Gitz Unbound - Intro Deck

Deck Type:

New Player Deck


Zarbag's Gitz

User Likes:






Tabletop - BG Pre-Season


This guide is a part of my Warband Unbound series for the Nightvault factions.


These decks consists only of cards found in the Warband box plus cards from the Power Unbound card pack, and are aimed at giving new players a good starting place to learn the faction and understand the basics of the game.


Be aware that these decks do not hold up against decks made of full collections, and will be unlikely to win any tournaments, but they are good for learning the game, playing casually against similar decks, and can act as a starting point for deck evolution as you obtain more cards.

the deck

(you can click the image for a deck builder link)

WUOnline Deck Code (If Applicable): 

deck building guide

Special note: Gitz are one of the few factions that really like the cards from the starter set, most notably the card Supremacy. For the sake of this guide I am assuming you don't have it, though you probably do, in which case I'd replace Scragged with Supremacy, Overpower with Hold Objective 1, and then change out Madcap Mushroom and Curse of Da Bad Moon with Sidestep and Sneaky Step to help you secure it as shown here.




The objective cards in this deck make it an aggressive one.


Malicious Kill, Obliterated, Scragged, Vicious Killers, and Champions All each reward you for killing the enemy in some way.


Mad Scurry, Catching Up, Solid Gains, Petty Vindication, Keep Them Guessing, and Warning Shot are all fairly easy to score in the early game, and help you inspire and start powering up with upgrades.


Overpower should happen at some point casting spells or using the attack action from Vindictive Glare.


The gambits and upgrades primarily help you chip down enemy fighters (Jealous Hex, Seggut's Salvo, Fungal Blessing, Curse of da Bad Moon, Little Waaagh!, Pit Trap, Inspired Attack, Upper Hand, Ravenous, Mutating Maul, Fighter's Ferocity, Prized Vendetta, Spiritbond, Volley Caller).


Madcap Mushroom helps you cast the more difficult spells like Seggut's Salvo and Curse of da Bad Moon.


Sniffer Sprite gives you an extra glory at the end of the game if Zarbag is alive with the right positioning.


Cards to add with other Warband packs:

If you want to expand this deck with cards from other Nightvault Warbands, I'd recommend looking into some of the following:

Starter Set:

  • Confusion

  • Supremacy

  • Great Strength

Eyes of the Nine:

  • What Armour?

  • Abasoth's Withering

  • Fired Up

  • Sudden Growth

Garrek's Reavers:

  • Gloryseeker

  • Martyred

  • Opening Gambit

Steelheart's Champions:

  • Lethal Ward

  • Godsworn Hunt:

  • Tome of Offerings

Mollog's Mob:

  • Shadowed Step

  • Bag of Tricks

Thundrik's Profiteers:

  • Calculated Risk

  • Sphere of Aqshy

  • Crown of Avarice

  • Branching Fate


This deck is an aggressive one, but that doesn't mean you should throw your fighters forward willy-nilly.


In early rounds, try to score cards like Warning Shot, Mad Scurry, or Catching Up. Your main goal in the first round is to inspire your warband, as they become much harder to kill with 2 dodge, and their attacks generally improve in accuracy.


Play aggressively with Drizgit, as you actually want him to die at some point to inspire the two squigs. Prog da Netter and Snirk are also good to be aggressive with early. Snirk is very scary to be around once he is inspired, and placing him in the front can deter the enemy fighters. Prog's attack is fairly accurate, and reducing the dice of attacks can be useful against fighters like Mollog.


When possible, use the scurry reaction to move fighters next to the targets of your charges to give them support. Zarbag, Drizgit, and the squigs all have 3 dice once inspired, so support helps them more than most other fighters.


Use gambits like Jealous Hex, Curse of da Bad Moon, Pit Trap, Fungal Blessing, Little Waagh!, Inspired Attack, and Upper hand to soften up enemy fighters and ensure your attacks go through.


Most of the upgrades should go on Zarbag, Drizgit, and the squigs as your main fighters, but Mutating Maul can make any fighter a threat, and Volley Caller can be a good way to score cards like Warning Shot and possibly soften up a target.


Special Note Follow Up: If you do have the starter set and Supremacy, you will want to position your goblins onto objectives, ideally as part of scurry actions. Use Sidestep and Sneaky Step to ensure you score supremacy, or to push Inspired Snirk closer to the enemy you plan to scatter into.


I think that's it for my "Gitz Unbound" starter deck guide. Thanks for reading.


If you try it, let me know how it goes in the forum comments.


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