Wyrdhollow Review 1: Domitan's Stormcoven, Ephilim's Pandaemonium, Seismic Shock, Toxic Terrors
Other Rivals reviews are available in previous articles!
Fighter card images courtesy of warhammer-community.com.
In this blog, we give our review of the Wyrdhollow season box: both Warbands and both decks. Decks are available here (jumps to underworldsdb.com) https://www.underworldsdb.com/rivals.php.
Wyrdhollow Rivals Decks
Ah, another 3-fighter Stormcast Eternal warband. You'll only ever inspire one fighter at a time in this Warband, thanks to their Harness the Aether mechanic, but each fighter is formidable whether they're inspired or not.
Domitan, Eye of the StormThe de facto leader of the Warband (though whoever is Inspired counts as the leader for rules purposes). Domitan gets Cleave on his attacks and has the most accurate Spell Attack Action in the warband. His Aethershock reaction when he inspires can help you set up future attacks. Be careful when you uninspire him, as he'll die if he has 4 Wound counters!
Sarpon, the CycloneDo you like 3 Smash attacks? Sarpon does. Do you like to push friendly fighters? Sarpon does. While his Spell Attack Action is on Focuses (Focii?), Scouring means he can bop you for 3 Damage if he's adjacent!
Leona StatosiShe's got a need, a need for speed! Move 4 with flying and Range 2 or 3 attacks means Leona will likely be able to hit you, no matter where you are on the board. When Inspired, she makes everyone else faster and Flying, too! She also has the only flat 2-damage Spell Attack Action in the warband.
- Channel the Storm - Surge: Score this immediately after the second or subsequent friendly fighter became Inspired in the same round. - Easy to score, and certainly much easier early!
- Tempest's Fury - Surge: Score this immediately after the third or subsequent Move action made by friendly fighters in the same phase. - You're probably going to be moving fighters around anyway and again, this is better early where you likely aren't being forced to move the same fighter multiple times.
- Fulminating Bulwark - Dual: Score this in an end phase if: Two or more friendly fighters are adjacent to each other And: Each of those fighters is within 2 hexes of enemy territory. - Again, lets you stay in your territory, easier to score with (hopefully) 3 fighters.
- Lightning Tether - Gambit Spell (Channel): Reaction: Play this after this fighter's successful spell Attack action, after the drive back step. If cast, deal 1 damage to each enemy fighter adjacent to the target. - Easy to cast and let's you splash damage onto other fighters early.
- Pass the Mantle - Choose a friendly fighter. The chosen fighter is Inspired. Then un-Inspire each other friendly fighter. - Allows for flexibility in who and when you inspire a fighter. Makes it easier to score Channel the Storm, too!
- Positive Change - +1 Dice to the first Range 1 or Range 2 Attack action made by a friendly fighter in the next activation step. In addition, +1 Move to the first Charge superaction made by an Inspired friendly fighter in the next activation step. - Extra dice are always welcome -- the extra move is just icing on the ccake!
- Upgrades (We couldn't pick just 3, sorry!):
- Herald of the Storm - +1 Move Reaction: After an activation step in which this fighter made a successful spell Attack action, remove one of this fighter's Charge tokens, then give this fighter one Move token. - The move is great, but the ability to turn a Charge into a Move is amazing for fighters with Range 2/3 attack actions.
- Master of Ancient Lore - Reaction: Use this after an opponent plays a power card. Draw 1 power card, or Draw 2 power cards if the power card was a gambit spell. This can only be used once per round. - This makes the cut only because it's best when it comes out early! Who doesn't love card draw?!
- Scrolls of the Spell Seeker - When this fighter attempts to cast a spell, change each symbol in the casting value of that spell to Channel. - More accurate/reliable spell-casting for a Wizard warband? Don't mind if I do.
- The Liber Fulminous - +1 Range to this fighter's Range 2+ spell Attack actions. - Being able to hit from even further away is great!
Play StyleFlex (Aggro + Hold in enemy territory)
Playing Against This?Focus down the uninspired fighters and push/keep them off of objectives in your territory.
New Player RatingSilver+ 3-fighter warband with sturdy fighters and a straightforward deck, but managing the Inspiration and your activations isn't trivial.
The Ephilim's Pandaemonium is a 5-fighter warband that resembles Eyes of the Nine 2.0. Everything will ultimately hinge on Ephilim, but their changers will be critical for your success.
