Episode 13: Time to make more than one friend

Good news, everyone! We’re older and wiser now. For example, we know now that it might be a bit too much to tackle a complete deluxe expansion card by card in a single episode. But back when we recorded, we were young and foolish, and we did it, we talked about Cataclysm at great length. We also found the time to say goodbye to Entropy, bring you various good news, rules lawyer Spoils of War (and hint at The Next Big Thing, Sigmar’s Brilliance decks), and introduce our new segment where we take calls during the show.

 

Click below for a Cataclysm spoiler (which we shamelessly copied from the FFG forums) and stuff we mention this episode:

 

The July 2013 deck building contest on BGG

Cataclysm card scans

FULCRUMS

Dreadfire Portal (1 Dominance)
Forced: When this fulcrum is channeled, destroy the unit channeling here and steal 1 dominance from target player.

Witchfate Tor (1 Dominance)
Forced: When this fulcrum is channeled, corrupt target unit.

Balewind Vortex (1 Dominance)
Forced: When this fulcrum is channeled, deal 2 uncancellable indirect damage to each opponent. Damage must be assigned to units first, if able.

Lair of the Astromancer (1 Dominance)
Forced: When this fulcrum is channeled, target player gains 2 resources. Another target player draws 2 cards.

The Eternity Stair (1 Dominance)
While this fulcrum is channeled, each unit in your battlefield gains 1P.

Magewrath Trone (2 Dominance)
Forced: When you take control of this fulcrum, lose 1 dominance.

 

EMPIRE

Solomon Pomer (Unique Unit 4***, 1P, 3HP)
Hero. Warrior.
Limit 1 Hero per zone. Battlefield only.
This unit gains 1P for each of your unburned zones.

Ostland Bowmen (Unit 2**, 1P, 1HP)
Warrior.
Counterstrike 1.
This unit can defend any unburned zone if you are not attacking.

Holy Defender (Unit 1**, 0P, 2HP)
Priest.
Action: When this unit defends, the attacking player must spend 1 resource or cancel the attack.

Fervent Disciple (Unit 3*, 1P, 3HP)
Priest.
If this zone is not burning, this unit deals +2 damage in combat.

Luminark of Hysh (Support 3*, 2P)
War Machine.
If this zone is burning, this card loses 2P.

Garrisoned (Support 1*, 0P)
Attachment. Condition.
Attach to target unit.
If this zone is not burning, attached unit deals +2 damage in combat.

Pantheon Prayer (Tactic 2**)
Action: Up to X target units gain Counterstrike 2 until the end of the turn. X is the number of your unburned zones.

Mercy of Shallya (Tactic 1**)
Action: Return target unit that left play this turn from your discard pile to your hand. Other players may spend 1 resource to copy this effect (choosing a new target).

One way to overcompensate for having a small waystone is getting a really big hammer.

Bobby didn’t care if people said he was just using the giant hammer to compensate for his small waystone.

 

DWARFS

Thane of Karak Norn (Unique Unit 4**, 2P, 4HP)
Hero. Warrior.
Limit 1 Hero per zone.
Toughness 2.
This unit gains 2P and may attack from any zone while one of your zones is burning.

Hammersmith (Unit 1*, 1P, 1HP)
Engineer.
Kingdom Only.

Grudge Keeper (Unit 3*, 1P, 3HP)
Warrior.
Battlefield. Action: When this unit enters play, put a Dwarf support card into play from your hand in your battlefield.

Standard Bearer (Unit 2*, 0P, 4HP)
Elite. Warrior.
Toughness 1.
While this unit is attacking, combat damage must be assigned to copies of “Standard Bearer” before it is assigned to other attacking units.

A member of the Winvasion Book Club proving that the tome is mightier than the sword.

A member of the Winvasion Book Club proving that the tome is mightier than the sword.

Ancestral Engravings (Support 4**, 2P)
Fortification. Rune.
Action: When this zone is attacked, this card becomes a unit with 4 hit points (and retains its power) until the end of the phase. It also counts as a support card.

Hall of Heroes (Support 2*, 1P)
Building.
Action: When one of your Dwarf units leaves play, target unit gains 1P until the end of the turn.

Ribbons of Iron (Tactic 0**)
Action: Until the end of the turn, target unit gains 2P for each of your burning zones.

The Last Oath (Tactic 0**)
Action: Until the end of the turn, when target Dwarf unit you control leaves play, deal damage equal to its power to one targe unit controlled by each opponent.

