Countdown to Cataclysm - Deck Review

 




The mines of Embergard tremble. Boulders fall hundreds of feet from the exposed cavern ceiling, lava bursts in to once-safe mining shafts, and the very ground collapses, plunging unwary delvers into lethal chasms. The closer one draws to the Emberstone the worse the disturbance becomes. It is only a matter of time before the rest of Embergard collapses into ruin. 

Playstyle: Mastery

Plot card

The Countdown to Cataclysm deck includes a countdown mechanic. This is represented by a token that moves along a tracker of 14 spaces. The position of the token determines the current Cataclysm value, which will influence various cards in the deck (more on this later). The more spaces moved the higher the Cataclysm value, to a maximum of 4. 

The token moves along the tracker after the first friendly fighter is slain in a combat round. It also moves one space, after the last Power step, for each feature token that is not occupied by an enemy fighter. You should note that you can advance the tracker, but you do not have to. (Updated 29/11/2024)

If you are trying to advance the Cataclysm value, it makes sense to try and occupy the feature tokens this then prevents enemy fighter from holding them. Equally, having a few expendable fighters may also help with the Countdown. The Countdown to Cataclysm already appears to favour larger warbands with at least 4 or 5 fighters.

The counter can move quickly along the Cataclysm tracker if your opponent ignores the treasure tokens and will rapidly get to a Cataclysm value of 2 or more if enemy fighters do not actively seek to slow it down. 

At this point, I would like to state that the tracker should have been designed in such a way to make it clearer when each Cataclysm value was reached. 

The Objective

The Objective deck is made up of 12 cards, 6 Surges and 6 End Phase for a total of 16 Glory.

1.  Spread Havoc - End Phase - Score this in the End Phase. Gain a number of Glory equal to your Cataclysm value, to a maximum of 2 Glory. There is no way to stop this card from being scored and it will usually net 2 Glory. Overall, this is auto-include in every deck, 5 out of 5.

2. Wreckers - End Phase - Glory 2 - Score if the number of damaged and/or slain enemy fighters is greater than your Cataclysm Value. This can be a difficult card to score. As the game progresses, the Cataclysm value increases, making this card harder to score. However, it should be noted that the Cataclysm value does not have to be advanced. If it can be kept to 1 or 2 this card is more scorable. Initially, I did not like this card, but once I realised the tracker did not have to be advanced this card appeared considerably better.  Overall, 3 out of 5.(updated 29/11/2024)

3. Set Explosives - End Phase - Glory 2 - Score if your warband holds two or more Treasure tokens and holds all the Treasure tokens in any territory. This can be scored by holding all the treasure tokens in friendly and/or neutral territory, as well as enemy territory. This is reasonably straightforward for 2 Glory. In addition, while attempting to score this card you could be counterplaying 'Flex' and 'Take and Hold' decks. Overall, 3 out of 5.

4. Uneven Contest - End Phase - Glory 2 - Score if your warband holds each odd-numbered Treasure token. This is difficult to score if all three odd-numbered objectives are on the board, but if all-but-one can be flipped, then 2 Glory can be had for holding one treasure token. It could take some work, but 2 Glory cards are always valuable. Overall, 3 out of 5.

5. Too Close for Comfort - Surge - Glory 1 - Score this after your opponent's Power Step if each friendly fighter is within 2 hexes of any enemy fighter. A relatively easy card to score, but it is after an opponent's Power Step. As a result, a simple move from an opponent's fighter could cause this card to brick. Equally, this card is scored without dice rolls, which improves its utility. Adding ploys which allow for pushes or extra moves could improve the reliability of scoring this card. Overall, 3 out of 5.

6. Loaded for Bear - End Phase - Glory 1 - Score if any friendly fighters are each equipped with 3 or more upgrades. This is an easy card to score, especially as glory is recycled when fighters are slain. The only limitations to this card are that it may brick in the first round of the game and if you do not draw enough upgrades, it cannot be scored. Overall, 3 out of 5.

7. Collateral Damage - Surge - Glory 1 - Score when you advance your Cataclysm tracker 1 step as a result of a friendly fighter being slain (or for any reason if you are the Underdog). An easy card to score, especially if you are the underdog. Overall, an auto included, 4 out 5.

8. Hounds of War - End Phase - Glory 1 - Score if two or more enemy fighters are slain and/or damaged and any of these fighters were slain in the proceeding combat phase. This card requires enemy fighters to be out of action with the round. To begin with this can be quite difficult if fighters are particularly durable or if the warband has a raise mechanic. In addition, to kill fighters, successful dice rolls are required. As such it is not a predictable score. The fact that the second fighter can be damaged rather than slain makes this slightly easier. This card requires too much for 1 Glory. Overall, 2 out of 5.