Plot CardThe Pandaemonium has its own Plot card representing the change that Tzeentch loves so much! It's a critical part of the Warband and will likely take some work to master.
Ephilim the UnknowableYour leader with decent attacks but a lot of flexibility. Being a Level 3 Wizard when inspired and within 3 hexes of 2 more changers will certainly make things interesting when it comes to casting spells!
SpawnmawIt's Tzeentch's idea of a Squig (a mouth with legs)! At move 5, the Spawnmaw will be easier to keep safe and attack a target of choice. The Warpblaze going to 3 Focii is pretty good, too!
KindlefingerWho doesn't love some Spurting Warpfingers? Equipped with only a Spell Attack Action, Kindlefinger is also rocking some built-in damage reduction, granting more wounds than its frail frame would suggest.
FlamespoolerAnother fighter with only a Spell Attack Action, Flamespooler gets to spread the flames of Tzeentch around, offering opportunities for plink damage at the beginning of the 2nd and 3rd rounds!
Apo'trax, the StarefyshAh, the Starefysh (Jason's favorite!). This wriggly little thing can hit pretty hard if it hasn't moved. The big deal here is the Hypnotise ability. Great for pulling an opponent way out of position and possibly setting up a 3-damage attack going into the next round!
- Arcane Mastery - Surge: Score this immediately after the second or subsequent spell cast by a friendly fighter in the same phase. - You're going to be casting a lot of spells, and 4/5 of your fighters have Spell Attack actions!
- Callous Manipulator - Surge, Hybrid: Score this immediately after an activation step or power step if: A friendly changer was taken out of action in that step Or: Two or more friendly changers are staggered. - Get glory to make up for your gribblies dying OR for your opponent trying to spread the stagger!
- Scornful Stance - Score this in an end phase if a friendly leader is holding an objective. - Any objective! With a Range 4 attack, this should be pretty easy to set up.
- Latching Tendrils - Choose one enemy fighter. Push the chosen fighter up to 2 hexes so that they are adjacent to one or more friendly changers. - Not only does it get your opponent out of position but also great for setting up Lamprey or Spurting Warpfingers.
- Bolt of Tzeentch - Gambit Spell (Channel): If cast, choose an enemy fighter within 4 hexes of the caster. Deal 1 damage to and stagger the chosen fighter. - Nice little ping spell that's easy enough to cast!
- Sudden Warp Portal - Choose two friendly fighters that are within 3 hexes of each other. Place each fighter in the hex that was occupied by the other fighter when you chose them. - Being able to reposition fighters is great and is a callback to a great Eyes of the Nine card.
- Arch-Sorceror - You can re-roll one dice in this fighter's casting rolls. - More accuracy on the attack and more reliable spell casting. Hard to say no!
- The Fires of Change - Range 4, 3 Fury, 2 Damage AND Reaction: Use this during this Attack action, after the deal damage step. For each fighter within 1 hex of the target, pick one: deal 1 damage to that fighter, or Heal (1) that fighter. - Turns into effectively a 3 Damage attack that splashes extra damage or healing at your choice. Amazing!
- Writhing Tentacles - You cannot give this to a Large fighter. Reaction: Use this after an activation step or power step in which this fighter was dealt damage. Pick one: Heal (1) this fighter, or push this fighter 1 hex. - Extra resilience or free pushes are really good, especially if you can get this out early.
Play StyleFlex (Hold + Aggro). You must master the Change sequence (plot card) and learn how to use each fighter properly.
Playing Against This?Kill Ephilim and keep an eye out for the Spawnmaw. Ping is likely to be your friend here.
New Player RatingSilver. Tricky to master, but comes with a straightforward deck!
Championship players rejoice! There isn't one!
- Burnt Out - Surge, Dual: Score this immediately after a power step if:You have no power cards in your hand And: You have not discarded any power cards in this round (cards that were played from your hand are not discarded). - You want to be casting a lot of spells and playing ploys anyway
- Claim the Prize - Dual (3 Glory): Score this in an end phase if:Your warband holds each objective in one or more territories (including no one's territory) And: Your warband holds two or more objectives in one or more of those territories. - Given all of the options for manipulating feature tokens, 3 glory for holding two is a great bargain!
- Unfortunate Focus - Surge: Score this immediately after the third or subsequent time the same enemy fighter was chosen by and/or declared as the target of your warband's spell in this phase. - Excellent early as it gives you more opportunities to target a fighter with a Spell Attack action or successfully cast a Gambit spell and choose the fighter.
