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Modern Worr
Submitted by
Kaloo
, Aug 15 2016 11:49 AM | Last updated Aug 16 2016 11:58 AM
- HidaHonk likes this
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Astra Militarum Orks
Tournament Quality
Warlord
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Name Type Cost
Name Type Cost
Total Cards: 0

The biggest issue I found with the Worr deck I took to Milan was the fact that it couldn't hold up to several elites if it ran out of tricks. Normally that wouldn't be a problem, but Backlash had to come along and ruin everyone's day ;). So, the best way to deal with said elites is ... with elites, however I found that it's not going all out on elites since there's not enough means to reduce their costs, hence this elite-lite version.
The choices:
- Rogue traders have replaced the Mystic Wardens as a means to fund everything, whilst also being good Suppressive Fire (or even Emperor's Warrant) targets
- Scion Strike Force work well with Ammo Depot, and given the high number of command units + Rouge Traders they're normally affordable
- The Leman Russ is normally a finisher, but it does make a superb 1st planet bully against non-elite decks
- Clearcut Refuge wins games. It helps keep an AM unit alive long enough to keep triggering the Forward Barracks, turns a first planet Shrine Guard into a warlord equivalent even if there's only a 3 cost unit out, and it keeps Worr alive in those final battles
- Wroth balances out the deck's focus on resources over cards by neutralising any card gain the opponent has received, whilst also being another tough-to-rout unit with decent stats
There was an argument to go with the Space Marine alliance instead, but I felt that the Ammo Depots aided more with consistency.
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TOURNAMENT REPORT
----------------------------------
Round 1 - Zarathur
Zarathur generally needs to hit Worr asap, but Zarathur couldn't find Worr. I got a couple of planets quickly whilst winning command which pretty much sealed it for me. 1-0
Round 2 - Nazdreg elites
We played each other in a store kit the weekend before with the same decks and the game went right down to the wire. This game was no different. I tried to deny him the ability to churn out elites but once the STC was out there was little stopping him. However, an early Forward Barracks helped damage soak the Blitz Choppa's indirect hits and I believe I got Nazdreg bloodied on round 3. On my first win planet he had 2 Blitz's and a Big Shoota against my Leman Russ and something else, which, thanks to a clearcut refuge trigger on the Russ, ended up killing 2 of his elites, which even though I lost the planet enabled me to win the game. 2-0
Round 3 - Varun's Kugath
I had a decent opening with the right tricks to dodge his teleporting Possessed, especially since only 1 Backlash appeared, but with me winning command I neither saw any Ammo Depots or many units. I had all of my events in my hand at one point and was only deploying a unit each turn for 2-3 rounds, given he was deploying elites. After winning Ferrin, Warp rift allowed him to easily win a second red planet and Saterial kept bringing it back into his hand. He was clearly intending to massively build up on planet 2 whilst planet 3 had the red icon he needed, so I committed with Worr and a conventionally played Scion Strike Force (for command) opposite a Possessed, 2 cards in reserve and his incoming 3 elite warlord train. He immediately terror'd the SSF before I could Summary Execute, then I won planet 1 uncontested and moved a Steel Legion in just in case one of the reserve cards was the Prince's Might (shock horror, it was). Preemptive on the tank + Worr, dumped 4 damage into Kugath of which 1 landed. Summary Executed the tank then Troop Transported in 2 Guardsmen and used another Preemptive, Kugath still shields with 1 hp remaining. I was hoping he'd be bloodied at this point and was planning to use my Emperor's Warrant on his Possessed to kill a Bloodletter, but had to use my IF instead, which wasn't backlashed. Kugath attacked and then retreated out of safety, allowing me to Warrant one Bloodletter onto the other forcing him to use the reaccquired Warp Rift as a shield, but also resulting in Worr being left with 1 hp. Still, the lack of a Warp rift gave me some time, but in the end I didn't get enough things for the final battle. The game lasted close to 90 mins in the end since we started the last round pretty much as time was called, but what really won him the game was the reoccuring double shields when I needed to kill off the Bloodletters before Satherial. 2-1
Round 4 - Worr
He rushed first planet consistently, which meant I won command everywhere constantly. Needless to say I played a lot more units than him, although an early Barlus trigger discarding his Forward Barracks certainly helped. 3-1
Round 5 - Morn
Both triple colours and a lot of money planets with a lack of card draw on either side drew this game out, with Morns tricks doing a decent amount of work. A few misplays on my part made the game harder than it should have been, but my opponent did play very well. Bloodying Morn massively helped, and in the end I got a sneaky Preemptive kill on her before we had to slog through the final battle. 4-1
Round 6 - Kith
I really should have mulliganed. A silly mistake due to an overly ballsy play on my part led to Worr being bloodied on turn 1, which given that it also resulted in my command presence being wiped effectively ended the game for me. When it came to his win condition I probably would have won it if Worr was hale, but since he wasn't I instead got double terror'd. 4-2
---------------------------------
Ended up 9th overall after SoS was taken into account, which is probably the most frustrating position to be in. Still, it was an enjoyable experience and it gave me more time to play the side events, in which I dominated with Nazdreg (10-0). Probably should have used that deck instead of Worr, but oh well.