9. Shocking Assault - Surge - 1 Glory - Score after your opponent's action step if you hold all the Treasure tokens in neutral territory. This is likely to be hold a single treasure token in neutral territory. The main difficulty will be to remain holding it through an opponent's turn. Overall, a good card, 3.5 out 5.  

10. Nowhere to Run - Surge - 1 Glory- Score immediately after an Action step if all friendly fighters have a Move or Charge token and there is a friendly fighter in each territory. The main issue with this card is that it requires you to have three fighters remaining, as one needs to be in each territory. The Move or Charge token is easy to achieve on smaller warbands. Overall, there are better Surges, but it is usable, 3 out of 5.

11. The Perfect Cut - Surge - Glory 1 - Score after a friendly fighter's successful melee attack if no results in the target's Save roll was a success. A straightforward objective, which is dice dependent. Scoring it can be made easier by attacking fighters who have single dice for saves and by using an attacking fighter with Cleave or Ensnare. Overall, a nice surge, 4 out of 5.

12. Overwhelming Force - Surge - Glory 1 - Score after a friendly fighter's successful melee attack if the attack roll contained 4 or more dice. There are two problems with this card. Firstly, you need access to a fighter with 4 or more dice in attack and there are not many of these fighters around. These fighters also tend to have Sword attacks, which then makes the second component of this card tricky, as the attack has to be successful. Overall, I am not fond of this card, 2 out 5.


Power Cards

Ploys

1.Counter Charge - Ploy - Play immediately after a friendly fighter is picked to be the target of an attack. Pick another friendly fighter. Push that fighter up to 3 hexes. That push must end adjacent to the attacker. An interesting card, which could be used to provide supports for the target's defence, or set up an attack for the next turn. Equally, it could be used to Take and Hold a Treasure token out of sequence. A useful aid to scoring Too Close for Comfort and Shocking Assault. The push is limited by its final position, but I still like this card. Overall, 4 out of 5.

2. Sunder the Realm - Ploy - Roll a number of Attack dice equal to your Cataclysm value for each fighter within 1 hex of neutral territory if the roll contains a Hammer or a Crit, inflict 1 damage on that fighter. Firstly, this card effects all friendly and enemy fighters within 1 hex of neutral territory. Secondly, the damage is determined by a dice roll, with the number of dice per fighter being determined by the Cataclysm value. This card has the potential to spread a reasonable quantity of damage across a range of fighters, especially later in the game, when the Cataclysm value has reached 2 or greater. Thirdly, it is limited to the hexes around neutral territory, which reduces its utility. Overall, a fun, if unreliable card, 2 out 5.

3.Growing Concerns - Ploy - Enemy fighters have X move in the next turn, where X is your Cataclysm value. This is a nice card, especially early on, to cause disruption to your opponent. It will help to stop fighters making a charge, thus preventing a warband from charging out. It could be used to stop fighters taking Treasure token, which could undermine a warbands scoring of Objectives. As the game progress this card will, most likely, become less useful. Overall, 4 out of 5.


4. Violent Blast - Ploy - Pick a Stagger hex, Push each fighter within 1 hex of the Stagger hex one hex. To get the most out of this card, I would be looking to place treasure token within 2 hexes of a Stagger hexes. Therefore, some pregame planning is required. With a bit of thought, you could push an enemy fighter off a treasure token and your fighter onto it, to hold it, whilst staggering the enemy at the same time. Primarily this card is limited as it requires a Stagger hex, but it still has utility. Overall, 3.5 out of 5.

5. Total Collapse - Ploy - Roll a number of Attack dice equal to your Cataclysm value. If the roll contains any Swords or Crits, pick a fighter. Inflict 1 damage on that fighter. If you pick a friendly fighter, you can inflict damage on that fighter up to your Cataclysm value instead. First of all, this a ping damage card without a range, which is extremely useful. However, this does require a dice roll, which becomes more likely as the game progresses. Secondly, this could be used to damage your own fighter up to the Cataclysm value, but why might you want to do this? Maybe, you want to increase your Cataclysm value. Or maybe you want to prevent an opponent scoring an Objective from slaying one of your fighters. Some warbands may inspire from being damaged, Grandfather's Gardeners are a good example, this card could provide a boost for a fighter at a key point in the game. Overall, 3.5 out of 5.

