Looking for feedback or help with this deck? Join the discussion in our warhammer forum section.
 
Columns
# Name Race
Type Cost 
Edition
Unit (24)
3 Dark Elf Unit 0 + Assault on Ulthuan
3 Dark Elf Unit 1 + Assault on Ulthuan
3 Neutral Unit 2 March of the Damned
3 Dark Elf Unit 2 + Assault on Ulthuan
3 Neutral Unit 2 March of the Damned
3 Dark Elf Unit 3 + The Burning of Derricksburg
3 Neutral Unit 5 March of the Damned
3 Neutral Unit 6 March of the Damned
Tactic (10)
1 Dark Elf Tactic 0 + Core Set
2 Dark Elf Tactic 0 + Assault on Ulthuan
3 Dark Elf Tactic 0 + The Burning of Derricksburg
2 Neutral Tactic 1 Assault on Ulthuan
1 Dark Elf Tactic 1 + Assault on Ulthuan
1 Neutral Tactic 2 Core Set
Quest (2)
1 Dark Elf Quest 2 + Assault on Ulthuan
1 Dark Elf Quest 2 + Assault on Ulthuan
Support (14)
3 Neutral Support 0 Core Set
3 Neutral Support 1 Core Set
3 Dark Elf Support 2 + March of the Damned
2 Dark Elf Support 2 + Assault on Ulthuan
3 Dark Elf Support 2 + March of the Damned
Sideboard
# Name Race
Type Cost 
Edition
There are no cards in the sideboard.
High-speed deck combining Dark Elves' penchant for sacrifices and undead Necromancy powers.

Slave Pens, Har Ganeth and sacrifice tactics (Lash the Prisoner, Whip the Slaves) combine with cheap units, some of which also grant bonuses when leaving play (Crypt Ghouls, classic Dark Elf combo with Walking Sacrifice) and also Countess Iseara's Necromancy-enabling.

Warpstone Excavations and Contested Villages help with high speed, with Druchi Nobles and Wight Lords for finisher (along with waves of necromancied undead hordes).

Two powerful quests + 2x Ancient Map to get them in the game early and fully benefit from them; early and profitable attacks & double unit's powers after 3 turns (which should happen by turn 4-5 - very quickly - and practically guarantee victory).

Very light on game control for a Dark Elf deck; only Hate, Burn It Down, Har Ganeth's ability and Wight Lord finishers for that.
The deck should be high-velocity enough to give serious resources and draw early enough (3rd to 4th turn) so game control is not vital; opponent shouldn't have time to develop properly and get to his heroes and powerful abilities.
Log in to comment