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Main Deck - 63 cards, 25 distinct
Columns
Name  Race Type Cost Edition
Unit (8)
3 Festering Nurglings Chaos Unit 2 + Core Set
2 Fledgling Chaos Spawn Chaos Unit 0 + Core Set
3 Lord of Change Chaos Unit 6 + March of the Damned
Tactic (32)
2 Blessings of Tzeentch Chaos Tactic 3 + Arcane Fire
2 Bolt of Change Chaos Tactic 1 + The Skavenblight Threat
1 Brutal Offering Chaos Tactic 2 + Tooth and Claw
2 Burn it Down Neutral Tactic 2 Core Set
2 Cacophonic Scream Chaos Tactic 10 + Arcane Fire
3 Cloying Quagmire Chaos Tactic 2 + March of the Damned
3 Innovation Neutral Tactic 0 Core Set
3 Innovation Neutral Tactic 0 Assault on Ulthuan
2 Nurgle's Pestilence Chaos Tactic 3 + Core Set
3 Seduced by Darkness Chaos Tactic 0 + Core Set
3 Stone to Skin Chaos Tactic 1 + Redemption of a Mage
2 Surprise Assault Neutral Tactic 2 Path of the Zealot
2 Troll Vomit Orc Tactic 4 + Core Set
2 Tzeentch's Firestorm Chaos Tactic 4 + Assault on Ulthuan
Support (23)
2 Abandoned Mine Neutral Support 4 The Skavenblight Threat
3 Armoury Neutral Support 2 Core Set
3 Bloodboil Fever Chaos Support 1 + March of the Damned
3 Contested Stronghold Neutral Support 4 Core Set
3 Contested Village Neutral Support 1 Core Set
3 Effulgent Boils Chaos Support 1 + The Fall of Karak Grimaz
3 Treasure Vaults Neutral Support 3 Assault on Ulthuan
3 Warpstone Excavation Neutral Support 0 Core Set
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
This deck is designed to make the most of the abilities of the Lord of Change. He should be brought out as early as possible using the building support cards and he should be put in the quest. Once he's out, the additional draw combined with the large number of low cost tactics should lead to playing many cards in a turn very quickly.

The deck's win conditions (cacophonic scream, surprise assault) rely heavily on developments, as do several of the support cards in the deck. The quest should be ignored, but the kingdom and battlefield should be developed every turn without fail. If the delay tactics work well enough, the game should last long enough to put many developments in the battlefield late game.

The huge number of tactics are largely there to delay your enemy as much as possible. Stone to skin and bolt of change give you much needed defence and put your developments to good use. Others destroy creatures and Burn it down should destroy your opponents nastiest support. Troll vomit is a great board wiper, particularly if you have not yet drawn into LoC and the deck does not mind paying the full six for it.

I really wanted an excuse to use Blessings of Tzeentch and this is the best I could come up with. It may help you get out an Early LoC, but without sufficient search cards out there right now, it is still very unreliable.

This deck needs to be tweaked down to 50 cards, but I am unsure what to cull.
Comments
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  • Huwge (25-Jan-2011 01:05)

    This deck is a cool idea, but is currently very inefficient. I don't expect it to win many games, but it should be fun to play. What cards should I take out of this deck?