|Warhammer: Invasion The Card Game | Published 05 April 2011|
The rising of Morrslieb brought with it Beastmen and mutants, in numbers that left the men of the Empire hard-pressed to fight them off. Even so, they had succeeded, even as their comrades were slain or, worse, twisted by sudden and unpredictable mutation from the light of the Chaos Moon.
-From The Twin-Tailed Comet, a short story by Sam Stewart
Welcome back to the weekly Warhammer: Invasion spotlight! With last week’s release of The Chaos Moon (the second Battle Pack in The Morrslieb Cycle), the pale green light of a waxing Morrslieb is ushering in dark times for the Old World. Today, we’ll spotlight a number of cards from the upcoming Battle Pack The Twin Tailed Comet, and we’ll further illustrate the common theme between all expansions in this series: developments matter.
One Good Turn Deserves Another
The Light of Morrslieb is a four-cost support card that lets you play an extra development (in addition to the one already allowed by the rules) from your hand during each of your turns. In and of itself this is an extremely valuable ability, as it bolsters any one of dozens of existing cards that depend on the number of developments in play. But when paired with a few other cards from The Twin Tailed Comet, it gets even better.
Each major faction has a Unit card with an action that rewards the placement of developments, and you’ll get them all in The Twin Tailed Comet! From the massive indirect damage of the High Elves to the power-sapping effects of their Dark Elf kin, the Light of Morrslieb brings plenty of reasons to keep the developments coming.
As Morrslieb reaches its pinnacle in the night sky, what other horrors await the Old World? Look for The Twin Tailed Comet on store shelves in the coming month, and keep checking back for more on 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.
TBH the chaos equivalent that was spoilt earlier, puts these two to shame, and we still have yet to see the dwarf empire and orc equivalents. And yes, the DE card is terribad.
I don't quite get the hate on Bloodcall Sorceress. I mean, having her on the field basically means you can pretty safely attack anywhere and smash the smaller defenders as they can't hit you back. Also, the resources don't disappear FROM Bloodcall Sorceress, they just keep adding up until she's destroyed from play.
She IS somewhat less powerful than the other peeks, for example the chaos one that deals direct damage.
Gifts of Aenarion + Tiranoc Outpost + True Mage = Nice late game finishing option
The Dark Elf card isn't very good, sadly. That whole sap a Power ability sucks if you can't use it just before your opponent's resource phases. Wish the devs would move on from that lame power and focus more on what makes the Dark Elves really sweet - their nasty hexes, card removal and hit point reduction.
Those are the things that make the Dark Elves awesome. ;)
Both are good yet i prefer DE as because HE dmgs HE as well. I'm not sure if healing mechanic is all that great at the moment. DE on the other hand can easily prevent themselves from 4-6 dmg a turn usually.
I'm reading the DE card as, spend one token to have a unit lose 2P. So, if you spent two resource tokens, 2 units would lose 2P.
Can "Bloodcall Sorceress" target the same unit, reducing that unit by 2 power for each resource token on it, or does Bloodcall Sorceress have to target a separate unit for each resource token on it?
I like True Mage a lot. It can be easily played early in the first turn. It fits the HE main themes, indirect damage and healing. It will have a place in most HE decks.
Not only the DE card is worse but it also has double loyalty which makes it hard to play it first turn. Unless the Dark Elves get a tactic that takes advantage of underpowered units (e.g. "destroy target unit with no power"), Bloodcall Sorceress is not that exciting.
Bleh. Nothing that shakes thing up much yet.
Great HE unit, I guess first so playable HE unit so far. DE is unfortunately crap as long you cant play developments in other player's turn.
back to HE. It will find his place in probably even in non he decks.
Hmm, I liked a lot better the Chaos card:
Sorcerer of Tzeentch - unit cost 3 C - 1P 3 HP - Action: When You play a development from Your hand put a resource token on this card. Then deal X damage to one target unit, where X is the number of resource tokens on this unit.
Note on HE card: ALL players, including the HE. Might actually make a healing deck viable while killing your opponent. That is, if any units live long enough to accumulate tokens.
And I agree with the sentiments on the DE card. Pretty much a waste of card slots.