|Warhammer: Invasion The Card Game | Published 01 November 2011|
From Darkness I cry for you
the tears you shed for us
are the blood of the Elven kind
Here I stand
on the last shore
a sword in my hand
Ulthuan shall never fall
–Warhammer Armies: High Elves, The Sword Masters of Hoeth
As we’ve seen in other previews for Warhammer: Invasion The Card Game, Realm of the Phoenix King introduces new defenses for the High Elves to help them preserve their zones and a new war plan that can lead to devastating effect if their defenses hold long enough for the plan to come to fruition.
However, the High Elves often have difficulty in the early stages of a game, and their defenses will falter if they’re unable to build them into place quickly enough. A new card from Realm of the Phoenix King may help High Elf players accelerate their agendas, though it carries with it a significant risk…
Seized by power of arms
For thousands of years, the High Elves have defended the shores of their island continent Ulthuan. Since the original incursion of Chaos, the High Elves have risen to confront every challenge to their home. Theirs has been a history of nearly constant battle and warfare, yet no single enemy has ever truly defeated them.
Over the centuries, the High Elves have often seized the Spoils of War (Realm of the Phoenix King, 39), and now, they can use these riches to power their war efforts.
Spoils of War provides fantastic early acceleration for any faction in Warhammer: Invasion. Two power for zero cost breaks all manner of curves, but it’s no simple matter to hold onto these elusive treasures. First, since you’re limited to one copy per deck, there’s no guarantee you’ll draw the Spoils of War early, which is when they provide you the greatest benefit. Sure, you can take your mulligan if you don’t draw them into your opening hand, but would you risk the power in your hand for two in the deck?
Second, and more importantly, your opponent can steal these Spoils of War from you with each battle. Pulled back and forth across the battle lines, the Spoils of War may serve no master, or they may work against you if your opponent manages to win them into a zone that’s suicide for you to attack.
Creating a vault
Thus, even including this card (though at first glance it is simply amazing) may prove a difficult decision, one predicated on the idea that you’ll be able to create a situation in which your opponent won’t want to seize the Spoils by attacking your zone.
Fortunately, the High Elves can shield their Spoils of War in a zone behind their Fortification, the Phoenix Ward (Realm of the Phoenix King, 31) and guard it with powerful defenders capable of killing foes with Counterstrike. A Herald of Morai-Heg (Realm of the Phoenix King, 27) armed with Ithilmar Arrows (Realm of the Phoenix King, 29) can drop even the greatest Hero dead in his tracks.
Even a Lion Chariot of Chrace (The Fourth Waystone, 88) may give your enemy pause when equipped with a Moon Staff of Lileath (Bleeding Sun, 108). Ensure the destruction of your opponent’s hand via multiple Phoenix Wards, as well as the destruction of his units if they attack, and top them off with the retaliation from your indirect damage, and you should be able to create a zone your opponent would rather not touch. That is a good place for your Spoils of War.
Whether they’re coin or enchanted weapons, whether they’re stolen battle plans or forgotten lore that reveals weaknesses in your opponent’s units, these Spoils of War provide you the early resources you need to set your battle plan into motion.
Any race may lay claim to the Spoils of War, but with the upcoming release of Realm of the Phoenix King, the High Elves intend to defend the treasures they have already seized.
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.
The problem lies in that the opponent can move it to your battlefield where it is useless and you can not get it back by attacking your own battlefield.
Well it's not said that you have to move it to your zone, still I cant imagine that support (non attachment) will stay in other player's zone. But for sure it wont give him power during for example, quest phase (I guess you wanted enemy to draw all his cards and lose the game?)
I'm curious about the new keyword, treasure
I'm going to assume since it did not say 'one of the attackers zones', you could switch it to the defenders zone as well. as far as 'control' though, I would treat it like any attachment I would place on my opponent (disease cards from chaos). I would still control it since I choose where it goes. However, this does seem confusing and clarification would be appreciated.
Do you have to take it in your capital as an attacker or can you let it stay in defenders capital and just switch it to another zone?
declaring zone to be attacked doesnt mean you are actually attacking it. you have to attack it with something
Whats more, you can declare attack on a zone, without declaring attacking units. Is the zone considered as attacked in this situation?
One way or the other, I hope we will see some errata to this card very soon. In other way it is broken and unplayable.
Thanks for another great preview FFG. When is this battle pack going to be available??
Hmmm, nice card but does not "when this zone is attacked" mean that opponent attack and lose units just to gain control of spoils if desperate?