Death at the Doors of Karaz-a-Karak
A Warhammer: Invasion The Card Game spotlight
Places of anguish and death eventually accrue so much Dark Magic that it crystallises into the evil greenish-black crystal known as warpstone… It is a simple matter for a Vampire within such an unhallowed site to channel his innate power over Dark Magic, harnessing the vile energies that reside there, and raise the corpses, spirits and skeletons that lie beneath the loam to serve him. –Warhammer, “On the Nature of Dark Magic”
The Old World is a place of war unending, and the Dwarfs have many enemies. While Karaz-a-Karak is half filled with exciting new cards for the Dwarfs, it also provides their enemies with new units and support cards that threaten to tear down even the mightiest Dwarf stronghold.
Death on the wing
The Capital Cycle for Warhammer: Invasion The Card Game has introduced a number of new themes and card mechanics. We’ve seen a number of cards that recast loyalty costs in a positive light as well as a number of new Capital Centers and Fortifications. Still, the cycle has also introduced the interesting new Feared keyword and its ability to blank the card texts of defending units.
The Dwarfs have long benefitted from the protection of the Slayers of Karak Kadrin (Assault on Ulthuan, 43). At two cost, they offer some of the best unit control in the game. Assigned to your battlefield, they go a long way toward keeping your opponent’s biggest and most expensive units at bay. After all, who wants to trade a six-cost Dragon for a two-cost Dwarf? That sort of trade puts your attackers well behind the Dwarfs.
The Zombie Dragon (Karaz-a-Karak, 76), however, can assail the Dwarfs and the Slayers of Karak Kadrin with impunity. Feared 1 means it can choose and blank the text of any one unit in a zone it attacks, so the Slayers lose their ability to sacrifice themselves for the hold. Instead, they’re just another Dwarf unit for your Zombie Dragon to roast.
The last line of defense
A Zombie Dragon on the wing may be bad news for your Slayers of Karak Kadrin and other Dwarf units, but Karaz-a-Karak provides your Dwarfs with a new last line of defense, their new Fortification, the Karak Great Cannon (Karaz-a-Karak, 68). The Great Cannon plays cheap (two cost and two loyalty) but has a high cost and an even higher yield. In order to fire the Cannon, you must sacrifice a development, but for each development sacrificed, you deal two damage to an equal number of attacking units. This action is limited by little other than the number of available developments, so you can mow down a horde of six cheap Greenskins, provided you have six developments to sacrifice. It can’t destroy a Zombie Dragon on its own because it triggers only once per attack, but it can put you in great position to finish off a large attacker with minimal defenders.
The Karak Great Cannon is an excellent answer to your enemy’s attacking units largely due to the fact that no race is so proficient at developing its capital as the Dwarfs. They have units like Dwarf Masons (Core Set, 9) and the Oathbearer (Bleeding Sun, 101), as well as support cards like Ancestral Tomb (The Fall of Karak Grimaz, 23) that can accelerate the development of your capital. In addition, Dwarfs in your Mining Tunnels (The Burning of Derricksburg, 2) permit you to draw a card each time you play a development from your hand, and the race is full of synergies that build strength from their developments. If you don’t sacrifice developments to fuel your Karak Great Cannon, then Dwarf units like the Serpent Slayer (March of the Damned, 1) become more ferocious combatants. Still, the Karak Great Cannon is a great tool when you need it, and that’s why the Dwarfs have it ready back by the gates of Karaz-a-Karak.
Look for Karaz-a-Karak to erupt in a blaze of glory when it hits the shelves of your local retailer later this week!
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