Capital Card Design One

Wed, 24 Mar 2010 09:33:13 +0000





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Background

In my first two entries in this series I looked at the Dwarves and the Empire - both factions that were fleshed out quite well in the Core Set and have only gotten stronger with each Battle Pack expansion released. Alas, there is a third faction in the forces of Order that was only peppered into the Core Set, the High Elves. Because of the small amount of cards currently available, this will be a shorter entry in the series. High Elves, or the Asur, technically speaking, live on the island continent of Ulthuan. Of the three Order factions discussed so far, the High Elves probably most closely resemble tropes established long ago by Tolkien. They have the best mages and sorcerers (just like in Tolkien) and utilize only traditional weapons such as spears and swords. They don't use any modern kind of technology, instead relying almost entirely on their magic to pack the wallop other factions might require guns for. One nice departure from Tolkien is the addition of dragon riders. They aren't common, but we do already have one unit that depicts a dragon, and it looks likely we'll see a bunch more in the future, but I'm jumping ahead already!


Looking for Heals!

There's really only one thing you need to know about the High Elves right now - they are already the best healers and un-corrupters in the game. In one way or another, they have at least 5 cards that could be considered to heal - quite a big portion of their total 12 cards. In addition to this they have some good utility cards that can be used to augment one of the other Order faction decks to help compensate for some of their deficits. Card draw, by design, isn't as big a concern in Warhammer: Invasion as it is in other games. In fact it can even be a liability when you realize that you lose when your deck runs out. Because of this we don't have many card effects that allow you to actually draw cards during your turn. One of the Core Set High Elf cards, Silver Helm Brigade, offers you this. He's also a good price for his power to boot! At 3, you get a power, 3 life, and card draw when he takes 1 or more damage. In a faction full of heals, this means you can really control how much card draw you get throughout your turn by keeping this guy in the game for the long run.

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