The Wigglespat

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The Wurmspat

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Tabletop - Post HM/Wurmspat


Welcome to by initial deck guide for The Wurmspat!


This deck plays as a control deck, with the primary goal of scoring through its objective deck while slowing down the other player’s scoring through disruption and damage and being annoyingly durable and giving up very little glory.


If you enjoy playing small warbands like The Farstriders, Cursebreakers, or Steelheart’s, this might be the warband for you.


Edit Notes:

After some more games with this warband, I have made some significant changes to the deck. Here is the original if you want to see it, but I think the current one is a lot more reliable. Shoutout to the underworlds Reddit discord for the great deck building conversations that happen there, as it helped with the deck's evolution quite a bit.

the deck

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

WUOnline Deck Code (If Applicable): 

deck building guide


The objectives in this deck are designed around being simple to score, and difficult for your opponent to stop you from scoring. There is not a lot of glory in the deck, but the goal is to slow down the other player's glory and not give up much glory from kills.


Calculated Risk, Warning Shot, Strong Start, Team Effort, Fired Up, Catching Up, Bold Conquest, Faithful Reward, Blaze a Trail, Combination Strike - These are all trivial to score in most games. Bold Conquest if probably the trickiest of them all, since you can be unable to score it if you lose Fecula, but keeping her around should be a priority, and the other player will usually want to deal with your more dangerous fighters first.


Keep Chopping - Very achievable in the early rounds by utilizing Fecula's ranged attack, and a later using Seeking Stones. A much needed glory boost for this deck.


Unexpected Pitfall - Kill something with Lethal Ward, Collapse, or a Lethal Hex to score this one. Having two Distractions helps with this one against the non Ghost warbands.


Power Cards:

The power cards in this deck are picked for their ability to disrupt the enemy, make your fighters harder to kill, and position your relatively slow fighters.


Lethal Ward, Collapse - Ping damage to help you inspire in the early rounds, and kill fighters in general.


Distraction, Nightmare In the Shadows - Double Distraction power is really great in any deck. Use these to move enemy fighters into range, into lethal hexes, off objectives, or to set up ping damage.


Abasoth’s Unmaking - This card allow you to remove important objectives and can be very annoying as there is no real counter to it.


Steady Advance - A great push card to help you position your fighters.


Buried Instinct - A great way to help keep your fighters alive, bbest saved for when you have 2 defence dice.


Desperate Flight - A great push card that helps you close distances and make attack actions for Keep Chopping.


Lucky Escape - A nice way to avoid damage from Lethal Hexes, ping damage, and attack actions. Has extra synergy with the Wurmspat due to how often they can reduce damage down to 1.


Restless Prize - A great anti-objective card, and a way to help you score Bold Conquest.


Great Fortitude, Potion of Constitution, Champion's Fortitude, Crown of Avarice - These make your fighters much harder to kill, or punish them for killing them.


Gloryseeker - This helps you boost your damage when you need it.


Virulent Blade - This helps to make sure your attacks go through.


Seeking Stones - A nice way to secure keep chopping if Fecula dies, and a generally useful attack action.


Tome of Offerings - This card helps you boost your relatively low glory ceiling via kills.


Unstoppable Tread - This card is great on any fighter, but especially Septimus once he gets close to the enemy, as it can allow them to make multiple attack actions, and “steal” objectives from fighters they charge.


Earthing Stone - A great anti-objective card. It isn't always useful, but can be very annoying if it comes out early. Use pushes and Restless prize to help stay on the objective to keep them turned off.


This deck plays an aggro/control style, focused on scoring it’s own cards without requiring too much reliance on dice. Strong Start and unexpected pitfall are the only cards that require fighters to die, and they are very reliable.


The deck’s reliability is balanced by it’s low glory count (14 glory), so it is very important to deny the other player’s strategy via target priority and glory denial. Against Hold Objective style warbands, the one source of objective destruction and two enemy fighter pushes plus good positioning with your own fighters allows you put a wrench in their plans. Against more aggressive warbands, the tech cards and great defensive stats of your warband and low number of fighters allows you to weather the storm, control the engagement, and give up very little glory when you do lose fighters.


Early game, you will want to prioritize inspiring via Ghulgoch charging in, and using pushes or ping damage cards to place wounds on the enemy. This is more difficult against smaller warbands like Snarlfangs, but also less important, since those warbands also tend to have lower glory ceilings similar to your own, and you don’t have to work as hard at keeping them off of objectives and scoring too much glory.


Once inspired, Fecula becomes very reliable at hitting with her spell attack (As good as 2 Smash with support), and Gloryseeker can help make that more relevant against higher wound fighters, along with the ping damage from Collapse, and Lethal Ward (which you can help set up via pushes and drive backs). She is fairly expendable, though, assuming you have already scored Bold Conquest.


Ghulgoch is the best in the early game, when his accurate attack can help you get inspired, but remains solid throughout the entire game. Use him to bully the enemy, charge onto objectives, and be generally annoying and hard to shift.


Septimus is the scariest of the bunch later game, with a great attack action and very difficult to kill once inspired. You’ll want him to stay alive in the early game to make it to the middle and late game where he can get upgrades and start bringing the pain to the opponent’s fighters. Tome of Offerings, Virulent Blade, and Unstoppable Tread all go great on him, and turn him into a really scary monster of a fighter. If he goes die, Ghulgoch can take the same upgrades and be about as scary.


Thanks for reading! If you enjoyed the deck guide, let me know! If you try it out, let me know how it goes, and if you have any ideas for changes.



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