Episode 8: Time to pack it in

… aka: One and a half men. Because one of us wasn’t at full strength for this episode. But that couldn’t stop us from discussing Jeremy’s article and the nature of luck in deck building games a bit. We also talked about all the cards in Faith and Steel, we looked back at Arcane Fireand then something completely unexpected happened!

Click below for a Faith and Steel spoiler list:


101: Balthasar Gelt
Empire Legend
1/2/1 P, 3 HP
Forced: When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.
Lower the cost of the first card you play on your turn by 1 for each experience attached to this legend.
Action: When this legend attacks, attach 1 experience to it.

102: Recon in Force
Empire Quest
Play in any opponent’s zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to shuffle each player’s discard pile into his deck. Then, draw 3 cards.

103: The Emperor’s Statue
Empire Support
1 P
If you control a non-Empire card, sacrifice this card.

104: Celestial Wizard Acolyte
Empire Unit
1 P, 1 HP
Empire only. Ambush 2.
Action: When this unit ambushes, it gains Counterstrike 3 until the end of the turn.

Rudolph, the red-nosed reindeer  had a very shiny nose.  And if you ever saw him,  you would even say it glows.  All of the other reindeer  used to laugh and call him names.  They never let poor Rudolph  join in any reindeer games. So Rudolph grabbed and axe and cut their freaking heads off! Stupid reindeers.

Rudolph, the red-nosed reindeer
had a very shiny nose.
And if you ever saw him,
you would even say it glows.
All of the other reindeer
used to laugh and call him names.
They never let poor Rudolph
join in any reindeer games.
So Rudolph took his battleaxe and cut their freaking heads off!

105: Vengeful Slayer
Dwarf Unit
1 P, 3 HP
Dwarf only.
When your capital is dealt combat damage, you may put this unit into play from your hand, into your battlefield.

106: Doom-Seeker
Dwarf Unit
1 P, 2 HP
Action: When this unit survives an attack on an opponent’s zone, sacrifice this unit to destroy target support card in that zone.

107: Fearless in Battle
Dwarf Tactic
Action: Until the end of the phase, each Slayer unit you control deals +1 damage in combat and gains Toughness 1.

108: Warding Mage
High Elf Unit
1 P, 1 HP
Action: Choose a unit you control. Until the end of the phase, any opponent’s effect that targets chosen unit is applied to this unit instead, if able. Limit once per phase.

109: Strike from the Shadows
High Elf Tactic
Action: When a section of your capital is attacked, target a development in that zone. If it is a facedown High Elf unit, it gains Ambush X until the end of the phase. X is its loyalty.

Yes, shoot your engery from your Waystone into the hole in the clouds, you dirtly little high elf, you!

Yes, shoot your ENERGY from your WAYSTONE into the HOLE IN THE CLOUDS, you dirty little high elf, you!

110: Saphery Waystone
High Elf Support
1 P
You may spend resource tokens on this card to pay for tactics.
Forced: When an opponent plays a tactic, put a resource here.

111: Gobbo Big Boss
Orc Unit
0 P, 3 HP
This unit gains 1P for each attacking or defending Orc unit you control.

112: Orc Warning Post
Orc Support
This zone cannot be attacked.
Action: Sacrifice a development to treat this card’s printed text box as if it were blank (except for traits) until the end of the turn. Only an opponent may trigger this ability.

113: Skulltaker
Chaos Unit
2 P, 4 HP
This unit gains 1P for each experience attached to it.
Action: When an opponent’s unit leaves play, spend 1 resource to attach it facedown to this unit as an experience.

114: Daemon Summoner
Chaos Unit
1 P, 2 HP
Action: Sacrifice this unit to play a Daemon unit from your hand into this zone. That unit’s cost is lowered by 2.

115: Nurgle’s Reach
Chaos Tactic
Action: Reveal all developments in target zone. Destroy each development with Ambush revealed by this effect. Put the rest back facedown.

116: Spawn of Sulekh
Dark Elf Unit
4 P, 4 HP
Battlefield only.
While this unit is attacking alone, a player must sacrifice a unit in order to declare defenders.

The invention of the siege cauldron revolutionized warfare. Its ability to soak up blood from the surrounding area and squirt it over the walls had devastating effects on the defenders' morale.

The invention of the siege cauldron revolutionized warfare. Its ability to soak up blood from the surrounding area and squirt it over the walls had devastating effects on the defenders’ morale.

117: Vigilant Druchii
Dark Elf Unit
1 P, 3 HP
While this unit is questing, cards cannot leave opponents’ discard piles.

118: Sacred Cauldron
Dark Elf Support
1 P
You may spend resources on this card to play tactics.
Forced: When a unit is discarded from the top of an opponent’s deck, put 1 resource token on this card if there are no resource tokens here.

