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Zogwide
Submitted by
Intolerance
, Jul 05 2016 12:07 AM | Last updated Aug 29 2016 12:51 PM
Elmios likes this
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Orks Astra Militarum
Tournament Quality
Warlord
Order by: NameTypeCost
Total Cards: 0
Zogwort’s one of my favourite warlords and I’ve been playing him on and off since his release. Using various incarnations of this list, I’ve placed as follows for 2016:
6th place in The Black Crusade Spring 2016. Vs Coteaz(W)/Urien(L)/Concession(W)/Ku’goth(W)/Ragnar(W)/Worr(W), cut to Nahumekh(W)/Ku’goth(W)/Eldorath(L) Top 4 Tacoma Regionals (28 players). Vs Ragnar(W)/Zarathur(W)/Mavros(L)/Nahumekh(W), cut to Worr(W)/Worr(L) Top 4 Vancouver Regionals (18 players). Vs Cato(W)/Omega(W)/Aun’shi(W)/Ku’goth(ID), cut to Mavros(W)/Omega(L) 1st place Spring 2016 Kit (8 players). Vs Worr(W)/Kith(W)/Kith(W)
Some of the T1 matchups for Zogwort are challenging, but after post-game analysis I usually consider my losses due to a tactical error rather than warlord imbalances. Zogwort might not be a viable pick at the top level of competitive play, but I expect that a more skilled player could have gone the distance at events comparable to some of these.
The general strategy is to perform well in command and then go wide on units, using Squiggify and Suppressive Fire to protect against area effect. Use attachments defensively against Warpstorm and try to derive maximum value from Runtherders. Ideally Zogwort should be kept hale until the final battle due to his individual combat presence. Many of the card choices deal multiple instances of 1 damage which slightly devalues an opponent’s 2/3 shield cards.
I think Battle Cry and the Warbiker are the most cuttable cards for meta choices like Squigg Bombin. Front line ‘Ard Boyz are appealing but I find that I don’t usually have extra resources, it’s important to be able to play events at critical moments. Clearcut Refuge looks like it will be a great inclusion.
If you take the list for a run I’d be eager to hear about matchup experiences and any changes made.
Card notes:
15 1-for-1s The command core, nothing special here. Card draw is a priority so protect void pirates, sometimes HQ is the best place for them. Consider checking command when you plan to commit to the first planet so that opponents win 1 instead of 2 if they snipe. Be cautious when trying to win tied commands as an opposing promotion or snipe gains too much value.
Snakebite/Warbiker Combat units for initiative planets, 4 thugs would be better and I currently consider the Warbiker to be a mediocre inclusion.
SLC Speed bumps to keep Zogwort hale and swinging, also relevant when arriving at planets exhausted.
Runtherders Often maligned, but relevant when arriving exhausted and strong when combined with shields and Ork Kannons. Also provide some resilience to area effect.
Wyrdboy Stikk Shield or play if Warpstorm is a possibility.
Squiggify/Suppressive Fire Based on each matchup these should be saved for specific units when at all possible.
Rok Bombardment Try to direct the game towards a large final battle at a red planet, very effective when combined with the various unit generation effects.
Snotling Attack A temporary combat burst, but too valuable in certain matchups to not include. Against Worr for example, this is important for denying victory on a green planet.
Ork Kannon One of the most important cards in the deck and very versatile. Pressures command, mobile units, high-attack/low-hp units, and wears down elites. Can generate Snotlings with Runtherders and deal extra damage while command sniping units with 2hp+ prior to them attacking.
Zogwort’s Hovel Circumstantially strong, great for 3rd planet win scenarios, swarms and Khymera Den, or combined with Rok Bombardment.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Well done. I have played Zogwort since I started playing in October and find him interesting and fun to play. Against a player who underestimates him, he will cause a lot of problems. I find it harder to compete against top tier decks when they are careful not to get into situations where the Snotling swarm can overwhelm them.
