Despwigglers - Even More Aggro
Tabletop - Post FAR1.0
Hello Underworlds fans!
This deck guide is a follow up to my original way to play the Despoilers, which you can read about here. That deck guide is for a solid 60/40 objective/aggro flex style of deck, where you go for cards like Supremacy and Keep Them Guessing.
I like that style of play and think it is a very solid deck style, but my journey playing games with the despoilers also took me down a more 60/40 aggro/objective style of play as well, and I wanted to share that with you in this version of the guide, as both ways to play are quite enjoyable to me.
The two decks are actually very similar, but the differences do effect the way they play somewhat. This deck still needs to hold objectives for many of it's scores, but has a lower reliance on having access to 3 objectives, and does not need to worry about timing it's activations around Keep Them Guessing. It also has the potential to gain more extra glory from kills with cards like Tome of Offerings and Trophy Belt.
(you can click the image for a deck builder link)
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deck building guide
It is usually important to build your deck around the strengths of the warband you want to play, and this one is no exception.
The despoilers have six fighters of decent speed and varying levels of durability, and their faction cards reward them for holding objectives and boost their attacks to excellent levels of accuracy.
This is why I think that the Objective/Aggro flex style is perfect for this warband. In this deck, the focus is more on aggro, so glory is primarily gained by killing enemy fighters, scoring easy to score objectives, and then scoring big in the 3rd end phase with cards like Hoarder and Survival of the Fittest.
The objectives in this deck focus around holding objectives and scoring easy glory.
Calculated Risk - A very easy to score card, usually while also doing something else. Also has synergy with the Berserk Bellow gambit.
Martyred - Usually very easy for this warband to score, given how weak the fighters are defensively.
Survival of the Fittest - Given how likely you are to lose fighters and kill the enemy, this is usually a reliable card in the second or third rounds.
Swift Capture, Path to Victory, Despoilers, Conquerors - Rewards for taking and holding objectives.
Opening Gambit - An easy to score card
Shortcut - Trivial to score with Korsh, and also scorable via Shifting Reflection.
Raiders - A good card for an Aggressive Warband.
Combination Strike - Given how easy the score immediately cards in this deck are to score, this is a fairly reliable glory boost that feels amazing when it goes off.
Hoarder - A big score at the end for doing well during the game. Just make sure to plan out your potential glory scoring and make sure you have enough unspent glory at the end of the game. This usually means you will only equip 4-5 upgrades.
The gambits in this deck help you position your fighters and make your attacks count.
Two Steps Forward, Vile Invaders - Great push cards to help your fighters get onto objectives.
Restless Prize - A great card for moving the objectives under your fighters, or into move/charge range.
Berserk Bellow - A great push card for knocking enemy fighters off objectives or into lethal hexes.
Mirror Move - A great push card due to its flexibility (push friendly or enemy fighters) and the fact that it blocks the same reaction window as your opponent’s Snare card. Keep in mind that you can react to the push when your opponent drives your fighters back during an attack action.
Pit Trap, Snare - Use these to get that final point of damage you need to get a kill.
Haymaker - A great card for making sure an important attack lands.
Lethal Ward - A very useful damage card due to how popular holding objectives and Calculated Risk are.
Shifting Reflection - A way to score Shortcut, and close the distance across the board or bring an unsuspecting enemy fighter closer.
The upgrades in this deck mostly boost the offensive power of your fighters, due to this warband’s tendency to run out of steam if they lose their big fighters, and boosts the glory earned from killing enemy fighters.
Great Strength, Gloryseeker - Great damage boosting cards.
Amberbone Axe, Larval Lance - Reliable weapons that make your smaller, weaker fighters deadly in the later turns of the game.
Great Fortitude - To help keep your important fighters alive a bit longer. Very useful for putting on Draknar after his first charge.
Potion of Rage - Great for boosting a very important attack.
Crown of Avarice - A great card to make killing a fighter less attractive, especially one that is holding an objective.
Tome of Offerings, Trophy Belt - Great ways to boost the glory you get from kills. Even if you only get one extra glory from each, it is well worth it.
Blazing Soul - Likely the worst card in this deck, but very helpful in match-ups vs smaller warbands when you are very unlikely to inspire. Giving Draknar or Grashrak cleave via their inspired stats can sometimes be a game changer.
The general strategy with this deck is to play aggressively with Draknar, Murghoth, and Grashnak in order to provide cover for your other fighters that are holding objectives.
If you win boards, it is generally a good idea to take the three objectives, which forces your opponent to work to stop you scoring cards off of three objectives.
If you lose boards, you will usually want to set up wide and should consider placing at least one objective in the front of the other player’s territory in order to make Swift Capture easier to score, then play very aggressively.
In many match-ups it will be very difficult to inspire your fighters early, but they have decent un-inspired stats and your main priority is to make space for to hold the objectives.
You will want to keep Grashnak alive as long as possible in order to make use of the Ritual counter mechanic, which is a great way to boost the accuracy of your warbands attacks.
Draknar will usually be a big target for your opponent since he hits so hard, so use cards to boost the 1-2 charges he is likely to make each game and make his attacks count.
Murghoth has decent damage, but needs to either be inspired or boosted with cards in order to be reliable.
Korsh should be kept safe until Shortcut is scored, or to grab a hard to reach objective. Remember you can use Restless Prize to move an objective into an edge hex.
Use push cards to position your fighters on objectives and then try to move or charge onto the objectives in enemy territory, ideally scoring cards like Despoilers or Swift Capture and forcing your opponents to try and stop you from scoring cards like Conquerors and Path to Victory.
As the game progresses, it is likely you will lose Draknar, Murghoth, or Grashrak, leaving your weaker fighters to do the heavy lifting. For this reason, it is very important to make sure you have good target priority in the early rounds to mitigate how much the other player can do in the later rounds.
Upgrades like Larval Lance and Amberbone Axe will also help you stay in the game in the later rounds. Any of these upgrades can make your weaker fighters very deadly, and the extra glory from the Amberbone Axe is an excellent glory boost. If you can also give a fighter with these weapons Trophy Hunter, that is a nice boost as well.
Keep in mind how much glory you have spent as the game progresses for Hoarder, and make sure you only spend glory on upgrades when you need to.
Thanks for reading! If you try out this deck, let me know! I'm interested to know what you find works and what doesn't. If you make any changes that work well, I'd be interested to know that as well.
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