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Zogwort 2016
Submitted by
FightingWalloon
, Dec 31 2015 02:33 AM | Last updated Jan 05 2016 03:35 AM
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Orks Astra Militarum
Other
Working to develop a competitive Zogwort deck.
Warlord
Order by: NameTypeCost
Total Cards: 0
Not a very complex deck. Zogwort has advantage in a small game, so the goal is to deny command as much as possible and use Ork toughness to outlast enemy. Battle Cry is crucial card and must be saved for key moments.
Recent games:
vs. Ragnar (OCTGN game) - Gave up first two planets to focus on command game and to limit his ability to grab cards and resources. He had a mini-snowball on planet four when I drew a timely Battle Cry that allowed me to throw him off it. He moved to set up on 6 when I had initiative on 5. I went to 6, too. He bloodied Zogwort, but I bloodied him back. Able to squeak out warlord kill next round. Deck has 30 shields. I needed them.
(If I'd not drawn the Battle Cry when I did, I probably would have lost to him on three planet rush.)
Cards I don't have that might have helped: Made ta Fight, KFG
vs Ragnar (FLGS) - Got early command lead but crucial mistake on commitment decision blew my momentum and Ragnar did his thing. KFG on last turn might have saved the game. Going to try them out.
-1 Dakka -1 Squiggify +2 KFG
I'm on the lookout for way to make room for the Warbuggy, but don't have a grip on that yet.
vs Swarmlord (FLGS) - KFG big help in forcing attacks to trigger Runtherders and Enraged Orks. Hunted and killed Stalking Lictor to give me a command advantage. Kept Termagant tokens down. Suppressive Fire vs Shrieking Harpy won the game.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
If you dont play much AM units or supports, you really should go for the Chaos alliance. Because, you know, Sowing chaos will be so strong during tournaments and other tricks might help too
I actually played a Chaos version of this deck at Winter Kit. Lost two games, but I blame those 90% on pilot error rather than the deck. Since I run so many 2-cost units, though, I opted for Warp Storm rather than Sowing Chaos. In testing Sowing Chaos, I found that I was having to play around it so much that it became extremely conditional in when I would want to use it.
Chaos deck differs from above this way:
- all AM cards
-2 KFG
+3 Chaos Fanatics
+3 Evil Sunz Warbikers
+2 Warp Storm
+2 Tellyporta Pad
When I added the Evil Sunz and dropped from 6 to 3 2-hammer 2 cost units, I thought Tellyporta would be more useful than KFG, although there was at least one moment in the kit when KFG would have saved me from my own mistake.
Round 1 vs. Eldorath I fought over planet one on turn one when I should have let him have it and saved resources. I've talked myself mentally into the idea that I can't play the long-game vs. Eldorath, so I convinced myself I needed to rush. It was a bad choice and walked right into his strength, including throwing away a Warp Storm to nullfiy.
Round 2 vs. Coteaz I had a good command advantage going and was keeping his unit count fairly low, but then I got into a fight where I failed to do good battle math and got bloodied. Should have retreated. If I had distributed the damage I was doing more thoughtfully, I would have bloodied Coteaz, but I dumped too on other units. Once bloodied, the game became an exercise in keep away and he was able to bully his way to a planet win on 6.
Round 3 - Loser's bye.
It was a bad outing for me as deck pilot as this exact deck had beaten Seth Rosen's Ragnar deck in a warm up game before the kit formally started. So, I know the deck has some capability.
2 Comments
If you dont play much AM units or supports, you really should go for the Chaos alliance. Because, you know, Sowing chaos will be so strong during tournaments and other tricks might help too
I actually played a Chaos version of this deck at Winter Kit. Lost two games, but I blame those 90% on pilot error rather than the deck. Since I run so many 2-cost units, though, I opted for Warp Storm rather than Sowing Chaos. In testing Sowing Chaos, I found that I was having to play around it so much that it became extremely conditional in when I would want to use it.
Chaos deck differs from above this way:
- all AM cards
-2 KFG
+3 Chaos Fanatics
+3 Evil Sunz Warbikers
+2 Warp Storm
+2 Tellyporta Pad
When I added the Evil Sunz and dropped from 6 to 3 2-hammer 2 cost units, I thought Tellyporta would be more useful than KFG, although there was at least one moment in the kit when KFG would have saved me from my own mistake.
Round 1 vs. Eldorath I fought over planet one on turn one when I should have let him have it and saved resources. I've talked myself mentally into the idea that I can't play the long-game vs. Eldorath, so I convinced myself I needed to rush. It was a bad choice and walked right into his strength, including throwing away a Warp Storm to nullfiy.
Round 2 vs. Coteaz I had a good command advantage going and was keeping his unit count fairly low, but then I got into a fight where I failed to do good battle math and got bloodied. Should have retreated. If I had distributed the damage I was doing more thoughtfully, I would have bloodied Coteaz, but I dumped too on other units. Once bloodied, the game became an exercise in keep away and he was able to bully his way to a planet win on 6.
Round 3 - Loser's bye.
It was a bad outing for me as deck pilot as this exact deck had beaten Seth Rosen's Ragnar deck in a warm up game before the kit formally started. So, I know the deck has some capability.