6. The End is Nigh - Ploy - Domain - After each Action step, the player whose turn it is rolls a number of Attack dice equal to their Cataclysm value, or 1 dice if they have no value. If the roll contains any Swords or Crits, their opponent must discard a Power card. The effect persists until the end of the battle round, until another Domain is played, or until you advance your Cataclysm tracker. An interesting card, that could cause an opponent, or for that matter you, to discard cards. It is fairly easily countered by your opponent just using up their Power cards. This card could also be used to cause an opponent's domain card to be discarded, but overall, it is not that great, 2 out 5.

7. Savage Blow - Ploy - Play immediately after a weapon is chosen as part of an attack. Rolls of Surrounded count as successes for the attack. A nice simple accuracy boost for a single attack. This could help with scoring Overwhelming Force, The Perfect Cut and Hounds of War. I always like accuracy boosts. Overall, 4 out of 5.

8. Raging Tremors - Ploy - Pick a number of enemy fighters up to your Cataclysm value. Give each fighter a Stagger token. A nice card to set up additional accuracy against multiple enemy fighters. There are no restrictions or disadvantages to this card. Overall, 5 out of 5.

9. Do or Die - Ploy - Pick a Friendly Fighter. Inspire that fighter. The effect persists for X action steps, where X is the Cataclysm value. After the effect ends, do not discard this card but uninspire the fighter. That fighter cannot inspire again. This effect persists until the end of the game. A great situational card, it allows you to have a key fighter inspired for that point in the game where you really need them. It can also be used to inspire expendable fighters to gain a little more from them before they are slain. This is especially useful, as the downside of this card will then not come into play, if they are already dead. Overall, a good strategic card but with a significant downside, 3 out of 5.

10. Improvised Attack - Ploy - Pick a friendly fighter, that fighter immediately attacks with a Range 3, X Hammers, for 1 damage, where X is the Cataclysm value. This attack cannot be modified. You only get 12 actions in most games, anything that gives an out of action attack is fantastic. This attack gets better as the game progresses, and it is range 3. The downside is it only causes 1 damage and cannot be modified. Overall, 4.5 out of 5.


Upgrades

1. Extinctions Edge - Upgrade [1] - Immediately advance your Cataclysm tracker 1 step after an enemy fighter is slain by this fighter. Then if the Cataclysm value is 2 or greater discard this card. This is a pointless card. Why? Firstly, because it is discarded once the cataclysm value reaches 2 or more, which happens relatively easily. Secondly, because it costs 1 Glory to play, and Glory could be used more effectively on other upgrades. If this card was 0 Glory, I might be more interested in using it. Thirdly, this upgrade gives the user nothing but the chance to increase the Cataclysm tracker. Finally, an enemy fighter has to be slain, which is not easy. Having stated all of this, why might this card be useful? Many other cards require a decent Cataclysm value, which all become better once the value is higher. This upgrade could be useful if playing an opponent who is actively trying to counter play you. Overall, I still think it is pointless, 1 out of 5.

2.Visions of Ruin - Upgrade [1] - This fighter has +X Move, Where X is equal to your Cataclysm value. Immediately after this fighter Moves, give the fighter a Stagger token. High movement is extremely valuable in Underworlds. The ability to get a fighter into position or not can win or lose a game. The downside of a stagger token is very annoying, but the benefit is still worth it. Overall, a nice card 3 out 5.

3. Driven by Pain - Upgrade [1] - Immediately after this fighter is driven back, you can heal this fighter. This upgrade only comes into play after the drive back step, which comes after the deal damage and remove from play steps. As such, a fighter might not be able to use this card. Overall, 1 out of 5.

4. Inescapable Grasp - Upgrade [1] - This fighter's melee weapons have Ensnare. This is a poor upgrade. Ensnare is useful but it is not worth spending 1 Glory to get. If it was 0 Glory it might be worth taking. In addition, this upgrade can only be used on melee weapons, further limiting its use. Having seen the improve benefits of Guard in this addition, with Crit successes being less potent, Ensnare is more valuable than initially thought.  Is it worth 1 Glory, I am still not sure.  Overall, 2 out 5.

5. Bringer of Doom - Upgrade [1] - Immediately after this card is discarded, during a Combat phase, you can advance the Cataclysm tracker 1 step. Now, as I have already mentioned, increasing the Cataclysm value is not that hard, unless your opponent is actively trying to counter you. Again, for a 1 Glory upgrade, your fighter does not gain very much. However, unlike Extinction's Edge this card is much easier to use. I like the idea of placing this upgrade on an expendable fighter and then pairing it with Desperate Rage. Overall, all it does is move on the Cataclysm tacker but not much more, 2 out of 5.

