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Main Deck - 50 cards, 21 distinct
Columns
Name  Race Type Cost Edition
Unit (24)
3 Countess Iseara Neutral Unit 6 March of the Damned
3 Crypt Ghouls Neutral Unit 2 March of the Damned
3 Dark Initiate Dark Elf Unit 1 + Assault on Ulthuan
3 Druchii Noble Dark Elf Unit 3 + The Burning of Derricksburg
3 Shades Dark Elf Unit 2 + Assault on Ulthuan
3 Skeletal Horde Neutral Unit 2 March of the Damned
3 Walking Sacrifice Dark Elf Unit 0 + Assault on Ulthuan
3 Wight Lord Neutral Unit 5 March of the Damned
Tactic (10)
2 Ancient Map Neutral Tactic 1 Assault on Ulthuan
1 Burn it Down Neutral Tactic 2 Core Set
1 Dark Visions Dark Elf Tactic 1 + Assault on Ulthuan
1 Hate Dark Elf Tactic 0 + Core Set
2 Lash the Prisoner! Dark Elf Tactic 0 + Assault on Ulthuan
3 Whip the Slaves Dark Elf Tactic 0 + The Burning of Derricksburg
Quest (2)
1 Night Raids Dark Elf Quest 2 + Assault on Ulthuan
1 Sack Tor Aendris Dark Elf Quest 2 + Assault on Ulthuan
Support (14)
3 Contested Village Neutral Support 1 Core Set
3 Corsair Raider Dark Elf Support 2 + March of the Damned
2 Har Ganeth Dark Elf Support 2 + Assault on Ulthuan
3 Slave Pen Dark Elf Support 2 + March of the Damned
3 Warpstone Excavation Neutral Support 0 Core Set
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
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.
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