|Warhammer: Invasion The Card Game | Published 27 April 2010||Rating||14 votes|
Slaanesh is the master of excess, and the most favored of this Chaos god’s followers are but willing vessels of the terrible power to enrapture and destroy unwary enemies. When their master wills it, these cultists gather on the field of battle and begin to sing. But while the sound is initially attractive, even pleasing, it quickly transforms into a hellish noise of intense and wailing discord. Unable to shut out the cacophony, the minds of the listeners soon crack, followed by their very bones. With enough participants, the dark power of this choir can even splinter wood and shatter stone.
Welcome to another card of the week spotlight for Warhammer: Invasion The Card Game! With The Warpstone Chronicles in stores, we’re just a few weeks away from the arrival of the final Battle Pack in The Corruption Cycle, Arcane Fire. Last week, we saw the High Elf tactic Charge of the Silver Helms, and we saw some of the ways it can be used to pack a punch in a High Elf Deck. Today, we’ll look at a new type of tactic, the Epic Spell.
Epic Spell is a new Trait that appears on certain especially powerful tactic cards. Beginning in the Arcane Fire Battle Pack, every faction gets one. Epic Spells have a high resource cost, effectively balancing out their massively powerful effects, and these effects help to define the play style of the tactic’s faction. For example, when Arcane Fire was first announced, we saw the Dwarf Epic Spell Rune of Hearth and Home. The Dwarfs are known for their high defensive capabilities, as well as their ability to repair damage to their capital. It’s no surprise, then, that this Epic Spell heals their capital entirely.
The forces of Chaos, as one might expect, wield an Epic Spell both powerful and destructive. Cacophonic Scream is a ten-cost tactic that simply deals eight damage to one section of a target capital. Like Flames of Tzeentch, another Chaos tactic that delivers unexpected damage, Cacophonic Scream will keep your opponent paranoid and defensive.
Check back next week when we preview another card from Arcane Fire!
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Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.
Yeah, it seems pretty terrible honestly, for several reasons.
1) You have to wait a whole turn with 10 up or enough up that you can Innovate into 10. Telegraphing doesn't really cover it.
2) Has another problem in that your opponent will often be able to just develop the zone before you hit it and then you'll need to get an extra point of damage from somewhere.
3) Clearly you can't play it against a deck with Gifts of Aenerion.
4) Right now the metagame is heavy rush so yeah, there is zero point in running it. That could change in time, admittedly.
Note that Master Rune of Valaya does nothing against it, since it just cancels damage in the battlefield phase (similarly, it doesn't work when a unit on Wolves of the North attacks). Gifts of Aenerion works though.
The thing is, you have to also run either mob up or bloodthirster else have your 10 barrels be wasted by the 2 barrel cost of Rune of Val. I give this tactic a 3/10, now it would have been much more useful if the card read "Play at the beginning of your Capital Phase". That way, you don't have to wait an entire turn with those 10 barrels just sitting there. I wonder if that was the original intention when the printed the card or this was printed after the FAQ came out separating a beginning of turn phase (phase 0) from the capital phase (phase 1).
And vice versa, you can sit without it in your hand. And opponent will be paranoidal for full turn or more.
Yeah, perhaps with slower decks in a contained play setting (A bunch of friends with balanced decks) it could be cool. But with the tide of rush decks that dominate the game, I would say this is a 100% unviable card in a tournement setting. Vs any rush deck you will have 2 zones burned before you can have 10 barrels to spend.
I wonder if this will be a viable tactic, or just a "win more" one. 10 resources at the beginning of your turn means you have to sit on those 10 resources for an entire round, which will be really obvious to your opponent what you are doing.