Hey Trophy Hunter!
My goal for the year was to win a Grand Clash. I can mark that off my to-do list now, but I’ve still got some things left to do on there. Fortunately I was able to scratch out two of the factions en route to winning a Grand Clash but now I’m turning my head back towards the Sepulchral Guard because I think they’ve got some playability with the new cards from Zarbag’s Gitz, Eyes of the Nine & Echos of Glory. Deck list to follow:
This is the first draft of the deck list so will need some refinement for competitive play, but fortunately Nightvault has seen a resurgence of players at The Forge and we’ve got a regular group playing on Wednesdays. The perfect place for me to test my deck before hunting Glass.
Defensive Strike: I’m slow. People like to kill me. It stands to reason any kills I make will be in my own territory.
Martyred: A new objective! Score 1 Glory immediately if the first fighter taken out this turn is a friendly fighter. Seems likely.
Change of Tactics: No explanation required!
What Armour?: New Objective! friendly fighters attack with cleave succeeds – no need to kill. Just cause damage! This is a lovely buff for SG & Magores.
Keep Them Guessing: Seems like an easy to score 2 glory objective given the number of actions available natively to the warband.
Well-Guarded: The Warden is likely to be kept safe so some buddies around won’t hurt.
Escalation: With a third of my deck as score immediately i’ll likely be equipping mid-turn so Escalation just makes sense.
Fired Up: I’m going to bring back the Champion so it is sensible to earn a glory for him being alive.
Extreme Flank: I have a lot of models to take advantage of this easy to score 2 glory.
Shining Example: The Warden is going to get Inspired, and I’ll try to keep him alive so
makes sense to score glory for it.
Supremacy: Not a huge fan but it can swing games massively and if I get three objectives it would be rude not to try.
Superior Tactician: I am confident I’ll score half these objectives in a game and this end game uplift can really bring you out in the lead.
Glory Potential: 20 + Kills + Upgrades
Quick Thinker. Time Trap. Great Concussion. Ready for Action. Hidden Paths: cause…y’know.
Sidestep: It’s legitimately one of the best cards in the game. I can’t leave home without it.
Restless Dead: Allows more action economy and can be used up push that Inspire condition.
Quick Advance: Pushing two models is good. Especially with the objectives I have.
Spectral Wings: I’m slow. This makes me not as slow.
Irresistible Prize: I want to see how this functions on the table. You’ll notice I don’t have Alone in the Darkness – this can help prevent that or keep Well Guarded on the table.
Tethered Spirit & A Destiny to Meet: They’re just great cards.
Slumbering Key: A Destiny to Meet Strikes Back!
The Formless Key: Hold any objective for a glory seems doable.
Tome of Glories: It’s like The Formless Key but can activate a few times & helps with the
objective Supremacy & Keep them Guessing.
Sudden Growth: Because Deathly Fortitude is great, and I like new artwork.
Faneway Crystal: Fantastic applications on the table, helps with stopping Denial and pushes objective play.
Binding Shard: Experimental. I’m gonna try and use this to glue my petitioners onto objectives.
Frightening Speed: +2 Move is just so good in this warband.
Undying: More wounds = more effort to kill me. Chosen this over Deathly Fortitude (for now) as I don’t want to completely hamstring my movement.