News for October 2011
Defending the Realm of the Phoenix King 12
A Warhammer: Invasion The Card Game spotlight
Warhammer: Invasion The Card Game | Published 12 October 2011

Every tenth year, the court of the Everqueen goes forth upon a seaborne pilgrimage to the hidden Tower of the Sun south of the equator. The Queen alone can hold back the slow encroachment of the gravid orb Morrslieb that occurs with every eclipse… The Everqueen gives up her own moonblood in a great ritual that ensures Morrslieb is held at bay for another decade. Such is the Elven way; to save the world and expect nothing in return.
   –Warhammer, “The Eclipse Wars”

Mostly disdainful of the Old World’s other races, the High Elves rarely rely upon any strength other than their own. Over a history of warfare, this has led them to develop strong defenses, wrought both of stone and of spell. With the upcoming release of Realm of the Phoenix King, the second Battle Pack in The Capital Cycle for Warhammer: Invasion The Card Game, the High Elves gain new defenses–and a new Fortification–to help them stand tall against wave after wave of their opponents’ assaults.

The Straits of Lothern

Last week, we looked at some of the options High Elf players gain to defend their Capitals, including the Star Dragon (Realm of the Phoenix King, 28). Of course, in order to marshal enough resources to pay for their more expensive units, the High Elves need to play power to their kingdom, and Straits of Lothern (Realm of the Phoenix King, 30) can help accelerate matters nicely. Between the Straits of Lothern and a character or two–like the Herald of Morai-Heg (Realm of the Phoenix King, 27)–played to the kingdom’s defense, your High Elves can quickly solidify a protected supply of resources.

While the Straits of Lothern turn a solid investment in your kingdom zone’s protection into valuable resource generation, your High Elves need to shore up their defenses in at least one other zone. A new Fortification in Realm of the Phoenix King can help your High Elves dissuade their opponents from attacking. Phoenix Ward (Realm of the Phoenix King, 31) is a zero cost Spell that plays in a zone and forces each of your opponents to discard a card from hand in order to attack. A single Phoenix Ward can disrupt your opponent’s plans, forcing him to look at the cards in his hand and decide if they should be played, developed, or discarded to permit an attack. But if you play two or even three copies of Phoenix Ward to a zone, you can seriously disrupt your opponent’s plans to attack it.

Questing for the combination

The chances of drawing two or three Phoenix Wards early are relatively low, yet with increased card draw, the odds increase that you can protect your zone before your opponent mounts a lethal attack.

The new Quest, Planning for War (Realm of the Phoenix King, 40), helps provide your High Elves the card advantage you need to mount your defense. Not only does it play to your quest zone for free, but it lets you draw a card when you play it. Because your units assigned to Quests count their power to the quest zone, it’s an easy decision to send a unit to start Planning for War as soon as you put it into play. Then, as soon as you have a unit Planning for War, you gain the ability to return a unit from your discard pile to your hand each time you play a non-Attachment support card from your hand. This means each time you increase your defenses with a Spell like Phoenix Ward, play a Location like Straits of Lothern, or play a non-Attachment  support card for any reason, you can pull one of your defeated defenders from the discard pile, then put it back into play on your next turn. This gives extra weight to units such as Silver Helm Detachment (Tooth and Claw, 67), Dragon Prince (Assault on Ulthuan, 9), and the Valorous Mage (The Eclipse of Hope, 89) which have powerful effects when they come into play, and can make valiant sacrifices as defenders afterward.

Meanwhile, you need to send a unit to the quest in order to start Planning for War, so why not send Caradryan (Assault on Ulthuan, 5)? While he’s in your quest zone, he can cut off your enemy’s resources, or he can accelerate your card draw. You can even discard a unit from the top three cards of your deck when you’re certain to draw a support card to trigger Planning for War.

After long years of war, the High Elves remain unbroken. Due to their powerful defenses and their keen planning, they stand tall even when they stand alone.

Look for the High Elves to renew their claim for the Old World with the upcoming release of Realm of the Phoenix King.