I actually find Enraged Ork pretty useful in Zogwort. He is good early game to discourage sniping or make him spend a lot to take planet one. He also is a good target for Ork Kannon and provides even more of that Area Effect resilience. Put a couple Runtherders and Enraged Orks at a planet and Area Effect actually makes you stronger. I find Enraged Ork better than Evil Sunz because of all this.
I actually find Enraged Ork pretty useful in Zogwort. He is good early game to discourage sniping or make him spend a lot to take planet one. He also is a good target for Ork Kannon and provides even more of that Area Effect resilience. Put a couple Runtherders and Enraged Orks at a planet and Area Effect actually makes you stronger. I find Enraged Ork better than Evil Sunz because of all this.
I tried Enraged Ork a long time ago and at the time found its role duplicated by Runtherders/Snotling Attack. More recently I tried it when I was experimenting with Smasha Gun Battery and found I was often not playing it in lieu of other options. I'll try it out again in this slot and see how it does, but my concerns are that it wont contribute in large battles due to being ignored and that Ork Kannons are better spent on Runtherders. Having a few high attack units is also nice for initiative planets.
Zogwort gets so much value from attacking that exhaust costs aren't very appealing, much of the deck also attacks for 1 damage.
What about Ammo Depot, since you seem to be able to play so many cards?
I've tried Ammo Depot several times as it's a strong card in the right deck. Here the problem I found was that many of the events are being saved for particular moments later in a game so a hand often stays above 3 cards, making the Ammo Depot useless. Even at a one-of, it wasn't working very well in the average matchup.
@Intolerance What a great deck- I've really enjoyed playing it, watching you play it on Hive Tyrant and adapting it a little- thanks!
On that note, I'd love to pick your brains on a couple of cards. Firstly, Rickety Warbuggy. I love it, really powerful hitter but I see you don't use it and I wonderd why. Is it the lack of hammer?
Secondly, I love Blood Axe Strategist and would probably swap the 3 Chimeras for it. Any thoughts?
@Intolerance What a great deck- I've really enjoyed playing it, watching you play it on Hive Tyrant and adapting it a little- thanks!
On that note, I'd love to pick your brains on a couple of cards. Firstly, Rickety Warbuggy. I love it, really powerful hitter but I see you don't use it and I wonderd why. Is it the lack of hammer?
Secondly, I love Blood Axe Strategist and would probably swap the 3 Chimeras for it. Any thoughts?
Yah it's the lack of hammer, I prefer shoota mob for this reason. I'd rather have versatile cards and rickety warbuggy seems dead on turns you're not contesting first planet. The ability doesn't seem that good and the possibility of +1r1c outweighs +1 attack for me. I've tried rickety warbuggy in Gorzod and also cut it there.
The blood axe strategist is an interesting card but I haven't had a chance to see it from either side of the table yet and don't have a strong opinion. The part of this that would make me hesitate is cutting SLC which is important for allowing Zog to keep attacking. If I were to try it out I'd probably only include 1 BAS to start as the returns on multiples don't seem that great.
The cards I'd be prioritizing fitting in from the lastest packs are clearcut refuge and brutal cunning. In a world of infinite resources it'd also be nice to have front line ard boyz.
I played a similar deck before too, but as usual a proper tooled Kith player with Pact of H to kill my cards, Archon's Terror and Klaivex to the important Runtherder/SLC swings the game around too fast.
Got beaten by a ranged Gun Drone'd Tau unit too. And I guess Ku'gath will be a tough one with a well-timed Fetid Haze or a Banner on the fat guy.
But other than that, I feel rather comfy dealing with Space Marines, Eldar, AM opponents. Too much of them 1 damage units lol
All these experience i mentioned above is during the 1st Cycle. I'm sure now with Brutal Cunning, you can turn things around easier! The problem with Orks in the first cycle is always the lack of combat shenanigans...
Also, on the Blood Axe, he has Ork synergy for Brutal Cunning and Battle Cry and so far, my oponents tend to target him as they do the Chimera, for fear of his ability. He is relevant from HQ (great phrse btw- encapulates an often overlooked point) and does keep Zoggy swinging to an extent, epeically if you can trigger another advantageous battle.
