like a fitting theme for Order.
Anyway, I love this card!
Also curious as to how this Battlepack is supposed to be on store shelves next week when it's showing as still being at the Printer's via the UPCOMING page here at the site? That's some fast shipping or else (and this is what I suspect the issue is) someone hasn't updated the UPCOMING page in a while. ;)
Still not a very good solution, really (it's like trying to put a band-aid on a shark bite), and what's worse is that it's only for Order. I can't stand many of these Faction-specific Tactics - provide one of these for each side, not just one. Heck, for that matter, we're still waiting for a Destruction-based Tactic canceling card, FFG. Let's get that on the front burner, asap. Thanks. ;)
The best way to fix Quests is to let the Resources simply stay on the card even when the Unit is removed. Issue some Errata and that's that.
Realy intersting card but not a hot and must have for me. it could be useful but we will see in the future. Maybe when some better Quest cards will be released. :)