Intro
Welcome back to Path to Glory for our Rivals deck review of Nexus of Power, finally the second of the Take and Hold decks we’ve received in the second edition. Folks have been waiting for this for a while now and what we’ve received is, if nothing else, interesting. I think this one generally falls on the good side of interesting, but I also really need to see it get released in the wild to say for sure, particularly with some of the weird little idiosyncrasies sprinkled throughout the deck. Let’s jump on in!
Plot Card

Balancing Range augmentation is always a tough proposition. Historical design has tended to lean on the underpowered side of things for these types of effects, as seen even as recently as a card like Keep Them at Bay from the Hunting Grounds deck. Since Range 1 attacks are generally the most potent in terms of damage output, slapping high damage together with the threat bubble of 2-hex reach can very significantly spike a fighter’s offensive output. Just ask Mollog, Kainan, or the Gorehulk (oh wait…). In this case, I think we’ve finally struck the “strong” side of the balance curve with a Range boost. While the plot card doesn’t push from Range 2 to 3, going from Range 1 to Range 2 is arguably even more of a paradigm shift for the warbands that can benefit. While branded as a Take and Hold deck, this mechanic is inherently well-suited to Flex for me. Range isn’t going to do you a lot of good if you’re just moving onto tokens at the back of your board, but if you intend to get on tokens while also attacking things, that is where the flexibility actually matters. I think it is safe to assume, per our existing +Range effects and Wings of War, that this also means you can resolve a charge if you have no legal target at the start of the charge, so long as landing on a treasure token results in you having one. This not only results in the important flexibility to fight and hold simultaneously, but also serves to extend your threat range on a charge, a key boon for low-Move warbands such as Sepulchral Guard, Kainan’s Reapers, as well as pretty much everyone else who is primarily Move 3 and below.
The downside to the card here is that your opponent gets to flip up to 2 tokens to cover immediately after deployment. Canny players will, of course, leverage these flips to minimize the potential for early exploitation of the Range boost, but once people start to get a grasp of the play lines for the deck, will also be able to disrupt objective scoring as well. Spoiling ahead a bit, I don’t think the deck is so strong that it really needed the downside here, but I think it will be a very engaging choice for the opponent as to whether you do flip tokens down and which ones are the optimal targets.
Objectives

What ever happened to numbering the cards alphabetically?! At least they did all six surge objectives first, starting with Seized, which scores immediately after making a successful melee attack if the target was within 1 hex of a treasure token. This has some pseudo-Aggressive Claimant vibes to it in that, while it is functional and will happen sometimes, your opponent has a ton of control over whether it is feasible. This is particularly the case in the first round given that they can deploy/flip tokens such that you don’t have targets available early on. It’s not bad, but you’ve probably got 6 better surges in your Nemesis pairing to pack in.
Power Ceiling: 2, Consistency: 1, Universality: 2
Break Out is our next surge, scoring after your opponent’s action step for having two or more friendly covetous fighters in neutral and/or enemy territory. One nice upshot here is that you can be covetous around the same treasure token for this, which lends itself well to warbands with movement economy such as Gitz, Thorns, and Reapers. Abilities like Reassuring Presence from Beastgrabbaz can also help “brute force” this with sheer weight of bodies. I just think that if they were going to force the neutral/enemy territory restriction, that is payment enough, it shouldn’t have also been after your opponent’s action step. I know we don’t want to end up in full-passive, no right to respond type of gameplay loops again, but forcing Take and Hold to the mid-board and enemy territory is plenty to ensure that doesn’t happen. Making it always be after an opponent’s action step just narrows the field to those warbands that can reliably load in enough bodies and/or have the resilience to take hits and stay in place.
Power Ceiling: 2, Consistency: 2, Universality: 1

Counter to our prior entry, Claimed is a great example of a card that does need some right to respond, as there is no positional requirement beyond getting 3 friendly fighters to be covetous. Sure, 3 is a lot for more elite warbands, particularly if the card comes out later, but you can very conceivably set this up on deployment or at least the positioning is synergistic with what you are trying to do anyway, which is spread out and jump onto tokens. Hordes, meanwhile, like this card even more, as many of them have movement economy and/or raise mechanics such that they can get enough fighters covetous that it won’t matter what the opponent does in the next action step. While it’s tough luck if this card comes out later in the game and you’ve lost too many fighters to score it, it’s extremely good in the early rounds as some nice, passive seed glory to get the ball rolling.
Power Ceiling: 3, Consistency: 2, Universality: 2
Pound for Pound simply asks you to jump through too many hoops at once. Even just hitting a 2-Bounty fighter is a big request considering that plenty of warbands don’t even have one of those, yet those are the warbands where it is generally quite difficult to set yourself up as the underdog too. On top of that, you’ve thrown in positional restrictions for both your fighter and theirs and the attack still needs to succeed. Pound for pound, this is one of the worst surges in the game.
Power Ceiling: 1, Consistency: 1, Universality: 1