10 Comments
Well done. I have played Zogwort since I started playing in October and find him interesting and fun to play. Against a player who underestimates him, he will cause a lot of problems. I find it harder to compete against top tier decks when they are careful not to get into situations where the Snotling swarm can overwhelm them.
I actually find Enraged Ork pretty useful in Zogwort. He is good early game to discourage sniping or make him spend a lot to take planet one. He also is a good target for Ork Kannon and provides even more of that Area Effect resilience. Put a couple Runtherders and Enraged Orks at a planet and Area Effect actually makes you stronger. I find Enraged Ork better than Evil Sunz because of all this.
Wot no "No Mercy"?
What about Ammo Depot, since you seem to be able to play so many cards?
I tried Enraged Ork a long time ago and at the time found its role duplicated by Runtherders/Snotling Attack. More recently I tried it when I was experimenting with Smasha Gun Battery and found I was often not playing it in lieu of other options. I'll try it out again in this slot and see how it does, but my concerns are that it wont contribute in large battles due to being ignored and that Ork Kannons are better spent on Runtherders. Having a few high attack units is also nice for initiative planets.
Zogwort gets so much value from attacking that exhaust costs aren't very appealing, much of the deck also attacks for 1 damage.
I've tried Ammo Depot several times as it's a strong card in the right deck. Here the problem I found was that many of the events are being saved for particular moments later in a game so a hand often stays above 3 cards, making the Ammo Depot useless. Even at a one-of, it wasn't working very well in the average matchup.
@Intolerance What a great deck- I've really enjoyed playing it, watching you play it on Hive Tyrant and adapting it a little- thanks!
On that note, I'd love to pick your brains on a couple of cards. Firstly, Rickety Warbuggy. I love it, really powerful hitter but I see you don't use it and I wonderd why. Is it the lack of hammer?
Secondly, I love Blood Axe Strategist and would probably swap the 3 Chimeras for it. Any thoughts?
Looks solid. I've been looking to try him out. Thanks for the detailed wright up.
Yah it's the lack of hammer, I prefer shoota mob for this reason. I'd rather have versatile cards and rickety warbuggy seems dead on turns you're not contesting first planet. The ability doesn't seem that good and the possibility of +1r1c outweighs +1 attack for me. I've tried rickety warbuggy in Gorzod and also cut it there.
The blood axe strategist is an interesting card but I haven't had a chance to see it from either side of the table yet and don't have a strong opinion. The part of this that would make me hesitate is cutting SLC which is important for allowing Zog to keep attacking. If I were to try it out I'd probably only include 1 BAS to start as the returns on multiples don't seem that great.
The cards I'd be prioritizing fitting in from the lastest packs are clearcut refuge and brutal cunning. In a world of infinite resources it'd also be nice to have front line ard boyz.
I played a similar deck before too, but as usual a proper tooled Kith player with Pact of H to kill my cards, Archon's Terror and Klaivex to the important Runtherder/SLC swings the game around too fast.
Got beaten by a ranged Gun Drone'd Tau unit too. And I guess Ku'gath will be a tough one with a well-timed Fetid Haze or a Banner on the fat guy.
But other than that, I feel rather comfy dealing with Space Marines, Eldar, AM opponents. Too much of them 1 damage units lol
All these experience i mentioned above is during the 1st Cycle. I'm sure now with Brutal Cunning, you can turn things around easier! The problem with Orks in the first cycle is always the lack of combat shenanigans...
@Intolerance
Thanks for the detailed reply!
I'll have to play about with the different 1-cost options more- a nice excuse to play more Zogwort.
Brutal Cunning has been awesome for me so far- think I cut Rok Bombardment for it.
Also, on the Blood Axe, he has Ork synergy for Brutal Cunning and Battle Cry and so far, my oponents tend to target him as they do the Chimera, for fear of his ability. He is relevant from HQ (great phrse btw- encapulates an often overlooked point) and does keep Zoggy swinging to an extent, epeically if you can trigger another advantageous battle.