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Main Deck - 50 cards, 22 distinct
Columns
Name  Race Type Cost Edition
Unit (28)
3 Bray Shamans Chaos Unit 4 + March of the Damned
3 Braying Gor Chaos Unit 2 + The Burning of Derricksburg
2 Chaos Knights Chaos Unit 5 + Core Set
3 Crypt Ghouls Neutral Unit 2 March of the Damned
3 Festering Nurglings Chaos Unit 2 + Core Set
2 Maledictor of Tzeentch Chaos Unit 4 + Assault on Ulthuan
1 Melekh the Changer Chaos Unit 3 + Core Set
3 Savage Marauders Chaos Unit 3 + Core Set
2 Scheming Cultist Chaos Unit 3 + The Burning of Derricksburg
3 Servants of Khorne Chaos Unit 1 + Core Set
3 Winged Fury Chaos Unit 5 + The Burning of Derricksburg
Tactic (13)
2 Ancient Map Neutral Tactic 1 Assault on Ulthuan
1 Burn it Down Neutral Tactic 2 Core Set
3 Cloying Quagmire Chaos Tactic 2 + March of the Damned
1 Pilgrimage Neutral Tactic 4 Core Set
2 Seduced by Darkness Chaos Tactic 0 + Core Set
1 Slaanesh's Domination Chaos Tactic 2 + Core Set
3 Spreading Darkness Chaos Tactic 3 + The Burning of Derricksburg
Quest (3)
3 Extending the Wastes Chaos Quest 0 + The Burning of Derricksburg
Support (6)
3 Forgotten Cemetery Neutral Support 2 Core Set
2 Shrine to Nurgle Chaos Support 2 + Core Set
1 Warpstone Meteor Chaos Support 3 + Core Set
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
Accelerated deck from v1.

Removed the whole Blood Summoning combo with big Deamons, also removed Cultist Of Slaanesh.

Included Bray Shamans - excellent support unit for kingdom/quest, also can help with early attacks.
Comments
  • dex_pl | Edited 20-Jun-2012 14:42
    6 supports vs 10 4+ (cost 4 or more) units


    btw - 28 units = swarm of bats  or Call the Brayherd


    Now its too slow - add spawn (i see - only 1 in inv), 3x Servants of Khorne, remove 2x Chaos Knights and 2x  Maledictor of Tzeentch.


    Add Warpstone Excavation + Contested Village .


    Remove Spreading Darkness (100% crap). Remove Pilgrimage/Burn it down (u dont need to develop). Add 3x Blood Summoning.
    • casedeck | Edited 20-Jun-2012 14:54
      Well the whole reason I constructed this deck is to try finding a use for Spreading Darkness...  I can't add Swarm Of Bats or Call the Brayherd because I don't own those yet (using only my current inventory state).

      v1 uses Blood Summoning, but I found it doesn't work well with this setup (gets in the way too often, same as the big Deamon units). This v2 is in may ways an acceleration of v1 (but I wasn't trying to form some ultra-powerful, tournament-level deck; that would require Warpstone Excavation, Contested Village etc. as you say).

      Why would I want to get rid of Chaos Knights? They're extremely efficient and versatile, practically a mandatory include in all my Chaos deck builds.
      • dex_pl | Edited 20-Jun-2012 15:05
        cost 5 + 2 loyality vs 3P/4HP - without ability. Look at the Lord of the Change - great ability, cost almost the same - only 1 more. Look at Blood dragon Knight (from legends) - great unit 4/2/4.


        Unit with 4+ cost has to DO sth - not only give poor power in battlezone.


        Add some supports (Warpstone Excavation + Contested Village + 3rd Shrine to Nurgle ) - total 10 support or 13 (with cementery)


        Add 1 spawn (for loyality - u have some units with 3 cost/2 loyality and 4cost/2loyality). U could add Blood summoning with max unit cost 3-4  - u have 2-3 units on table - use Blood summoning and unit with cost 3-4 for free :)




        if u remove Cementery - u could add Burn it down and Savage Gors (nice unit - should be good for u) - then ~3 develops in battle
        • casedeck | Edited 20-Jun-2012 15:17
          Yes, valid points.


          I still consider Chaos Knights efficient - 3p for 4 cost is great for either kingdom or quest, and with 4hp it's a good combat unit for defense (or for battlefield if I draw it later). Usually I seek to play them in 2nd or 3rd turn, when they give me a great boost in either economy or draw.

          Looking forward to getting Blood Dragon Knight, I've seen a lot of discussion about it and decks using it as main offense.


          Shrine to Nurgle is not a good card to me, included 2x here mostly for the corruption overall deck theme. Generally I prefer to develop when playing destruction decks (or have multiple Contested Fortress), otherwise the opponent gets much easier path to burning - especially if he's another destruction (or even worse, rush) deck. And if I develop, there are better supports than Shrine to Nurgle - Armoury, Contested Stronghold...

          v3 of this build will probably try to utilize Blood Summoning in some meaningful way, probably with additional supports.
          • dex_pl | Edited 20-Jun-2012 15:33
            This should be better:
            http://deckbox.org/sets/189310


            First 2-3 rounds - supports to quest, one unit/support to kingdon (for 4 res), develop to battle zone. Some units (servants, savage gors) to battle. Winged fury - as finisher.


            SHrine to nurgle is great for u - give u loyality, its support and cost 2 with 1 loyality - good support for first hand (u start with Shrine + Village + Warpstone = 3 power for second round = good start).


            BTW - Spawn (in this build) - only to kingdom/quest - coz his ability.
            • casedeck | Edited 20-Jun-2012 15:36
              Yup, very nice.Will try this out.
              I've also been meaning to form a combination with Savage Gors in offense.



              But it's a greatly accelerated play, more of a rush deck, and the whole 3x Extending the Wastes + 2x Ancient Map is closer to the extended-play-with-control idea.


              Um... Drowned Zombies? Why exactly, for their offensive ability (additional power from converted development, double time because they have Necromancy), right?
              • dex_pl | Edited 20-Jun-2012 15:45
                Drowned zombie - u need sth with necromancy. If opponent will controll ur quest (0/1 card and thats all u have) - maybe u could play Zombie from discard - 3 res, 2 P (1 + 1), with more than 1 life. Its poor unit, but could be used in ur case (1 core + some battlepacks). U could also corrupt this develop-unit for Blood summoning - so Zombie give u 2 "units" for Blood summoning with cost 3.


                Nercomancy means that u could play this unit also form discard (but this unit have to die this round - look at FAQ).
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