I only get to say “one of” on the previous entry because All Part of the Plan is even worse off. While the language is a bit different than its predecessor (Usurped from Hunting Grounds), the net result is similar, as the only way (currently available in the game) to score this card is to overrun. In fact, this is even worse than Usurped because it specifically requires you to take a treasure token from your opponent, not just a feature token. Cheating ahead to the power cards, this deck really doesn’t even pack in any support to help you enforce an overrun. Sure, you could try for Raging Slayers with it, but good luck building that objective deck. Even if you pair with Deadly Synergy to get Battering Ram, are you really going to try for that 2-card combo? Even if you get it, you still need your opponent not to have delved/flipped to cover. YIKES.
Power Ceiling: 1, Consistency: 1, Universality: 1
Fortunately, the best surge was saved for last with Calculated Strike. Sure, it’s not technically as good as Critical Effort, but given that being covetous is the whole plan here, it’s not lagging too far behind either. Sure, this kind of card can get stuck in hand from time-to-time, but it’s very rare you find yourself in a board state where it’s impossible to score unless one of the players has already been tabled.
Power Ceiling: 3, Consistency: 2, Universality: 3

Audacity is our first end phase and already sets a bit of a theme of needing some clarification/community consensus on what it means. Does the fighter need to be covetous when they made the attack or do they need to be covetous now? I tend to think precedent from earlier cards suggests the former is the correct interpretation, so I will rate it as such. While this does force you a bit more forward than you might like to be, the fact that the plot card can naturally extend your range helps quite a bit here even for slower warbands. Move 4 or 5 certainly helps, but I’d really only rule it out for the 2-Move warbands. Not the best 1-glory card out there, but it’s certainly playable enough that you can include it as your 6th end phase and not feel too bad about it.
Power Ceiling: 1, Consistency: 2, Universality: 2
The first 2-glory score in the deck is Close the Vice, which once again I am interpreting to mean the involved fighters were covetous when the attacks were made, not in the current board state. This makes it a pseudo-analog of Aggressive Unity, but with a very significant downgrade in that you need to make attacks with 3 different covetous fighters. While this is sometimes how this type of objective works out, it removes a lot of flexibility when it has to be done this way, pretty much automatically disqualifying this as an option for warbands that revolve around 1 or 2 fighters. Best case, I think you take this with a warband that has a lot of ranged attacks at its disposal like Profiteers or Pandaemonium. Another point I want to address is that we need the same clarification as with Into the Fire regarding whether you score this if you accomplish the task with 4+ fighters instead. As was the case with the original wording on that card, I see no reason why you shouldn’t. If you attacked with 4 different fighters, you also attacked with 3 different ones. However, the fact that they errata’d Into the Fire instead of just confirming via FAQ makes me further worry about how that will make Close the Vice get played. This is just barely over the line into playable, but I’m doing everything I can with my Nemesis pairing to avoid taking this one if I can help it, particularly if it really has to be exactly 3 different fighters.
Power Ceiling: 2, Consistency: 1, Universality: 2

A reprint of Slow Advance is next and it’s just as rough as it was in Emberstone Sentinels. Needing to hold in both neutral and enemy territory is rough, as this would already be a difficult ask if you had the option to hold 2 in either of those territories. I think really only two warbands in the game have the combination of mobility and defensive stats/warscroll tech to pull this off: Spiteclaw’s Swarm and Starblood Stalkers. That’s not to say other warbands can’t play it, but I don’t think they’ll find it consistent enough to merit inclusion.
Power Ceiling: 2, Consistency: 1, Universality: 1
Domination is up next as a 1-glory score for having 3 or more friendly covetous fighters within 1 hex of different treasure tokens. I take this to mean that it needs to be at least three different treasure tokens as well, not just 2 guys near one and 1 guy near another. This is fine since it’s generally the gameplan for Take and Hold anyway. You’re either on a token or you got knocked off of one but are still next to it. Horde warbands, particularly those with resurrection and/or movement economy like Sepulchral Guard, will likely make the best use of this. That said, it does lose value the later in the game you draw it due to fighter attrition, and it is more work than I’d like to be doing for just 1 glory. You can also get hosed by an opponent simply delving a token and that will feel especially bad when it is a result of them hitting a lucky overrun. With the naming similarity, it’s a little disappointing this wasn’t just Dominant Position, but it is playable.
Power Ceiling: 1, Consistency: 2, Universality: 2