 

HIGH ELVES

Lirdir (Unique Unit 4**, 2P, 4HP)
Hero. Mage.
Limit 1 Hero per zone.
Action: When you heal a unit, that unit gains 1P until the end of the turn.

Iron-talon Eagle (Unit 2*, 1P, 2HP)
Creature.
Action: Return this unit to its owner’s hand. You cannot return more than 1 card with the title “Iron-talon Eagle” to your hand each turn.

Bearer of Eight (Unit 3*, 1P, 3HP)
Mage.
Battlefield. Action: At the end of your battlefield phase, if this unit did not attack this turn, deal 2 indirect damage to each opponent.

Arcane Purifier (Unit 2**, 1P, 2HP)
Mage.
Action: When this unit enters or leaves play, heal all damage on target unit.

Infused Parapet (Support 2*, 1P)
Fortification.
Action: When this zone is attacked, cancel the next Action triggered by an opponent this phase.

Phoenix Talon (Support 1HEHE, 0P)
Attachment. Weapon.
Attach to target High Elf unit.
Attached unit deals +3 damage in combat while defending.

Reprimand (Tactic X***)
Action: Put target unit on the bottom of its owner’s deck. X is the printed cost of that unit.

Arcane Instinct (Tactic 0**)
Spell.
Action: Cancel an Action just triggered that targets an opponent’s card.

 

CHAOS

Lord of Khorne (Unit 3**, 1P, 3HP)
Warrior.
This unit deals +1 damage in combat for each burning zone.

Bloodcrusher (5***, 3P, 5HP)
Daemon.
Lower the cost to play this unit by 1 for each burning zone.

Spelltwister (3*, 1P, 1HP)
Sorcerer.
Action: When a zone burns, corrupt all units in target corresponding zone.

Plaguebearer (2*, 1P, 2HP)
Warrior.
Action: When this unit enters play, search the top 5 cards of your deck for a Mutation or Disease card, reveal it, and add it to your hand. Shuffle the deck.

Rift of Chaos (Support 3**, 1P)
Rift.
This card gains 1P for each burning zone.

Serpent’s Strength (Support 0**, 0P)
Mutation. Attachment.
Attach to target Chaos unit.
Attached unit deals +1 damage in combat for each burning zone.

Chosen of the Gods (Tactic 2**)
Action: Target opponent chooses a zone controlled by another player with no burned zones, if able. Burn that zone.

Seeds of Chaos (Tactic 1***)
Action: Target player sacrifices a unit he controls. Then that player may discard 1 card from his hand to copy this effect (choosing a new target).

 

ORCS

Makka Greenfist (Unique Unit 3***, 1P, 3HP)
Hero. Shaman.
Limit 1 Hero per zone.
This unit gains 3P while attacking a damaged zone.

Redface Zappa (Unit 1**, 1P, 2HP)
Orc. Shaman.
Battlefield only.
This unit enters play with 1 damage on it.

Spirit Speaka (Unit 3***, 2P, 1HP)
Orc. Shaman.
Orc only.
When you burn a zone during an attack, you may put this unit into play from your hand (in any zone).

Towersmasha (Unit 5***, 3P, 5HP)
Elite.
Battlefield. Action: When you burn a zone during an attack, destroy target support card in the burned zone.

Big Guns (Support 2**, 0P)
Condition.
Battlefield. Each attacking Orc unit deals +1 damage in combat.

Pillaged Village (4*, 2P)
Building.
Orc only.
When you burn a zone during an attack, you may put this card into play from your hand (in any zone).

Warlord Go Smash (Tactic 3**)
Action: Until the end of the phase, all non-Attachment support cards in defending zones become units with 2 hit points (each card retains its power) with the text “This unit must defend, if able.” Each card also counts as a support card.

Warlord Be Smart (Tactic 3**)
Action: Until the end of the turn, double all combat damage assigned to target opponent’s capital as it is being assigned.

 

DARK ELVES

Lord of Ironfrost (Unique Unit 4***, 2P, 4HP)
Hero.
Limit 1 Hero per zone.
While this unit is attacking a player with no resources or with no cards in his hand, units cannot defend.

Crimson Brides (Unit 2*, 1P, 2HP)
Witch Elf.
Action: Sacrifice this unit to discard 1 card at random from each opponent’s hand.

Brave Volunteers (Unit 3***, 1P, 2HP)
Raider.
Scout.
Battlefield. You can declare this unit as an attacker when another player attacks (if you are not defending).