119: Plunderer
Neutral Support
Attach to target unit you control.
Attached unit gains Raider 2.

120: End Times
Neutral Tactic
Limited. Play only on your turn.
Lower the cost to play this card by 1 for each card in your discard pile.
Action: Each player shuffles the top 10 cards of his discard pile into his deck. Each player reveals the top 10 cards of his deck and puts each unit revealed into play in any zone. Discard the rest.

10 thoughts on “Episode 8: Time to pack it in

  1. Gnomeschool

    You want it, you get it. Here’s my opinion about Balthasar Gelt.
    I think, Torsten is partially right with his arms. The impression of his arms being to short comes from his big sleeves combined with this “reducing perspective”, I’d say. So, it isn’t wrong, but if you try to imitate his pose, you’ll see that it isn’t very comfortable.
    But at last in paintings there is a simple rule: Wrong is, what looks wrong. So it’s your decision. ; )

    What I personally don’t like on this picture is the mane of his horse. It isn’t the color or its glowing effect, it’s the focus bothering me.
    If you want to know what I mean, cover the mane with your finger and then have a look again. The focus totally changes.

    All in all I think it is the best looking legend of this cycle, together with Wurrzag.

    Nice podcast again! : )

  2. bitva

    I don’t know… Gelt’s right forearm looks longer than his entire left arm. His Pegasus’s left wing looks like it could snap off in the slightest wind, and while the right wing looks attached at the shoulders, the left wing looks like it attaches to behind the rib cage. And what if this guy had beans for supper last night? He could accidentally shoot lighting out of his ass and that’ll be the end of his mount! No wonder he flying just above ground in the illustration!

    Perhaps the art makes more sense before cropping to fit on the card. Like Chaos Dragon, for instance.

    More seriously though, Skull Taker was mentioned as a hero multiple times before Daniel’s power went out. My copies don’t say that he’s a hero, which would fit the theme of this cycle; each pack came with a unique unit for one of the six loyalty races, but none had the hero trait. Did FFG send a pre-release or non-final wording copy for review? would be good to know if I got a rare misprint. When WH:I becomes the choice non-Damon Stone customizable card game in place of Magic, I want to sell my ultra-rare misprinted Skull-Takers for megabucks and buy out Mr. Petersen to become owner of FFG… and claim lordship over Damon Stone.

    1. Daniel

      Are you sure I wasn’t talking about myself as a hero, and then calling myself the Skulltaker? … Let’s just say that your card is not a collector’s edition and I messed up.

      1. bitva

        Awe, man!

        Looks like I’ll have to make COUNTERFEIT Skull Takers and counterfeit Slayers of Karak Kadrin that are slayers not only in name… when WH:I surpasses Magic as the highest selling customizable card game not directly influenced by Damon Stone.

  3. Virgo

    Hah, guys your worst cards picks are funny 😛
    Sacred Cauldron + Barbed Snares + Lord of Change = GG
    Vigilant Druchii + End Times = enemy dosn’t shuffles the top 10 cards of his discard pile into his deck = mind blown 😛

    1. pahapasi

      Stupid question, that SC+BS+LoC combo sounds sweet, isn’t there any timing issues involved, or can you just end the game like that if the opponent doesn’t have any means to disrupt it?

      1. Virgo

        You have LoC in play, you play bs, return them to the top of the deck, get resource on the sc, use it to play bs again. If you manage to get unit every time you discard those to 2 cards you just mill the enemy. Of course you could have more than one sc or bs.

    2. Daniel

      Ya, I know, I thought “Vigilant Druchii stops recursion and stops people from picking their 10 cards out of their discard pile for End Times”, but those types of things never work for me. They just never do. I’m not sure if it’s the Card Gods or what but I’ll set something like that up and think “Tee hee, now your cards cannot leave your discard pile!” and then it never comes into play. (Actually, it’s handy in Cthulhu.) But what I DO think is cool about Vigilant Druchii is that it is another one of those meta-cards that can be really handy if recursion becomes a problem, either through a combo or just some awesome undead card. I think that the DE have a lot of those, like Eye for Cruelty. If healing ever gets really really good, Eye for Cruelty is going to be awesome. So I take your point on Vigilant Druchii.

      1. Virgo

        Maybe try him in a Crone mill deck? End of times doesn’t prevent decking for him and if he doesn’t reveal many units more cards will be discarded by it.

  4. bitva

    That Lord of Change combo is disgusting. I’m sure there will be a lot of players playing Banhammer: Restriction instead of WH:I for months to come. They’re already rusty on their game skills since they also missed the past two months trying to force the ban hammer to fall upon Snotling Invasion.


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