Well, speaking of things we wish were Dominant Position, Lone Wolves is easily the worst end phase in the deck, which is majorly unfortunate considering that it is occupying a valuable 2-glory slot. Careful reading of this will confirm that, if someone is holding the treasure token in question, you cannot score this card, which is absurd for a TAKE AND HOLD deck. What kind of positioning requirement is this?! “Have two guys next to a token, but God help you if there’s someone standing on it like, y’know, pretty much is the entire focus of any Flex or Take and Hold plan in the first place.” Man, even the plot card wants you to be holding the token. I don’t know if maybe this was supposed to say “…adjacent to an enemy fighter” or something but even if you can score this, you shouldn’t bother doing so, for the sake of salvaging the rest of your gameplan.
Power Ceiling: 1, Consistency: 1, Universality: 1
Wrapping up the end phase cards, we have the final 2-glory card in the deck with Skin of their Teeth. Hold 2 plus meet some other condition for 2 glory has long been a staple of Take and Hold design and this one slots in pretty nicely. While it is not trivial to get damaged and yet still be alive, thankfully only one of your holders needs to have been damaged to score this, and holding 2 is otherwise exactly what you are trying to do with the deck. It’s no Iron Grasp, Supremacy, or Set Explosives, but it’s not lagging so far behind and the fact that you can pair it up with those cards for more scoring off the same board state is a nice boon. I particularly like this for Pandaemonium due to their raise bringing back fighters with damage on them, with an honorable mention to Dread Pageant being able to ping their own fighter (though they would generally prefer not to). With their new Warp-Charged wording, Tunnelpack also get a bit of an edge here. Sepulchral Guard actually once again miss out on not raising their fighters vulnerable anymore, it’s just odd they still might have been better off for doing so (except when they face Gorechosen, of course). Not sure that you can build a feasible pairing for Wrack and Ruin, but Fault Lines and Misfortune are also worth mentioning for synergy here, as are Sunder the Realm and (in extreme cases) Total Collapse from CtC. I think this will generally work better for elites since the horde fighters often are either full health or are dead, but 4- and 5-fighter bands should have enough bulk to pull this off.
Power Ceiling: 2, Consistency: 2, Universality: 2
Ploys

Starting off strong with the ploys, we have Pilfer, which is possibly my new favorite pseudo-Sidestep card in the game. Being able to pair this with builds that already offer Sidestep gives you an extra safety valve for “I got pushed off a treasure token right before the end phase.” Sure it’s not as good as Sidestep, but it’s pretty darn close.
Power Ceiling: 2, Consistency: 2, Universality: 3
At long last, we have an out-of-sequence “make a move” card with Move at the Opening! Sure, you can’t use it on fighters that already have Move/Charge, but the landing zones for this are pretty wide. At base level, you can get onto an extra token and/or move up to provide some support during a charge, but there are plenty of ways to amplify the power of the card. Reapers, for example, can use this to move Khenta or Kainan while a Mortek is charging, which means they used a core ability during the action step and so can proc Mortek advance. Velmorn can do the same to get himself a command token as well. Meanwhile, Hexbane’s Hunters can move with a hunter, move a dog, then move a hunter with this card, then move a dog again. Sure, there are cases where you might already have tokens on everyone, particularly if you are a 3-fighter warband or such, but this is always one of my favorite types of effects to see in a power deck because the flexibility of what you can do with a free Move action (even without any of the power amplifiers I just covered) is just too valuable to pass up.
Power Ceiling: 3, Consistency: 2, Universality: 2

