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Main Deck - 55 cards, 19 distinct
Columns
Name  Race Type Cost Edition
Unit (22)
2 Bule, Lord of Pus Chaos Unit 5 + Path of the Zealot
3 Chaos Knights Chaos Unit 5 + Core Set
3 Festering Nurglings Chaos Unit 2 + Core Set
3 Fledgling Chaos Spawn Chaos Unit 0 + Core Set
2 Melekh the Changer Chaos Unit 3 + Core Set
3 Savage Marauders Chaos Unit 3 + Core Set
3 Scheming Cultist Chaos Unit 3 + The Burning of Derricksburg
3 Winged Fury Chaos Unit 5 + The Burning of Derricksburg
Tactic (15)
3 Bolt of Change Chaos Tactic 1 + The Skavenblight Threat
3 Chillwind Dark Elf Tactic 1 + Assault on Ulthuan
3 Cloying Quagmire Chaos Tactic 2 + March of the Damned
3 Seduced by Darkness Chaos Tactic 0 + Core Set
3 Seductive Delusion Chaos Tactic 2 + Legends
Quest (3)
3 Extending the Wastes Chaos Quest 0 + The Burning of Derricksburg
Support (15)
3 Contested Village Neutral Support 1 Core Set
3 Daemonsword Chaos Support 2 + Warpstone Chronicles
3 Effulgent Boils Chaos Support 1 + The Fall of Karak Grimaz
3 Tainted Well Chaos Support 4 + The Fourth Waystone
3 Warpstone Excavation Neutral Support 0 Core Set
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
Here are some concepts of the Deck.

Opening Play: You have a couple of great opening plays in this deck. Fledgling Chaos Spawn plus Daemon Sword with a Bolt of Change is great (nets 8 power on turn 2). A Warpstone Excavation into the quest zone adds a cherry on top.

Another option for an opening bid is Festering Nurgling to Kingdom with a Bolt of Change (nets 6 power on turn 2). Again a Warpstone Excavation to quest is nice.

If you get an Innovation you can sub/add a Contested Village for/to the Warpstone Excavation and still have the 1 resource you need for Bolt of Change.

Also you can always Savage Marauders into the Kingdom.  An Innovation and Bolt of Change adds the cherry to this option.

Turn Two: If turn 1 is about resources, turn 2 is about card draw. You have a lot of ways to corrupt in this deck but you need to get the cards in your hand. You want to dump a Chaos Knight or Bule if you have them into the quest zone on turn 2 and you should be able to get the resources to drop one of these heavies. Bule has 3 loyalty but between Fledgling Chaos Spawns and Extending the Waste you shouldn’t have a loyalty issue. You also want to get your quests going early to build up quest resources. I often find the Fledgling Chaos Spawns useful for this. They are Spite proof (no power) so unless a Dwarf Ranger snipes it, the Spawn should be good for the game building up the quest.

Strategies: In general it’s corrupt, corrupt, corrupt. I tend to leave the most units corrupted unless killing the unit will cause havoc with the strategy of my opponent's deck. Cloying Quagmire or the Scheming Cultists action can take out most of your problems. Tainted Well helps with this but be careful... more than a single Tainted Well kills 2 HP units when corrupted.  Note your corrupted units also take damage from Tainted Well.  A useful card but one to be careful with.

I tend to Effulgent Boils heros and big units when they come out if I can. If the Daemon Sword wasn’t used in an opening gambit I am a fan of combining its play with Chillwind to make it immediately available for use. Using the quest resources as an extra means of corrupting is not to be overlooked, allowing you to save your key corruption tactics till they are really needed.

Use Melekh the Changer and Winged Furry to dole out the damage. With all the corruption they should be able to stroll into any zone they want for 4+ damage a turn. Use Bule and Festering Nurglings to corrupt on your turn. Use the your corruption tactics and quests as necessary to keep your opponent corrupted and maximize your damage output. Use Cloying Quagmire or the Scheming Cultists to take out worry some units (as noted above.)

Weakness: No support destruction. Tried Embers to Inferno but it’s too little, too late and Burn It Down has no synergy. No easy way to lay out developments making it vulnerable to an Empire “Verena/Manaan /Will/Long Winter” decks. Could use a little thinning but you do want to draw a lot of cards with this deck (at least 3 to 5 a turn) so a little over 50 isn’t killer.
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