Wild Hunt Unbound - Intro Deck
New Player Deck
Skaeth's Wild Hunt
Tabletop - BG Pre-Season
This guide is a part of my Warband Unbound series for the Nightvault and Beastgrave 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.
(you can click the image for a deck builder link)
deck building guide
Wild Hunt are an aggressive warband by nature, and thankfully have some very good faction cards to back them up. The cards that come in the starter set, boosted by the cards in Power Unbound, allow you to build a fairly functional deck that will allow you to get the hang of the faction.
The objective cards in this deck make it a mostly aggressive one, though it still a good idea to be aware of where the objective tokens are, as you will need to control them at times as well.
Champions All, Aspects of Kurnoth, Kurnoth's Snare, Ritual Kill, Run Down, Run Through, Safety in Swiftness, and Slay the Corrupted all reward you for aggressive play.
Cry of the Wild and Soulbinding need you to keep Karthaen alive to blow his horn and cast a spell, but should be doable if you are careful with him.
Hunt's End is a great card that you will usually score by killing a enemy fighter with 4 health, but may also be able to score by holding three objectives.
Purifying Rites is fairly easy to score with the right objective placement. Try to make sure that you do not have more than 2 objectives in either player's territory by placing at least one in no ones territory, and use charges and pushes to get on top of objective tokens.
The gambits in this deck provide mobility and offensive power.
Snare is great for taking the last wound off an enemy fighter.
Inspired attack helps you secure an important kill.
Retrieve Javelin lets Skaeth throw his terrifying ranged weapon a second time.
Sidestep, Pounce, Swift as the Wind, Sidestep, Hunt in Concert, and Fleet of Foot allow you to out maneuver your opponent and avoid charging with Skaeth in the second and third rounds, so he can just attack over and over.
The upgrades typically boost the damage and durability of your fighters.
Blazing Soul allows you to inspire a fighter before they charge, making them much deadlier.
Prized Vendetta, Eye of Kurnoth, Fast Shot, Shield Slash, and Great Strength all make your fighters better in combat.
Spirit bond is for Skaeth, and makes him much scarier.
Hale Charm, Great Fortitude, and Spectral Armour make your fighters more durable.
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:
- Opening Gambit
- Pit Trap
- Abasoth's Unmaking
- Potion of Rage
- Calculated Risk
- Crown of Avarice
The Wild Hunt are an aggressive warband, with high mobility, range, and accuracy. With the exception of the leader Skaeth, they are all fairly fragile, so positioning and target priority are the keys to success.
In the first round, the challenge for this warband is inspiring as many fighters as possible without losing anyone that is too important. Once inspired, your stats are quite good and killing the enemy should be much easier.
Use Lighaen as bait to attract early charges and charge onto enemy objectives. He isn't very useful, but if allowed to inspire he can become very annoying against dodge warbands.
Keeping Karthaen alive is a very high priority for this deck because he is the only wizard and only source of 3 damage. You also need him to blow his horn and survive in order to score Cry of the Wild. Try to charge in with him later in the first round, and only if you know he will be safe from enemy retaliation. Alternatively, keep him safe in the first round and give him Blazing Soul to inspire.
Sheoch is useful but fairly expendable if it means inspiring the rest of your other fighters. If he does happen to survive to the next round, he becomes very scary, but will usually charge, kill something, and then die.
Althaen's range makes her fairly easy to inspire without losing her, and once inspired she is very deadly to dodge warbands. Fast Shot and Snare, both make her very deadly.
Skaeth is a powerful fighter, but it is important to inspire him safely in the first round so that he gains the defense he needs to brawl the enemy in the second and third rounds. Use his javelin to charge at range if charging into melee range will put him in too much danger. Once inspired, pile on the upgrades to make him more dangerous, and use mobility cards like Pounce and Fleet of Foot to attack with him multiple times. Spiritbond, Hale Charm, Shield Slash, and Great Strength all turn him into a force to be reckoned with.
Once inspired, focus on positioning to avoid losing your important fighters and and target priority to remove the opponent's biggest threats or their sources of scoring objectives.
I think that's it for my "Wild Hunt 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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