Continuing with a series of bangers to start out the ploys, we have Organised Efforts, which swaps the position of 2 friendly fighters holding treasure tokens. The fact that you can do this board-wide is incredible. So often you end up with a guy with a Charge token in a better spot to make a valuable attack or charge and they simply can’t. Now you can swap them with someone who might be a bit out of position and immediately threaten with that fighter instead. Big boy warbands, in particular, should love this card as an extra way to get their guy in position to bonk. I’ll also give a shout-out to Emberwatch, as they can use this to set up an easier inspire. This might be a bit tough to get max value out of in the first round, but once you’ve settled into your tokens, this has some great potential to pop off.
Power Ceiling: 3, Consistency: 2, Universality: 2
Not sure why Defiance didn’t get the shorthand of covetous instead of “within 1 hex of a treasure token”—this wording will pop up a few times and negate a potential internal synergy later in the deck—but the effect is pretty solid. Unless you have an absurd number of other hoops to jump through, +1 Dice for being where the deck already wants you to be is pretty nice payoff. Sure, there’s some slight clunk in the first round if your opponent elected to flip some tokens down, but otherwise this is quite good. While I would also have liked to see a reroll or another die or something if the target was also within 1 hex of a treasure to help with some of the surge scoring, hard to complain about this one, particularly since it has no range restriction.
Power Ceiling: 2, Consistency: 2, Universality: 3

Continuing the trend of ploys which give simple, tangible benefits using the core rules of the game Into the Deepwoods hands out a guard token within 1 hex of a treasure token that is neutral/enemy territory, which is a pretty sizeable fraction of the board, particularly because a number of the cards in the deck want you to go forward anyway. Sure, it’s no Shields Up!, but this is a perfectly solid guard option, especially if it is the second one you managed to fit into the deck.
Power Ceiling: 2, Consistency: 2, Universality: 3
Unearthed Treasure is the inverse of Crumbling Mine, flipping cover to treasure instead of the reverse. Since, unless you are playing a mirror, 2 tokens at most will start delved down, this has a bit less value to me, but it’s fine in the context of the deck. Particularly in that mirror, you could even leverage this to flip down a mid-board token and then surprise your opponent by being able to swing from treasure first. While they would be strong, I honestly don’t think either card would have been all that broken if they let you flip occupied tokens too, or even at least let you flip those occupied by friendly fighters to get a “second delve” in a power step. As-is, it will be usable in Rivals but will likely end up the cutting room floor in Nemesis since it is a “nice to have…sometimes” card rather than a simpler, more consistently useful effect like guard, heals, pushes, pings, and accuracy. At least this is neat tech for the potential to disrupt Torn Landscape and/or Desolate Homeland.
Power Ceiling: 2, Consistency: 1, Universality: 2

Territorial Welcome is a great example of a card that does make you jump through too many hoops. Where Defiance works at surge speed and grants you +1 Dice (which is always useful), this one needs to be telegraphed in advance and only gives cleave (which is occasionally more useful than dice, but occasionally also useless). You’re just begging to get slapped with a Paths Unknown or Dire Ultimatum or something the second you throw this down. But wait there’s more (RIP Billy Mays)! The fighter you pick cannot be damaged and has to be within 1 hex of a treasure token, a pretty hard ask in what is still a pretty PnP-friendly environment.
Power Ceiling: 1, Consistency: 1, Universality: 2
We’ve got a reprint of Hold the Line! here, which obviously works well with the deck and is a nice option to have if you happen not to be using Emberstone Sentinels. The only unfortunate thing here is that I’d be willing to bet ES will be the best Nemesis partner here, so you “lose” a ploy in that pairing, but it’s still a perfectly solid option, presupposing your warband is one that has enough bulk to take a hit.
Power Ceiling: 2, Consistency: 2, Universality: 2

Dig In works at surge speed to let you re-roll a Save die if your fighter is within 1 hex of a treasure token (covetous missed opportunity counter ticks up yet again…). This is quite a good effect, as it should (prior to knowing what your opponent has rolled) reduce the odds of their attack being successful while also increasing your odds to Stand Fast. particularly for fighters that want to be trying for specific die faces such as Jaws, Wurmspat, Purifiers, Ironsoul, 3XD, bulwark fighters in Sons of Velmorn, or the mortis reapers in Thanatek’s Tithe (let me know if I’ve missed any!). My only issue here is the timing, as I would rather see what I roll (and, by extension, what my opponent rolled) before making the decision. For how much reduction in power it has when compared to Manipulated Fate, you would think you’d get to have a little more information before playing it. Even so, I expect we’ll see this in a good number of NP decks in cases where the Nemesis partner has only a few good ploys.
Power Ceiling: 2, Consistency: 2, Universality: 2
Ending on a bit of a low note, The High Ground is the sad little brother of Defiance, only granting you grapple and brutal instead of an extra die. This kind of effect is much better off being an upgrade (and even then, will often get cut from pairings), so you just can’t really afford to take a ploy slot for it instead. Also, zero Obi-Wan references on the card, tsk tsk.
Power Ceiling: 1, Consistency: 2, Universality: 2
Upgrades

