News for July 2011
Casting the Spell, Part 2 9
A Warhammer: Invasion The Card Game spotlight
Warhammer: Invasion The Card Game | Published 06 July 2011

The Warhammer world is an intrinsically magical place, where mystical energy infuses the very land itself. In battle, magic is a force as real and potent as a sword. The battlefield use of magic is limited only by the imagination and skill of the Wizard that wields it. Magic can be a subtle force, infusing allies with strength and valour, and enemies with frailty and dread. More commonly though, wizards unshackle the raw power that is at the heart of magic’s chaotic nature, summoning hungry firestorms or devastating bolts of eldritch power.

Welcome back to another Warhammer: Invasion The Card Game spotlight! Last week, we looked at three cards coming your way in The Eclipse of Hope, the fifth Battle Pack in The Morrslieb Cycle. These tactics cards, each bearing the Spell keyword, drive home the overarching design goal of The Morrslieb Cycle: “developments matter.” We’ve already seen how the forces of Destruction stand to benefit from their development-centered spells; this week, let’s look at Order.

Deadly Developments

Of all the six major factions, the Dwarfs alone can expect a tactics card that doesn’t bear the Spell keyword, reflecting their unique reliance on runes. Crafting the Rune (83) is a Dwarf tactic that, like Demolition! (Core Set, 23), targets and removes support cards. But unlike Demolition!, it also helps bring more precious developments into play. For the Empire, Mastering the Spell (88) is a two-cost tactic that likewise helps fill out your pool of development, while cementing the Empire’s reputation as the masters of zone control.

For High Elf players, there are times when manipulating the order of your deck opens the door to amazing combos. Three weeks ago, we looked at Comet of Casandora (Signs in the Stars, 72), a tactic that can deliver devastating indirect damage to friend and foe alike. By preceding Comet of Casandora with Perfecting the Spell (91), you can ensure a game-ending level of destruction.

Look for The Eclipse of Hope on store shelves this month, and check back next week for more on Warhammer: Invasion The Card Game!

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.

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Comments (9)

Ileopsoas
Published: 7/14/2011 6:54:29 AM
#9

These cards are good not just for what they do but because they even add a development.so they're better than their old one copies!

rings
Published: 7/7/2011 9:30:42 AM
#8

Dwarf is certainly good.  Won't play the other two (~and might wipe my behind with the HE one).  :)

Nate Holmes
Published: 7/7/2011 5:42:59 AM
#7

Wow the HE is just plain lame.

The Dwarve one is solid and the Empire is ok I guess.

I really wish they'd drop this mechanic from High Elves as it just weak

Mouse_PL
Published: 7/7/2011 4:16:07 AM
#6

crap: demolition and forced march better, HE spell usless

Shunenco
Published: 7/7/2011 1:47:06 AM
#5

all three cards are very strong and in some kinds of a deck a must have. The HE Card allows you to draw what you want and if you develop a lot you can draw a long time of a game what you want. The Dwarf card is very strong, cause it`s an other dwarf demolition and it`s very expensive for other decks. The Empire Card is an absolute controle card. also very effective

 

Killer Power
Published: 7/7/2011 1:32:43 AM
#4

I do think that the HE version is (with the right deck) by far the most powerful!

Think of Comet of Cassandora or the Dragon Den... This spell makes those two by far more reliable!

 

But sure: The Dwarf and Empire versions are less situational.

Primus_Magicus
Published: 7/6/2011 2:38:35 PM
#3

I like the high helf spell better than the empire one. Also I think it has more potential to be better with future releases.

Papa Khann
Published: 7/6/2011 10:23:19 AM
#2

Agreed. The HE version of this spell is by far the weakest of the six (not that it surprises me).

Papa

 

f7eleven
Published: 7/6/2011 10:13:42 AM
#1

HE spell is WEEEEEEAAAAAAK! while Dwarfs and Empire get another Demolition and Forced March, respectively.

I think it's time to eschew flavor in favor of more playable cards for the games least competitive race. Or at least stop expanding on this deck-stacking, card-DISadvantage theme. :-/

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