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 (12)

decado
Published: 10/26/2011 3:26:38 AM
#12

 The quest should launch X indirect damage (where X is the loyalty cost of HE support just played) to choosen opponent when it is triggered. IMO that would be cool and playable.

BBSB12
Published: 10/20/2011 2:25:20 AM
#11

I have a very easy explanation to what's going on (it's my hypothesis, but who knows...): The guy responsible for HE testing is probably super good and beats everyone at FFG, so they have to make weak HE cards.=)

 And on a more serious matter: How does this quest help HEs, when they already have similar card and that one doesn't require playing any supports (except for Phoenix Ward, all other supports will cost you 2) and having a unit questing? I'm speaking about Gift of Life (so it costs 1).

 I understand, that you'll have to play supports anyway, but this quest requires too much stuff to happen (you have get it when or before you need it, you get unit on it, which isn't killed before you trigger the quest, you have a support to play when you need it) in order to be useful.

cuttingrage
Published: 10/13/2011 3:21:19 PM
#10

I think by "cut off your enemy’s resources" they meant that Caradryan can discard enemy cards. Straits of Lothern seem more 2HHH than 3HHH.

So, so far the cards shown have been Dragon Caller, Herald of MoraiHeg, Star Dragon,  Straits of Lothern, Phoenix Ward, Inflame and Planning for War. They mentioned Ithilmar Arrows and one card will be the HE capital center. There is just one more card to spoil for HE which will be the Hero.

 

Mamut
Published: 10/13/2011 2:44:18 PM
#9

I would say that Hight elves were always the weakest faction. I hope the last 3 cards for He in this battlepack will be good. Oh I beg you just for one more good card! :-) Let us play it on tournaments!

Papa Khann
Published: 10/13/2011 11:48:20 AM
#8

decado's question comparing Straits of Lothern to Looted Humie Town is an excellent question.

Cards like that are why HE are currently the weakest faction.

Papa

 

radaner
Published: 10/13/2011 7:28:11 AM
#7

Does anyone play those cards before releasing them? Does anyone sees those cards before writing a review? Because support is pathetic (as mentioned before), and where is the combo with Caradryan? How Caradryan can do this 'While he’s in your quest zone, he can cut off your enemy’s resources'? How he can cut off enemy's resources? Only one way is to discard Innovation or sth....

I hoped that with this BP HE would be playable, but it seems that it won't happen until the next cycle (If 10 cards in this battlepack won't do that then 1 card for every remaining bp won't either, such as Caledor Prince..)

 

decado
Published: 10/13/2011 4:10:35 AM
#6

 FFG WHY?! First you release "Looted Umie Town" for Orcs and then you give HE the same card BUT restricted to Kingdom, with additional loyalty and a Flag! Now that is EPIC FAIL!

Come one guys, is nobody playing HE there?! And the review... combo with Caradryan? What? How?

Seriously, I lost hope... 

Locusshifter
Published: 10/12/2011 8:34:33 PM
#5

 That's some good stuff for HE's. Can't wait to see what else they get. 

Mamut
Published: 10/12/2011 2:58:35 PM
#4

Thanks for preview, I dont understand one thing from this:

"This means each time you increase the power of your units with a Spell, or use a Spell to cycle through your deck, or play a non-Attachment Spell for any reason, you can pull one of your defeated defenders from the discard pile, then put it back into play on your next turn."

How does it reffer to that quest? I cant see any connection, please someone from FFG explain it.

[ADMIN: The article has been edited.]

 

micheni
Published: 10/12/2011 2:54:49 PM
#3

phoenix ward is a spell an d a support !!!

Amaimon
Published: 10/12/2011 2:28:35 PM
#2

Epic fail.

I don't know who wrote this review, but for sure, he didn't read those card text.

Planing for war text sayz you can play a unit from discard pile when you play HE non-attachment SUPPORT card. NOT SPELL.

Please guys, let someone else writes those previews, maybe someone who actually plays this game? SRSLY

Aerodog
Published: 10/12/2011 12:50:42 PM
#1

Awesome preview.  Thanks FFG.

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