The choices:
- Rogue traders have replaced the Mystic Wardens as a means to fund everything, whilst also being good Suppressive Fire (or even Emperor's Warrant) targets
- Scion Strike Force work well with Ammo Depot, and given the high number of command units + Rouge Traders they're normally affordable
- The Leman Russ is normally a finisher, but it does make a superb 1st planet bully against non-elite decks
- Clearcut Refuge wins games. It helps keep an AM unit alive long enough to keep triggering the Forward Barracks, turns a first planet Shrine Guard into a warlord equivalent even if there's only a 3 cost unit out, and it keeps Worr alive in those final battles
- Wroth balances out the deck's focus on resources over cards by neutralising any card gain the opponent has received, whilst also being another tough-to-rout unit with decent stats
There was an argument to go with the Space Marine alliance instead, but I felt that the Ammo Depots aided more with consistency.
----------------------------------
TOURNAMENT REPORT
----------------------------------
Round 1 - Zarathur
Zarathur generally needs to hit Worr asap, but Zarathur couldn't find Worr. I got a couple of planets quickly whilst winning command which pretty much sealed it for me. 1-0
Round 2 - Nazdreg elites
We played each other in a store kit the weekend before with the same decks and the game went right down to the wire. This game was no different. I tried to deny him the ability to churn out elites but once the STC was out there was little stopping him. However, an early Forward Barracks helped damage soak the Blitz Choppa's indirect hits and I believe I got Nazdreg bloodied on round 3. On my first win planet he had 2 Blitz's and a Big Shoota against my Leman Russ and something else, which, thanks to a clearcut refuge trigger on the Russ, ended up killing 2 of his elites, which even though I lost the planet enabled me to win the game. 2-0
Round 3 - Varun's Kugath
I had a decent opening with the right tricks to dodge his teleporting Possessed, especially since only 1 Backlash appeared, but with me winning command I neither saw any Ammo Depots or many units. I had all of my events in my hand at one point and was only deploying a unit each turn for 2-3 rounds, given he was deploying elites. After winning Ferrin, Warp rift allowed him to easily win a second red planet and Saterial kept bringing it back into his hand. He was clearly intending to massively build up on planet 2 whilst planet 3 had the red icon he needed, so I committed with Worr and a conventionally played Scion Strike Force (for command) opposite a Possessed, 2 cards in reserve and his incoming 3 elite warlord train. He immediately terror'd the SSF before I could Summary Execute, then I won planet 1 uncontested and moved a Steel Legion in just in case one of the reserve cards was the Prince's Might (shock horror, it was). Preemptive on the tank + Worr, dumped 4 damage into Kugath of which 1 landed. Summary Executed the tank then Troop Transported in 2 Guardsmen and used another Preemptive, Kugath still shields with 1 hp remaining. I was hoping he'd be bloodied at this point and was planning to use my Emperor's Warrant on his Possessed to kill a Bloodletter, but had to use my IF instead, which wasn't backlashed. Kugath attacked and then retreated out of safety, allowing me to Warrant one Bloodletter onto the other forcing him to use the reaccquired Warp Rift as a shield, but also resulting in Worr being left with 1 hp. Still, the lack of a Warp rift gave me some time, but in the end I didn't get enough things for the final battle. The game lasted close to 90 mins in the end since we started the last round pretty much as time was called, but what really won him the game was the reoccuring double shields when I needed to kill off the Bloodletters before Satherial. 2-1
Round 4 - Worr
He rushed first planet consistently, which meant I won command everywhere constantly. Needless to say I played a lot more units than him, although an early Barlus trigger discarding his Forward Barracks certainly helped. 3-1
Round 5 - Morn
Both triple colours and a lot of money planets with a lack of card draw on either side drew this game out, with Morns tricks doing a decent amount of work. A few misplays on my part made the game harder than it should have been, but my opponent did play very well. Bloodying Morn massively helped, and in the end I got a sneaky Preemptive kill on her before we had to slog through the final battle. 4-1
Round 6 - Kith
I really should have mulliganed. A silly mistake due to an overly ballsy play on my part led to Worr being bloodied on turn 1, which given that it also resulted in my command presence being wiped effectively ended the game for me. When it came to his win condition I probably would have won it if Worr was hale, but since he wasn't I instead got double terror'd. 4-2
---------------------------------
Ended up 9th overall after SoS was taken into account, which is probably the most frustrating position to be in. Still, it was an enjoyable experience and it gave me more time to play the side events, in which I dominated with Nazdreg (10-0). Probably should have used that deck instead of Worr, but oh well.
Sample Hand:


Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
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2 Comments
(I'll feel stupid if it's posted, and I just missed it)
I'm still deciding if I want to use it in something else significant, and if I do I'd rather not reveal it just yet.