The reason I lamented every time a card said “a friendly fighter within one hex of a treasure token” instead of “a covetous friendly fighter” is because of Wily Prospector, a whopping 2-glory upgrade to make you covetous while within 1 hex of a cover token too. Even if this turned on more stuff for the deck, you’d still be upset that “upgrade: give keyword” cost more than 1 glory (see Dark Horse and Titan of Combat). To make matters worse, this only helps with 6/12 objective cards (and only marginally on a couple of those) but more egregiously only works with 1 power card in the deck (which we will get to shortly). For that little synergy, I don’t think this would have even been worth playing at 0 glory cost, but 2 is just a slap in the face, particularly given that you need the treasure side up to get the most value out of the plot card anyway.
Power Ceiling: 1, Consistency: 1, Universality: 1
Moving on to an upgrade that is actually worth 2 glory, we have Cautious Attitude. If you liked the deck giving you Range 2, how about Range 3?! Sure, it caps you at 2 Damage, but Range 3 for 2 Damage is not currently available on any weapon profile in the game (barring some warscroll abilities). We will need some clarification via FAQ on the damage cap, because the Range 1 becomes Range 3 and therefore technically is no longer subject to the damage cap, but I think the intention behind how the card works is still pretty clear. It’s also neat that you can sort of use this as a permanent +1 Range for a Range 1 attack if you just keep swinging 2 hexes away (for example, if you are next to a treasure token but are not on it). This card is phenomenal and will surely go in every NP deck or, if not, will only be passed up by warbands with very little need to augment their Range 1, whether that be a result of having very few of those attacks which are impactful or due to other rules they might have at their disposal.
Power Ceiling: 3, Consistency: 3, Universality: 2

Open up your pocketbooks, because we have yet another 2-glory upgrade here in Mirror Shield, which is -1 Dice for ranged attacks that target the fighter. The effect is solid, but once again I don’t think it is matched by the cost. Not every warband even has a ranged attack to begin with, so this will be totally dead in those games. Even in games where it is impactful, almost everyone that has a ranged attack also has the option to melee you instead once this card comes out. Either make this 1 glory or keep it at 2 and have it work any time the attacker is not adjacent.
Power Ceiling: 2, Consistency: 1, Universality: 2
Driven by Pain gets a reprint in this deck and I do have to say it is a sensible inclusion given what your gameplan is going to be. That said, I often find myself cutting this card from my CtC builds, and that deck is not exactly known for having good upgrades. While I do like offering my opponent a choice between bad and worse, the effects here are not quite impactful enough to change whatever math made them feel they had to attack that fighter in the first place.
Power Ceiling: 1, Consistency: 2, Universality: 2

Speaking of reprints, recent “Sleeve It or Leave It” star Inviolate also made its way into this deck. Given the prevalence of Deadly Synergy (and the fact that a Hidden Aid-esque option is now available in 4 different Rivals decks), this card has seen a nice boost in usage when compared to its release. While you take Brawler over this every time, I don’t think BA x NP really has the end phase scoring to be a thing, so being able to still access the effect will be very helpful, particularly given that there are several meta-relevant warbands that rely on having flanked or surrounded (even if not using DS). Things like Gitz, Thorns, Mollog, and post-buff Velmorn (yay!) are all pretty heavily impacted by this type of card and there’s still plenty of instances for it to impact the game in any matchup, depending on the board state.
Power Ceiling: 2, Consistency: 2, Universality: 2
Opportunist grants you the ability to flip a cover token within 1 hex if an enemy fighter has just made a charge. This is a very unique effect and I’m here for it. It’s a nice way to help get covetous even in cases where you aren’t standing on the token to delve it and can really catch out PnP players trying to score their Torn Landscape or Desolate Homeland if they’re not paying attention. Sure, they should be factoring that in, but I like the pressure this card is capable of applying, particularly if you can get it on a really mobile fighter like the newly buffed Taros.
Power Ceiling: 2, Consistency: 2, Universality: 2