Atharti Night Maidens (Unit 3*, 1P, 3HP)
Witch Elf.
Action: When a unit of cost 2 or less enters play, attach this unit to it. This unit then counts as an Attachment support card with the text “Take control of attached unit and move it to your corresponding zone.”

Corsair Tower (Support 2*, 1P)
Building.
Action: When a card is discarded from an opponent’s hand, discard the top card of that player’s deck.

Dark Covenant (Support 1***, 0P)
Hex. Attachment.
Attach to target unit.
If a card would be discarded at random from the hand of attached unit’s controller, you may instead look at that hand and choose and discard 1 card.

For her 300th birthday, she got a pony.

For her 300th birthday, she got a pony.

Morathi’s Gift (Support 1**, 0P)
Attachment. Creature.
Attach to target Dark Elf unit.
Attached unit gains Scout.

Shattered Thought (Tactic 1***)
Action: Choose a target unit. Target unit’s controller must either discard cards from his hand equal to that unit’s power or sacrifice that unit.

 

NEUTRALS

Fickle Sellswords (Unit 1, 2P, 2HP)
Warrior.
Battlefield only.
Action: Spend 1 resource to take control of this unit and move it to your corresponding zone. Any player may trigger this effect.

Remote Monastery (Support 3, 1P)
Building.
Limited.
While this card is the only non-Attachment support card in this zone, it cannot be targeted by card effects and gains 1P.

Warpstone of Turmoil (Support 1, 1P)
Warpstone.
Forced: When this card enters play, target opponent draws 2 cards.

Arcane Orrery (Support 2, 1P)
Item.
Each player cannot play or put into play more than 1 card with the same title each turn.

Reinforcements (Tactic 0)
Play only if you have more burning zones than any opponent.
Action: Reveal the top 5 cards of your deck. Put one revealed unit that matches the affiliation of your capital into play (in any zone). Shuffle your deck.

10 thoughts on “Episode 13: Time to make more than one friend

  1. Entropy

    Thanks for all the kind words guys. Despite Mallumo’s modesty, I think he has a great understanding of the rules, and has been basically running that show for almost a year (more than a year?) I really enjoyed working with Lukas to hammer out some of WHI’s early rules inconsistencies, and I have to give a ton of thanks to dB0 for all the help he gave me on the OCTGN plug in (check out his Netrunner or Star Wars plug ins if you haven’t already). That guy is truly a genius with OCTGN code.
    I’m passing WHI OCTGN off to Wytefang, but he is just doing set updates and data entry type stuff and is not planning to work on the module itself. If anyone has the motivation and skills to actually update/improve the Python code, that position is still vacant.
    Lastly, I would probably have quit WHI a LONG time ago if I hadn’t had the opportunity to make Mallumo my rules partner, aka my German Penpal. Talking about WHI (and life) with you has been a ton of fun, and I’ve honestly spent more time doing that than I did actually playing the game in the last year. I hope we are able to stay in touch and maybe play a game over OCTGN now and again (in which you will ROFLstomp me).

    Reply
      1. c2h4n

        any shit. ’cause ambush is complete out of my abilities to understand. pros and cos to include ambush cards to your deck etc.

        Reply
        1. Torsten Post author

          We’ve talked about Ambush several times, I think. You might want to check out the older episodes which dealt with the Eternal War battle packs.

          Reply
  2. bitva

    But… you guys didn’t cover the REALLY important stuff. Like where did the dwarf in The Slayer Oath’s beard go? And why isn’t Reprimand a spell (or anything else for that matter)? But most of all;

    Why didn’t Entropy just sell off his lame WH:I indifferent friends instead of his collection. A real shame, as I know several Dark Elves that would have been interested…

    Reply
  3. Virgo

    Just listening to this episode and thing with Spoils of War:

    Moving Cards
    In order to move a card, it must end the move in a different zone than it began.
    A player cannnot move units, quests, or support cards into an opponent’s zone unless specifically allowed to by a card effect.

    I think that now you can’t move spoils to the opponent’s zone because the card doesn’t directly say you can.

    Reply
    1. Virgo

      Another thing: Ostland Bowmen can’t defend not yours zones? Otherwise cards that allow to defend any zone also could defend zones of other players in Cataclysm?

      Also Sir-Mix-A-Lot joke was golden 😀

      Reply
  4. Matt

    In Magic Tournaments, if you want to appeal a judge ruling you bring in a higher level judge and they discuss together about the ruling and the higher level judge ruling is final, you cannot appeal twice. I definitely disagree that you shouldn’t call for a second opinion.

    Reply

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