Main Deck - 56 cards, 20 distinct
Name | Race | Type | Cost | Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unit (26) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Bloodthirster | Chaos | Unit | 8 + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Clan Moulder's Elite | Neutral | Unit | 2 | Tooth and Claw | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Countess Iseara | Neutral | Unit | 6 | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Crypt Ghouls | Neutral | Unit | 2 | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Grimgor Ironhide | Orc | Unit | 6 + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Lobber Crew | Orc | Unit | 2 + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Snotling Pump Wagon | Orc | Unit | 2 + | Warpstone Chronicles | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Spider Riders | Orc | Unit | 1 + | The Skavenblight Threat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Stunty Smasha | Orc | Unit | 2 + | The Fall of Karak Grimaz | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Veteran Sellswords | Neutral | Unit | 0 | Path of the Zealot | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tactic (15) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Pillage | Orc | Tactic | 2 + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Raise Dead | Neutral | Tactic | 4 | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Rip Dere 'Eads Off! | Orc | Tactic | 1 + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Smash-Go-Boom! | Orc | Tactic | X + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | You's Bigga | Orc | Tactic | 0 + | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Support (15) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Boar Pen | Orc | Support | 2 + | Omens of Ruin | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Contested Village | Neutral | Support | 1 | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Rock Lobber | Orc | Support | 2 + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Squig Pen | Orc | Support | 3 + | The Burning of Derricksburg | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Warpstone Excavation | Neutral | Support | 0 | Core Set |
Sideboard - 0 cards, 0 distinct
No cards here. :(
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Notes
This deck is all about sacrificing your units in various ways.
Opening Play: You’re looking to get at least 1 power in both the Kingdom and Quest. Grimgor’s Camp or Squig Pen to the Kingdom works well along with a Warpstone Excavation to Quest. Another option is Lobber Crew or Stunty Smasha’s to Kingdom with a Contested Village to Quest. Another great maneuver is a Veteran Sellsword combined with a You’s Bigga to put out a two cost Orc (Lobber Crew, Stunty Smasha, Snottling Pump Wagon, or even 1 cost Spider Riders) out for free. This maneuver can be combined with almost any opening maneuver.
Another two turn opening strategy is to drop a Crypt Ghouls into Kingdome with a Warpstone Excavation or Contested Village leaving you with a You’s Bigga in hand (if you can somehow get a second orc loyalty symbol (such as from Spider Riders) great. At the start of turn two get 5 resources spend 1 (maybe 0 if you got the second orc loyalty symbol) to play You’s Bigga on the Crypt Ghouls, put out a 2 cost orc out for free and now you have 6 resources (enough for a Countess Iseara to the Quest zone amongst many other things) to spend.
General Play: You got three massive beasts in this deck. Grimgor Ironhide, Hign Mountain Troll and Bloodthirster. To a lesser extent Countess Iseara is a fourth. Here is the cheap way to get these guys out. Lay them down as a development. Use Rip Dere ‘Eads Off to flip them over and use them for a round (Grimgor makes a great resource or card draw booster earlier in the game, while Bloodthirster is a great attacker) then they go to the discard pile (this is good, if you can Rock Lobber them before the end of the turn that's a bonus.) Alternately use One Orcs, Scrap, Smash Go Boom or Stunty Smashas to destroy the development and put it in the discard pile. Use Raise Dead to bring them into the game. Grimgor to the Kingdom can devastate a lot of Order builds, while Bloodthirster to the Battlefield is always nice. If you’re resource rich you can also use Countess Iseara to give them Necromancy for a round (this option is more feasible with Grimgor than Bloodthirster).
Rock Lobber is your friend, but you can only use it once per turn. So do so. Attack with your units and sacrifice one at the end. Veteran Sellswords are great for this. Drop them, attack with them, sacrifice and you get to use them without having to give them to your opponent. Crypt Ghouls are pretty cool for this as well. When you sacrifice the Crypt Ghouls to the Rock Lobber you gain the resources you used to fire the Rock Lobber back. Remember you can Rock Lobber on your turn and your opponent’s turn and you can determine which zone takes the damage. Soften up a zone with your units and finish it with the Rock Lobber. You can use Countess Iseara’s ability to give Necromancy to units, bring them back, attack, and sacrifice them to the Rock Lobber, returning them to the discard pile rather than the bottom of your deck. In the discard pile they can be used again with Necromancy next turn.
