|Warhammer: Invasion The Card Game | Published 20 December 2011|
The loss of Karak Eight Peaks, the most ancient and magnificent of their holds, was a bitter blow to the Dwarfs. When Lord Belegar recaptured the citadel, it was seen as an opportunity to retake the entire hold. Belegar’s kinsman, Lord Duregar of Karaz-a-Karak answered the call.
–Warhammer: Dwarfs, “Battle of East Gate”
Long have the Dwarfs been loyal to their kin. Now, as the Dwarfs of Karaz-a-Karak prepare for battle, loyal units ready themselves for bloody combat on the front lines.
Their lives for the hold
The Capital Cycle for Warhammer: Invasion The Card Game introduces new cards for each race that explore the positive aspects of loyalty, and the Dwarfs gain both a powerful new unit and tactic card that portray their fierce loyalty in the best possible light. Runeblades (Karaz-a-Karak, 64) deal bonus damage combat equal to the highest loyalty of any Dwarf card you control. Combined with the new tactic, Leave No Trace (Karaz-a-Karak, 70) and a couple of high-loyalty cards (one in play and one in your hand), these indomitable Dwarfs can burn a zone without any help from supporting units.
The Runeblades prove there’s no substitute for a trustworthy unit, and while they inspire your armies to new feats of strength, they turn to other Dwarfs for their inspiration. The Runeblades may give you new reason to take a look at King Kazador (Core Set, 7) and all those engineers in The Great Guild Hall (Karaz-a-Karak, 69) who dedicate themselves to the spirit of Dwarf ingenuity. Yes, it may take some work to build enough resources and loyalty to get these cards into play, but when the going gets tough, these Dwarfs make your Runeblades beastly. Meanwhile, before you can afford to play them, Leave No Trace means these cards have value even in your hand.
Brook no dissent
When your units are loyal, you won’t be seized by crippling Paranoia (Karaz-a-Karak, 78). While The Capital Cycle offers cards for each race that trigger positive effects based on high loyalty, it also offers a brutal reproach for all those fickle units who come and go with no sworn devotion. For a mere one resource, Paranoia allows you to target a unit in an opponent’s zone and prevent the subsequent play of any other units with fewer than three units. Early on, this can shut down a player’s kingdom zone and prevent the acceleration of resources or cripple card draw by limiting units in the quest zone. Later in the game, when your opponent has a steady supply of cards and resources, Paranoia may discourage units from heading to the battle zone, buying you time to launch a strike of your own.
It’s true that your opponent may sacrifice the attached unit in order to remove the attachment, but that makes this support card one of the most cost-efficient unit destruction effects in the game. Just one resource to force the destruction of nearly any unit in the game? While your opponent’s armies are crippled by Paranoia and your Runeblades are cleaving their way into your his capital, you’ll be doubly thankful for the loyal Dwarfs in your service.
Look for these and other cards to bolster your Dwarfs. Karaz-a-Karak is coming soon!
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.
Vitamin T - agreed on that one. Dealing X damage is much better than X Toughness or X Counterstrike. I simply expected something fresh here, not just another copy.
Yep, despite some of the claims otherwise, Paranoia is still a great and useful card. :)
Paranoia is a decent card but nothing special.
As a DE/EMP player I don't see a problem if opponent is going to use this card against me.
If i play DE I'll wait after Kingdom/Quest Phase and then sacrifice affected unit on Slave Pen on Whip the Slaves if necessary.
If I play EMP cost of playing Paranoia on my units will increase thanks to the Church of Sigmar and if I find it necessary to counter Paranoia I'll reply with the Iron DIscipline. I might even use Osterknacht Elite/Call of Reserves to pick up affected unit.
Many ways to get rid of Paranoia anyway.
It's still targeted unit removal for 1, and that's very good indeed.
Paranoia is no a very good card, in fact.
The trigger of the action of Paranoia is the choice of your opponent and he can be wait until Capital Phase to use it, gaining ressources or cards before sacrifice his unit affected by the Paranoia.
I have noticed "your opponent" and not "the player who control this unit". Why?
Isn't Savage Forsaken actually less to play than Runeblades? Thought SF was 3 and two loyalty...
Though Runeblades and Savage forsaken have the same ability I'd rather see this than something like +X toughness or +x counterstrike myself.
Paranoia without "destruction only" restriction is great removal for all order decks including HE.
Paranoia is great against all factions since nowadays there is probably no one who plays high loyalty cards (except very good ones, such as Kairos=)
Paranoia is great, it is actually devastating against HE & EMP.
Runeblades = copy of Savage Forsaken. What is the freaking reason for it? Lack of ideas?! I expected something fresh, new and yet got a copy...
Leave no Trace... well... no... I don't think so...thank you very much I will stand (your ground)
Paranoia looks fracking awesome!