Tabletop - Post HM/Wurmspat
Welcome to my Magore's Fiends Beastgrave deck guide!
Magore's Fiends are a classic Shadespire warband that say a lot of play in the game until the release of Thundrik's Profiteers in the middle/end of Nightvault, and then dropped mostly off the map.
With the changes to the game and overall meta in Beastgrave, I think this warband has received a much needed boost, and can once again kill, kill, and kill again.
If you haven't played Magore's Fiends before, they are the quintessential aggro warband, and have some of the best basic stats in the game with four 4 wound fighters, great offensive stats, and a straightforward inspire condition. They also have a number of key faction cards that let them support their game plan and stay relevant as long as there are enough other universal cards to support them. In Beastgrave, key tech cards allow them to throw a wrench in the other player's plan long enough to overwhelm them, and their great stats allow them to weather the offensive power of their opponents long enough to get the kills they need.
--Post Mantrappers/Wurmspat Update: Replaced Opening gambit with Team Effort. No other changes. ]
(you can click the image for a deck builder link)
deck building guide
The general strategy behind this deck is Aggro, with mobility and anti-objective counter-play.
The objectives are mostly centered around killing the enemy:
Keep Chopping, What Armour?, Strong Start, No Escape, Gathered Momentum, and Bane of Champions - These cards involve charging, attacking, and killing enemy fighters.
The rest of the objective deck focuses on scoring reliable glory while you do that.
Calculated Risk, Fired Up, Team Effort, Combination Strike, and Catching Up - These are all fairly easy to score while you score other cards and kill things.
The last card is Path to Victory, which may seem counter-intuitive, but is actually very reliable since so much of your game plan in the current meta involves blocking objectives and stopping the other player from holding them.
The power cards are focused on providing the mobility needed to reach the enemy if they diagonal board you, boost damage, provide disruption, give you more glory per kill, or give your fighters more durability.
Commanding Stride, Desperate Flight, Great Speed, and Spectral Wings - These all help your fighters close the distance, and the last two also help you score Gathered Momentum.
Demonic Resilience and Great Fortitude - These make your fighters harder to kill
Crown of Avarice - This makes your opponent less likely to kill a particular fighter, or punishes them when they do.
Haymaker, Pit Trap, Inspired Attack, Great Strength, Sting of the Ur-Grub, Prized Vendetta, and Potion of Rage - These help make your attacks count, and do the damage needed to one-shot enemy fighters.
Furious Inspiration - A very powerful card in the first round, it really helps to insure the first charge is successful, or boost your initial damage.
Trophy Hunter, Tome of Offerings - Great ways to increase your glory ceiling.
Restless Prize, Distraction - Important tech for clearing the enemy off of objectives.
Earthing Stone - A very powerful card, especially on Ghartok, as it forces objective players to clear you off of the objective if they want to hold them. Can be particularly annoying in the first round.
Some more cards worth considering:
These are some cards that I like, but didn’t fit into this deck. I think they have a lot of value, and could be better depending on certain match-ups:
Survival Instincts - A great defensive upgrade, particularly on Riptooth.
Mischievous Spirits - A very effective anti-Hold Objective card, and can help get objectives under your own fighters for Path to Victory.
Sudden Growth - A great way to stay alive a bit longer, but takes a restricted slot.
This deck’s play-style is fairly straightforward - you want to kill the other player’s fighters - but also has some nuance when it comes to prioritizing enemy targets, positioning your fighters, and disrupting the enemy’s game plan.
A look at the fighters:
Although your fighters are all very similar and can do similar things, there are some slight differences that can be important:
Zharkus is the worst fighter of the bunch, but still quite effective at what he does. Use him aggressively early in the game, as he is the most expendable, but once inspired his attacks are very reliable.
Ghartok is very similar to Zharkus, except that he cannot be driven back, which makes him much safer from lethal hexes, and much harder to shift from an objective, which can be great against the objective warbands. Use him to block the enemy game plan, and generally be annoying.
Magore is important to your game plan because there are a few cards (Commanding Stride and Trophy Hunter) that only that only he can use, and he is your most reliable way to score What Armour? Ideally, you want him to stick around until the mid to late game to make the most of that, but he is not as important as Riptooth in this deck, so if you have to risk one of them, Magore is the man for the job.
Riptooth is the best fighter in the warband, and is very important in this deck because of the inclusion of Bane of Champions, and is also your best way of scoring gathered momentum. Accomplishing this objective is a big priority for this deck, as the glory boost is massive. If possible, keep Riptooth alive in the early game, and save cards like Inspired Attack, Haymaker, Prized Vendetta, and Potion of Rage for the big leader killing charge. This will usually mean activating him last, and using him to kill fighters on the edges of the fray. Remember that unlike most “pet” fighters, he can hold objectives, so he can also be useful for Earthing stone and Path to Victory.
That is it for my deck build and guide for "Magore's Friends." I hope you found it useful!
If you try this deck, or make any tweaks to it, let me know how it goes.
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