Other sacrifices. Use Lobber Crew to take out the enemy units. Use Countess Iseara to bring Lobber Crew back to use again. Sometimes multiple times in the same turn if you have the resources. Use Stunty Smasha’s to take out key developments and should they die, always remember you can quickly Sac them to destroy a development (unless they are killed by a Forced effect). You can also use Countess Iseara to bring them back to destroy multiple developments as necessary.
Lastly use your Spider Riders and Snottling Pump Wagons to keep the pressure up on your opponent, softening undefended areas in preparation for the Rock Lobber. Use the Wight Lord to take out high cost units, leaving the rest for the Lobber Crew. Sacrifice the Wight Lord to the Rock Lobber if necessary in order to use Necromancy and bring them back again to destroy another unit.
Opening Play: You’re looking to get at least 1 power in both the Kingdom and Quest. Grimgor’s Camp or Squig Pen to the Kingdom works well along with a Warpstone Excavation to Quest. Another option is Lobber Crew or Stunty Smasha’s to Kingdom with a Contested Village to Quest. Another great maneuver is a Veteran Sellsword combined with a You’s Bigga to put out a two cost Orc (Lobber Crew, Stunty Smasha, Snottling Pump Wagon, or even 1 cost Spider Riders) out for free. This maneuver can be combined with almost any opening maneuver.
Another two turn opening strategy is to drop a Crypt Ghouls into Kingdome with a Warpstone Excavation or Contested Village leaving you with a You’s Bigga in hand (if you can somehow get a second orc loyalty symbol (such as from Spider Riders) great. At the start of turn two get 5 resources spend 1 (maybe 0 if you got the second orc loyalty symbol) to play You’s Bigga on the Crypt Ghouls, put out a 2 cost orc out for free and now you have 6 resources (enough for a Countess Iseara to the Quest zone amongst many other things) to spend.
General Play: You got three massive beasts in this deck. Grimgor Ironhide, Hign Mountain Troll and Bloodthirster. To a lesser extent Countess Iseara is a fourth. Here is the cheap way to get these guys out. Lay them down as a development. Use Rip Dere ‘Eads Off to flip them over and use them for a round (Grimgor makes a great resource or card draw booster earlier in the game, while Bloodthirster is a great attacker) then they go to the discard pile (this is good, if you can Rock Lobber them before the end of the turn that's a bonus.) Alternately use One Orcs, Scrap, Smash Go Boom or Stunty Smashas to destroy the development and put it in the discard pile. Use Raise Dead to bring them into the game. Grimgor to the Kingdom can devastate a lot of Order builds, while Bloodthirster to the Battlefield is always nice. If you’re resource rich you can also use Countess Iseara to give them Necromancy for a round (this option is more feasible with Grimgor than Bloodthirster).
Rock Lobber is your friend, but you can only use it once per turn. So do so. Attack with your units and sacrifice one at the end. Veteran Sellswords are great for this. Drop them, attack with them, sacrifice and you get to use them without having to give them to your opponent. Crypt Ghouls are pretty cool for this as well. When you sacrifice the Crypt Ghouls to the Rock Lobber you gain the resources you used to fire the Rock Lobber back. Remember you can Rock Lobber on your turn and your opponent’s turn and you can determine which zone takes the damage. Soften up a zone with your units and finish it with the Rock Lobber. You can use Countess Iseara’s ability to give Necromancy to units, bring them back, attack, and sacrifice them to the Rock Lobber, returning them to the discard pile rather than the bottom of your deck. In the discard pile they can be used again with Necromancy next turn.
Other sacrifices. Use Lobber Crew to take out the enemy units. Use Countess Iseara to bring Lobber Crew back to use again. Sometimes multiple times in the same turn if you have the resources. Use Stunty Smasha’s to take out key developments and should they die, always remember you can quickly Sac them to destroy a development (unless they are killed by a Forced effect). You can also use Countess Iseara to bring them back to destroy multiple developments as necessary.
Lastly use your Spider Riders and Snottling Pump Wagons to keep the pressure up on your opponent, softening undefended areas in preparation for the Rock Lobber. Use the Wight Lord to take out high cost units, leaving the rest for the Lobber Crew. Sacrifice the Wight Lord to the Rock Lobber if necessary in order to use Necromancy and bring them back again to destroy another unit.
Comments
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wraith428 | 22-Dec-2010 23:49Yeah... when I wrote this up it wasn't yet available on deckbox but its in there... think it replaces one Grimgor's Camp and one Squig Pen.
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Wichtel | 22-Dec-2010 23:41One Orc's Scrap... is another awesome way to get your big units in your discard pile.
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