|Allies and Enemies of The Imperial Throne
A Warhammer: Invasion The Card Game spotlight
|Warhammer: Invasion The Card Game | Published 14 February 2012||Rating||12 votes|
Man does not stand alone in his war against the darkness. The proud warhosts of the elder races stride out from their ancient realms, resplendent and majestic.
–Warhammer, “War Unending”
Even as the Empire of Man strengthens its borders with the upcoming release of The Imperial Throne, new allies arrive to lend their aid for the coming battles, and messengers arrive from the threatened lands to the north, offering reports of terrible Daemons who have joined the ranks of the Chaos marauders. War is coming. War will shake the very foundations of the Old World, and no one can remain secluded, isolated, and hope to emerge unscathed.
Warhosts of the elder races
Nearly half of the cards from The Imperial Throne lend strength to the mighty Empire’s cause in the face of daunting opposition. However, each of the factions gains new strength from this final Battle Pack in The Capital Cycle, and the High Elves gain the services of a truly potent Mage. The Mage of the White Tower (The Imperial Throne, 113) lends tremendous focus to a deck that incorporates the High Elves’ many useful Attachment support cards.
The Mage’s loyalty cost means he’ll rarely see action before the second turn, and his one power and two hit points are unremarkable for three resources. However, the Mage’s true strength is in finding the potential within each Attachment you play. Not only do Attachments played upon the Mage of the White Tower provide their normal bonuses, they each provide the Mage an additional power. Furthermore, each time you play an Attachment on the Mage, you gain a free card draw. Thus, in a deck with a good ratio of Attachment cards, the Mage can quickly ramp up to immense power.
What support cards should you consider? In short, any Attachment gains triple purpose when you control the Mage of the White Tower, but you can cycle through your deck with zero-cost Attachments like Dragon Mage Wakening (Assault on Ulthuan, 12), Isha’s Gaze (The Deathmaster’s Dance, 68), and Blessing of Isha (Core Set, 53), gaining additional card draw and power by playing them.
Dragon Mage Wakening is especially strong, helping to protect your Mage from your enemies, and the card also makes an excellent combination with the Dreamer of Dragons (Redemption of a Mage, 68). With these cards and a quiver full of Ithilmar Arrows (Realm of the Phoenix King, 29), the High Elves stand poised on the precipice of greatness, looking forward to the exciting future before them in The Bloodquest Cycle.
How would you like to crush the forces of Order with a unit that grants you four power for zero resources? Well, you might not be able to summon a Daemon Prince (The Imperial Throne, 114) entirely free, but if you demonstrate sufficient loyalty to the Ruinous Powers and offer a few blood sacrifices, the Daemon Prince will help you carve a path through the Empire’s cavalry and skewer their footmen.
Of course, the fact you must sacrifice three units appears a significant drawback, but it becomes less and less of one as you consider fulfilling it with cards that grant other boons as they leave play. Crypt Ghouls (March of the Damned, 43) feed you two resources when they leave play, making them effectively cost neutral after you no longer need their power. A Doombull (Chaos Moon, 32) wreaks havoc upon your opponent’s units with its dying breaths, Ungor Raiders (Omens of Ruin, 12) wreck your opponent’s developments as they depart, and Blue Horrors (Tooth and Claw, 51) can respawn in unending waves (if you have ways of getting them from your discard pile back into your hand). Often these effects that are triggered when these units leave play are more important than the power and hit points the units add to their respective zones, making them excellent fodder for blood rituals that gain you even greater power.
War is coming
Armies on all sides move through the Empire of Man, anticipating bloody battle as The Imperial Throne braces for war. This climactic final Battle Pack in The Capital Cycle for Warhammer: Invasion is due to shake the foundations of the Old World by next week, when it becomes available at retailers everywhere!
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.