Tabletop - Post HM/Wyrmspat
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.
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deck building guide
The objectives in this deck are designed around being simple to score, and eventually lead into the big finisher of Perfect Match in the third end phase.
Calculated Risk, Swift Capture, Strong Start, Team Effort, Fired Up, Catching Up, Opening Gambit, Bold Conquest, Faithful Reward - 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.
Scorched Earth - This card works well for this deck because of the inclusion of Abasoth’s Unmaking and Leave Nothing to Chance, and rewards you for taking those cards even if you are not playing against a Hold Objective style opponent.
Perfect Match - A reward worth working towards, you just have to always keep in mind that your main priority is scoring your cards, and that you can never mulligan your starting hand.
Unexpected Pitfall - Kill something with Aqshy, Lethal Ward, Collapse, or a Lethal Hex to score this one. Having two Distractions helps with this one against the non Ghosts.
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, Sphere of Aqshy - 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, Leave Nothing to Chance - These cards allow you to remove important objectives and can be very annoying as they have no real counter. Keep in mind you can score Swift Capture after an activation, and then remove the objective with these cards. These are also your keys to scoring Scorched Earth, and the deck’s only “combo” so beware of using them both too early or throwing them away in a starting hand.
Spectral Wings - This cards helps increase you mobility.
Steady Advance - A great push card to help you position your fighters.
Mischievous Spirits - This card helps disrupt enemy objective holding and allows you reach objectives to score Swift Capture or destroy them with Leave Nothing to Chance.
Great Fortitude, Survival Instincts, Champion's Fortitude, Crown of Avarice - These make your fighters much harder to kill, or punish them for killing them.
Great Strength, Gloryseeker - These help boost your damage when you need it.
Potion of Rage, Virulent Blade - These help to make sure your important attacks go through.
Tome of Offerings - This card helps you boost your relatively low glory ceiling via kills. Best on Septimus.
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.
This deck plays a control style, focused on scoring it’s own cards without requiring too much interaction with the other player. Strong Start is the only card that requires a fighter to die, and Steadfast Defender is the only other card that requires direct interaction with an opponent.
The deck’s reliability is balanced by it’s low glory count (15 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 two sources 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 Aqshy, 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, and don’t need Unmaking to score Scorched Earth.
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, 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.
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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