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Main Deck - 56 cards, 19 distinct
Columns
Name  Race Type Cost Edition
Unit (23)
2 Corb Polyborg Neutral Unit 2 Hidden Kingdoms
3 Doombull Chaos Unit 3 + Chaos Moon
3 Festering Nurglings Chaos Unit 2 + Core Set
3 Herald of Change Chaos Unit 3 + Redemption of a Mage
3 Savage Marauders Chaos Unit 3 + Core Set
3 Sorcerer of Tzeentch Chaos Unit 3 + The Twin Tailed Comet
3 Ungor Raiders Chaos Unit 2 + Omens of Ruin
3 Warhounds Chaos Unit 2 + Legends
Legend (3)
3 Kairos Fateweaver Chaos Legend 6 + Legends
Tactic (18)
3 Full Moon Rising Chaos Tactic 5 + Fiery Dawn
3 Long Winter Neutral Tactic 0 The Fall of Karak Grimaz
3 Plague Bomb Chaos Tactic 3 + Chaos Moon
3 Seduced by Darkness Chaos Tactic 0 + Core Set
3 Unleashing the Spell Chaos Tactic 3 + The Eclipse of Hope
3 Warpstone Experiments Neutral Tactic 1 Legends
Quest (3)
3 Raiding Camps Chaos Quest 0 + The Inevitable City
Support (9)
3 Contested Village Neutral Support 1 Core Set
3 Light of Morrslieb Neutral Support 4 The Twin Tailed Comet
3 Rift of Battle Chaos Support 1 + The Accursed Dead
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
The deck contains essential cards 3x to keep running the support for cards playable as a development. as a nice effect you protect yourself by playing developments and simultaneously damage/kill your opponents units with the sorcerer to get the control of them later with the liber mortis.
use your doombulls to kill bigger enemies and get the opponents biggest units.
as a surpise you may use stone to skin together with the contested stronghold upgraded by your developments which almost damaged/killed units by the sorcerer. its a powerful defence.
finally you may overrun your opponent with both your developments (because of kairos or the tactic full moon rising) and your units (+ stolen units).
all in all the deck works with circles so that you just have to keep those running.
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