Warhammer Underworlds - Top Picks - Magore's Fiends



 Checkout my Warhammer Underworlds - Contents Page for more articles.
 
Nemesis is my preferred format for playing Warhammer Underworlds. However, when I begin playing with a Faction or Rivals deck I am never quite sure which cards to take. My Top Pick guides are the five objectives and five ploys and upgrades that I use when constructing a Nemesis deck. These cards might not be the best but they are the ones I find most useful. 

I originally starting this series as a diary for myself. I would take two of these Top Picks and combine them to build a basic deck, with addition of two additional objective cards. Then I could play some games, before using the experience to improve the deck. Having made these list I thought I would share them.

I hope you enjoy.


Basic Premise of the Deck

Magore's Fiends, a fierce band of Khornate Blood Warriors, are masters of aggression, hell-bent on dispatching opponents swiftly without concern for objectives. They epitomize the purest form of Aggro playstyle. This deck arms them with tools to engage the enemy, enhance accuracy, and amplify damage output while racking up Glory for vanquished foes.


Objectives

My general feeling is that many of Magore's objectives are not that strong. The first three cards I regularly use. The other two tend not to make my final deck. These cards are all about killing enemy fighters.

No Escape


A straightforward Surge card rewarding charging with three fighters. It aligns perfectly with the Fiends' aggressive approach. While easier early on, it remains valuable throughout the game, solidifying its position as the top choice.

Khorne Sees Us


A Surge card requiring some setup, especially effective against Horde warbands. With well-placed damage, it becomes attainable from Round 2 onward. A strategic choice, making it my second pick.

Show of Strength


A Surge card necessitating Magore's involvement in a kill. While straightforward, Magore's survivability can be a concern, particularly with his modest defense. Timing and careful consideration make this my third choice.

Kill! Kill Again!


An End Phase card rewarding you for the inevitable - the demise of your fighters. Given the Fiends' playstyle, it provides additional benefits for what you're already aiming to achieve. Better suited later in the game, it may potentially 'brick' your hand early on.

Bane of Champions

A 2 Glory Surge card challenging you to eliminate the enemy leader with Riptooth. While achievable, Riptooth's survival becomes paramount. A potential focus for a specialized Magore's deck, earning it my fifth pick.


Ploys

Unlike the objectives, I happily include all these ploys in my power deck. I think they are all useful in most games.

Furious Inspiration 

Inspiring a fighter before their activation, particularly potent on Riptooth (+1 defence, +1 damage, +1 move). I often mulligan my power cards in an attempt to draw this card. This ploy stands out as my top choice.

Daemonic Resilience 


An invaluable tool for safeguarding your fighters. The first to suffer damage in the next activation takes only one damage. An automatic inclusion in any Magore's deck, making it my second pick.

To the Victor, the Spoils

Rewarding the demise of a 3+ wound fighter with three drawn power cards, this ploy is a generous boon. It's a must-include, securing its position as my third choice.

Glory to Khorne

Granting +1 dice to the first fighter in the next activation, this buff not only increases hit chances but also facilitates Inspiration. A valuable addition, earning its place as my fourth pick.

Horrifying Howl


Initially overlooked, this ploy's ability to strategically reposition enemy fighters is highly effective. It allows for tactical setups, making it my fifth pick.

Upgrades

Like the ploys, I think most of these upgrades can find a place in my power deck.

No Respite


If this fighter is taken out of action by an attack or a ploy, make an attack with this fighter. What is not to like?  This upgrade is a game-changer. Its potential to deter opponents from targeting the equipped fighter is invaluable, making it my top choice.

Brutal Charge

A straightforward +1 dice upgrade, providing a significant accuracy boost. It's an excellent choice, but cannot be given to Riptooth, earning it my second pick.

Trophy Hunter


Unique to Magore, this upgrade grants an extra Glory for each enemy he dispatches. Even one additional Glory can be decisive, making it my third pick.

Gory Visage 


Exclusive to Magore and acquired from the Leader deck, this upgrade reduces damage from attacks targeting him. It enhances Magore's survivability, making him more challenging to eliminate. A solid choice as my fourth pick.

Rage-Fuelled Attacks


Limited to Zharkus, this upgrade empowers him with +1 damage on all range 1 and 2 attacks. It's a bonus damage source, though limited to one fighter, earning it my fifth pick.

My Final Thoughts

The faction cards provided here offer a strong foundation for a Rivals deck centered around Magore's Fiends. They synergize well with other decks like Tooth and Claw or maybe Toxic Terrors, showcasing their versatility. Mastering this deck provides a formidable edge in the Underworlds. Share your thoughts and experiences, and may Glory reign eternal!

Blood for the Blood God, Glory to Khorne!


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