- Abasoth's Screaming Idols - Gambit Spell (Channel): If cast, pick one feature token within 3 hexes of the caster. Move that feature token 1 hex. After you have done so, if a fighter is on that feature token, deal 1 damage to that fighter. - This gives you a chance to manipulate the feature tokens and possibly ping some damage on.
- Mindwipe - Before the casting roll pick Channel or Focus: that is the casting value of this spell. Gambit Spell (Channel): If cast, choose one enemy fighter within 4 hexes of the caster. The chosen fighter cannot hold objectives until the end of the round. Gambit Spell (Focus): If cast, pick one feature token within 4 hexes of the caster. Move that feature token 1 hex. - You get to either keep your opponent from doing what they want to do OR you get to manipulate feature tokens!
- Topsy Turvy - Pick one feature token within 5 hexes of a friendly wizard that is not in the same hex as an enemy fighter. Flip that feature token. - I didn't realize we were playing in Beastgrave/Direchasm! Flipping tokens?! Good for helping with Claim the Prize or shutting down your opponents scoring.
- Abasoth's Adaptive Assault - Spell Attack action (Range 3, Focus, 1 Damage) +1 Damage to this spell Attack action if the target is Inspired. +1 Damage to this spell Attack action if the target is on a feature token. - Potentially 3 Damage from Range 3? Yes please! It also gives you another shot at getting a Spell attack action if your Wizard doesn't have one by default.
- Arcane Sensitivity - Reaction: After this fighter casts a spell, push this fighter 1 hex. - We love pushes!
- Iara's Repelling Shield - This fighter cannot be driven back. Reaction: After an enemy fighter ends a Move action adjacent to this fighter, stagger that enemy fighter. - This deck wants you on objectives, ignoring drive back is huge.
Play StyleFlex (Casting + Hold)
What Warband Should I Choose?
New Player RatingSilver. Straightforward for many of the warbands you'd choose.
Championship players rejoice again! There isn't one!
- Deluge of Toxins - Surge, Hybrid: Score this immediately after a power step if: Two or more friendly poison gambits are persisting Or: Three or more friendly gambits are persisting. - Poison is the name of the game!
- Dual Contamination - Hybrid: Score this in an end phase if: Two or more poison gambits are persisting Or: Two or more friendly fighters each have one or more poison upgrades. - End phase card that lines up with Deluge of Toxins
- Toxic Demise - Surge: Score this immediately after an enemy fighter affected by one or more persisting poison gambits is taken out of action - Better for this card to come out early when you're trying to get Poisons out anyway!
- Choking Venom - Poison Choose one friendly fighter. That fighter's Range 1 and Range 2 Attack actions have Critical successCritical success Grievous 1. This effect persists until the end of the round or until the chosen fighter makes a successful Range 1 or Range 2 Attack action. - We all love Crit Grievous 1 and it's worth noting that this persists until a successful Range 1 or Range 2 Attack action.
- Freezing Venom - Poison Choose one enemy fighter. The chosen fighter cannot make superactions and Attack actions that target the chosen fighter have Ensnare. This effect persists until the end of the round, or until the chosen fighter is dealt damage. - First of the control style cards in the deck. Great for halting your opponents progress.
- Ill-Prepared - Poison Choose one enemy fighter on a starting hex. Give the chosen fighter one Move token. The chosen fighter cannot make Attack actions while that fighter is on a starting hex. This effect persists until the end of the round or until damage is dealt to the chosen fighter. - Our second control-style card choice. Stops another charge, but locks them even further.
- Callous - Poison +1 Damage to this fighter's Range 1 and Range 2 Attack actions if the target is affected by one or more persisting poison gambits and/or this fighter has two or more poison upgrades. - We love damage cards AND this counts as your 1st poison upgrade!
- Venombite Weapons - Poison Play this only if there are one or more poison gambits in your power discard pile. When you give this upgrade to a fighter, pick up to one poison gambit from your power discard pile and put it beneath this card. Reaction: After this fighter's successful Attack action, place the poison gambit beneath this card in your hand. Then pick up to one poison gambit from your power discard pile and put it beneath this card. - It's a wall of text, but the point is that it lets you possibly get used poisons back in the game.
- Wicked Hunter - Poison Reaction: After you play a poison gambit, push this fighter 1 hex, then stagger each enemy fighter adjacent to this fighter. - A push plus passing out stagger? Thank you very much!
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