6. Utter Conviction - Upgrade [1] - This fighter's Save characteristic is X, where X is equal to your Cataclysm value and cannot be modified further. This fighter cannot use Critical Weapon abilities. A great upgrade especially in the later stages of a game. With more dice for Save rolls, there is a greater chance for more successes. The loss of Critical Weapon abilities is annoying, but it is not enough to counter the benefits of an improved Save roll. In addition, it does not stop weapon abilities, only Critical Weapon abilities. Overall, 4 out 5.

7. Burnt Out - Upgrade [1] - Gives the fighter the core ability Smolder. Pick a friendly fighter. Give the fighter a Stagger token. Then draw 2 Power cards (if you are the Underdog, draw 3 cards). A useful upgrade to cycle through your Power deck faster, but it does require you to use one of your twelve actions to activate this card and on top of that a friendly fighter gains a stagger token. Overall, I am not convinced it is worth an action step, 2 out 5.

8.Great Fortitude - Upgrade [2] - The fighter gains +1 Health. A fantastic upgrade, especially as there is less damage in the game, than in the previous edition. The 2 Glory cost is expensive though. Overall, another auto-include 5 out 5.

9. Hurled Weapon - Upgrade [1] - Gives the fighter a ranged weapon attack of Range 3, 2 Hammers for 1 Damage with Crit Cleave. I like upgrades that give warbands access to different abilities. Giving an all-melee fighter warband a ranged weapon will significantly increase the options available to them. A ranged weapon later in the game, when you have been reduced to a few or even a single fighter can be invaluable. This single fighter can then sit on a Treasure token and make attacks at range without having to charge. Overall, a useful upgrade, which while not particularly powerful does provide tactical options, 3 out 5.

10. Desperate Rage - Upgrade [1] - Give the fighter a melee weapon attack of Range 1, 2 Hammers and 3 Damage. After this fighter has used this attack, the fighter takes 1 damage. This attack can be used to make a fighter a real threat, in some cases they will be capable of one-shotting an enemy fighter. I like the idea of placing this upgrade on an expendable low wound fighter, which is then fired into the enemy warband. Imagine, Tik-Tik charging and causing 3 damage on the enemy and taking 1 damage in return. There are plenty of scenario where I will want to use this card. In addition, the attack can be improved with both accuracy, damage and weapon ability boosts. Overall, a nice card but with a downside 3.5 out 5.


Conclusion

Average rating of the cards for each subcategory

As much as this deck is 'sold' as a Mastery deck, the Objectives work towards a Flex playstyle. The deck looks to make successful attacks whilst taking and holding Treasure tokens at the same time as manipulating the Cataclysm value. The deck does not focus on one particular aspect of the game but instead involves itself with all aspects. This means that the deck contains a range of cards that can pair with other playstyles. The ploys in this deck seem particularly good.




Strike decks can utilise Objectives such as The Perfect Strike to gain Glory from successful attacks, something that Strike decks are trying to achieve anyway. They can also gain Glory from Spread Havoc and Collateral Damage, cards that are easily scored from increasing the Cataclysm tracker. This is useful for gaining glory to place upgrades on your fighters to improve their attacks. This deck also provides useful upgrades in the form of Utter Conviction, which provides fighters with increased durability, in the form of additional dice for a Save roll, when they inevitably close with the opponent. Additionally, Visions of Ruin will allow your fighters a great movement boost to reach opponents trying to keep out of range. Finally, ploys such as Counter Charge, will allow your fighters to push into an attack position without moving. Ploys such as Raging Tremors and Savage Blows both help to improve the accuracy of attacks, increasing their reliability.

Take and Hold decks can utilise Objectives such as Uneven Conquest, which fit seamlessly with this playstyle. As the Cataclysm tracker moves on from opponent's not occupying Treasure tokens, there is clearly synergy with this deck, if you hold Treasure tokens. As such, Take and Hold players can also use Spread Havoc and Collateral Damage. to aid with taking Treasure tokens, the Countdown to Cataclysm provides a number of cards for additional moves and/or pushes, these include the upgrade Visions of Ruin and the ploy Counter Charge. Equally, Growing Concerns can be used to slow opponent's down from reaching Treasure tokens in friendly territory.

I can see this deck combining well with plenty of other Rivals decks, but as this deck has a plot card, it will limit the combinations that can be made. 

Overall, the Countdown to Cataclysm appears to be a well thought out deck, which will provide cards for all play styles. It is perhaps, not the best deck for a new player just starting out in the game, but it will provide plenty of side tasks for more experienced players. 

Are you interested in playing the Countdown to Cataclysm? What do you think to the Cataclysm mechanic? Drop your comments below.

Checkout my Warhammer Underworlds for more articles.


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