|Developing Strengths with Fragments of Power
A Warhammer: Invasion Spotlight by Guest Writer Torsten Krämer
|Warhammer: Invasion The Card Game | Published 15 May 2012|
This week, we’ll take a look Dance to Loec (Fragments of Power, 37), as well as a deck that features the card.
This Order-only Wood Elf tactic plays as a development. That's it. Nothing flashy. It's the type of card some players will dismiss as weak. But while it might not seem impressive at first glance, this card offers subtle, yet very worthwhile benefits.
First of all, each copy of Dance to Loec allows you to play one more development than you can normally play on your turn, thus speeding up any strategy based on developments, much like Light of Morrslieb (The Twin Tailed Comet, 60). Of course, because Light of Morrslieb stays in play, you can potentially get more developments from it, and Dance to Loec, again, appears weak after the initial comparison. However, it has one great advantage over Light of Morrslieb or similar cards, like Nimble Spearman (Omens of Ruin, 19): you can use it during any action window.
When your opponent attacks with what he thinks is just enough damage to burn your zone, you can suddenly increase the zone’s hit points, holding your zone together for at least one more turn. And since you get to “play” it as a development instead of putting it “into play” as one, you can even trigger the effects of cards like Celestial Wizard (The Twin Tailed Comet, 47), True Mage (The Twin Tailed Comet, 51), or Mining Tunnels (The Burning of Derricksburg, 2) on your opponent’s turn.
Among other things, Loec is the Elven god of tricks. And while we’re speaking of acting during your opponent’s turn, your Dance to Loec permits some crafty tricks. For starters, it lets you respond to your opponent’s Judgement of Verena (Core Set, 49) by playing a development into the zone your opponent thought he'd demolished after spending cards and resources to clear it of developments. Or you can play Dance of Loec as a development at the end of the turn in which your opponent puts down Hidden Grove (Omens of Ruin, 7) or Und Dokbar (Omens of Ruin, 2) to deprive you of power during your Kingdom or Quest phase. Such tricks may seem simple or obvious, but they can easily prove the difference between victory and defeat.
The Dwarfs Request the Next Dance
Now, let's take a look at the deck. For quite some time, many Dwarf decks have been constructed around Reclaiming the Fallen (The Silent Forge, 2), Dwarf Ranger (Core Set, 10) and sacrifice effects. And for good reason; it's a highly effective approach. However, it's certainly not the only weapon in the Dwarfs' arsenal. In fact, some Dwarfs don't want to sacrifice themselves, heroically or otherwise. Some just want to kick some serious butt. Even if it means teaming up with the Wood Elves.
3x Dance to Loec
3x Crafting the Rune
3x Wake the Mountain
2x The Wild Hunt
3x Contested Village
3x Helblaster Volley Gun
3x Ancestral Tomb
3x Mining Tunnels
3x Mountain Barracks
Total Cards: 53
The idea is simple: get a high number of developments into your battlefield fast, and stomp all over your opponent with Serpent Slayer (March of the Damned, 1) and Wild Rider (Legends, 50). This isn't one of those sissy decks that nibble away at zones. Ideally, you should be able to win with just two attackers, thanks to their overwhelming power and damage output.
You should play a development every turn from the start, and you have plenty of cards that will help you gain additional developments, including Nimble Spearman, Ancient Longbeards (Omens of Ruin, 1), Crafting the Rune (The Eclipse of Hope, 83), Wake the Mountain (Core Set, 24), and Ancestral Tomb (The Fall of Karak Grimaz, 3). As for the Ancestral Tomb, don't hesitate to play it into your battlefield if you don't absolutely need it somewhere else. You want those developments for your Serpent Slayer and Wild Rider as soon as possible. And of course Dance to Loec, and its surprise factor, can turn the tide of battle when your opponent leasts expect it.
Sometimes, you’ll play all your developments to your battlefield, but they can also be useful in your Kingdom and Quest zones, just like your big hitters. A Wild Rider's increased power will benefit you everywhere, and Serpent Slayer can make a powerful defender. The Wild Hunt (Fiery Dawn, 20) is an expensive way to deal with a powerful opposing unit, but the Master Runesmith (The Twin Tailed Comet, 42) can help reduce the cost. You can also use The Wild Hunt on your own unit, preferably a Wild Rider, to make your next wave of combatants even stronger, or save a zone from burning.
The Dwarf Cannon Crew (Core Set, 8) and Mining Tunnels help you build up your economy, and with a little bit of luck, you can make use of the Master Runesmith and the quests Building for War (Karaz-a-Karak, 80) and New Trade Route (Rising Dawn, 18) to gain economy without ever investing in your Kingdom zone.
While Serpent Slayer and Wild Rider will be your main attackers, the Helblaster Volley Gun (Warpstone Chronicles, 86) is your backup plan. With all the deck’s accelerated development, the Helblaster Volley Gun can turn even a lowly Defender of the Hold (Core Set, 1) into a mighty warrior!
Look for the Dance of Loec to catch players by surprise later this month when Fragments of Power arrives at retailers everywhere. Until then, keep checking back for more previews and strategic insights for Warhammer: Invasion The Card Game.
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.