Overreach is yet another 2-glory range-augmenting upgrade, but only for Ranged Weapons. That said, Blackpowder fans will tell you how fun it is to take a 5-hex ranged attack, particularly in his case where he can make it for 2-Damage. For that reason, this feels kind of like a card for him, either shooting 7 hexes or 5 hexes with cleave, for 2 Damage in each case. I think it’s cool and will feel impactful for warbands that make a lot of ranged shots anyway, but I once again think this doesn’t quite reach the point of needing to be 2 glory and it also has a less favorable discard condition than Cautious Attitude.
Power Ceiling: 2, Consistency: 2, Universality: 1
Spiteful Defender is among the better 1-glory Great Strength alternatives in the game. While it is not trivial to both be covetous (grrrrrrr…) and have no Charge tokens, there’s a lot more wiggle room allowed for with the extra range you get out of this deck. You also have more freedom to simply make Move actions when playing Take and Hold, particularly with help from Move at the Opening, so I think that part won’t feel as limiting as you might expect. You’d still want Great Strength first, but if you need more than one grievous effect for your warband, this is pretty good.
Power Ceiling: 3, Consistency: 2, Universality: 2

I Like Those Odds has hands-down some of the best flavor text in the second edition and thankfully also pairs in with a decent effect. While we once again aren’t as good as the similar card in Sharp Reflexes, being only 1 glory is fair payoff for the effect and this being a different card entirely allows you to double up for warbands that do not have ready access to 2 Save dice. Once again, extra nice for warbands like Jaws who are really trying to roll more Save dice for reasons other than dodging attacks.
Power Ceiling: 2, Consistency: 2, Universality: 2
Last, but certainly not least, we have Starmaw, which has seen a huge glow-up when compared to its first edition counterpart. At 4R/2H/1D with stagger, this would already have become the premier ranged weapon upgrade in the game. However, it also gets +1 Dice when covetous (whyyyyyyyy…), creating an extremely potent attack profile for pretty much any fighter, especially given how little Range 4 we have in the game. Sure, it’s only 1 Damage, so it’s never crazy high impact, but I would say this is not only the best ranged weapon upgrade in the game, it is up there with Burrowing Strike and Coordinated Deathblow (mayyybe also include Desperate Rage) as one of the best weapon upgrades in the game, full stop.
Power Ceiling: 2, Consistency: 3, Universality: 3
Conclusion
Overall, this deck is… good. If we were doing a Rivals deck tier list, I’d probably only put the core box 4 and Deadly Synergy above it. While I do have some gripes about how overdesigned it is at times (just use the dang keyword!), there’s a lot to like here. The plot card effect, despite the token flipping counterplay (which I’m still not entirely sure was necessary), provides immense value for Range 1-heavy warbands looking to play Take and Hold or Flex. There are some really excellent ploys, a few very solid upgrades and just enough objective support to pair with a solid foundational deck in Nemesis. While I don’t think the spine of the deck is good enough to serve as the foundation for a Nemesis build itself (particularly in the objectives), it’s a strong power multiplier for more internally synergistic decks like Emberstone Sentinels, Countdown to Cataclysm, Pillage and Plunder, or Deadly Synergy that are just looking to fill gaps here and there. ES feels like the premier pairing for it to me, but I think there are plenty of warbands out there who can make any of these pairings work. I’m sure there are even warbands who could exploit some particular niche their warscroll and/or fighter cards opens up to go for a more esoteric pairing, but I’d stick to the deckbuilding basics for now. Warbands that I think really enjoy this deck are those that most desire to get that range bump while being able to squat tokens. Spiteclaw’s Swarm, Sons of Velmorn, Khagra’s Ravagers, and Sepulchral Guard are the most immediate ones that come to mind, but I could certainly see some key synergies for more Range-centric warbands like Profiteers or Pandaemonium as well. I’m excited to start playing with this deck myself, and I look forward to seeing it unlock some more play lines for an archetype that has been sorely neglected so far in this edition.
Well, that’s all for this time, please let us know what you think of the deck on social media! What Nemesis pairings are you excited to try? What warbands are you going to test it out with first? Until next time, we wish you the best of luck on YOUR Path to (Covetous) Glory!
P.S. Man, if only there were some way to shorten “within 1 hex of a treasure token,” imagine how many words that could save!












