THE Warhammer Underworlds Blog & Podcast

Raging Slayers Rivals Deck Review – Embergard

Intro

Welcome back to Path to Glory for another Rivals deck review! Thank you again to Games Workshop for providing us a free copy for review. This article will be covering another new Strike deck in Raging Slayers! Since we are all holding our breath for another Take and Hold deck, it’s understandable to be a bit disappointed to see another Strike deck. However, despite the disparity in deck distribution (woof, say that three times fast…), I think that release of another Strike deck is well-timed in this instance since it is a bit better-positioned to have an impact on the current meta. It’s no secret that the four decks in the core set are still dominating the game, particularly Pillage and Plunder, which, for reference, made its way into 12 of the 15 decks from the top 3 teams at WTC. Personally, the best way I have found to deal with passive-scoring PnP spam in general is to punish your opponent for staggering themselves by leveraging the re-roll to efficiently pull their models off the board by playing a Strike warband. If we continue to see warbands like Gitz and Grymwatch in the upper tiers of representation in the competitive circuit, pulling in more Take and Hold is not really going to fix the “problem” unless it has an outrageously high and consistent scoring ceiling itself. Not that Strike warbands have been struggling, but increased representation of it can only add to the risk of bringing more passive decks to events and hopefully start breaking up the meta again.

Mini-rant aside, you might have guessed that I am hoping and even forecasting that this deck will be the first expansion since Reckless Fury to really disrupt the meta (although hopefully not in quite the same fashion that it did at Worlds). There are a few mechanical reasons for that hopefulness, so let’s get into what those might be.

Plot Card

The first ability on the plot card, Raging Charge, introduces us to the deck’s engine, which are rage tokens. Immediately after you pick a friendly fighter to charge, they get a rage token and, while they have any rage tokens, they are considered enraged. Rage tokens clear at the end of the battle round. As you might expect, the enraged keyword and rage tokens will pop up quite a bit in the 32-card deck.

However, being enraged also comes with a significant benefit in Raging Strike, which allows you to re-roll one attack dice in a melee attack. Having access to this right from the start of the game is incredibly powerful and this ability makes the plot card arguably the strongest card “in the deck.” Before we even get into the cards that are actually in the deck, it is important to keep in mind that a universal re-roll when charging, or even sometimes after you have already charged, is baked into the power level of every card you play and is extremely potent dice fixing on its own. While this obviously leans you towards more melee-focused warbands, I want to particularly highlight elite aggro warbands, such as Gorechosen, who will be able to get charged out and swing again, still benefitting from that rage token re-roll. There are also niche interactions like with Scream of Anger or Brethren of the Bolt’s Reckless Abandon that can help you out in terms of leveraging those rage tokens to their fullest potential.

Of course, having such a beneficial ability also mandates a downside, and that comes from Poor Footing. This ability states that, after an enraged friendly fighter is attacked, if they were not driven back or grappled, they are pushed 1 hex away from the attacker, as chosen by your opponent. If you’re playing this deck, you better be all-in on the strategy, because you are likely not staying put. While I might have appreciated something like the old Hungering Parasite symmetrical re-rolls, this is actually a clever way to limit what types of scoring you can try to bring in Nemesis, as well as potentially limit your access to charged-out attacks while you have a rage token since your opponent can guarantee they push you away just by attacking. Guard or other “no driveback” abilities can’t save your positioning unless you have a “cannot be pushed” ability like Bahannar (more on that later). Sure, if you’re just slamming in double-Strike decks, maybe you don’t have too much positional scoring to worry about in the first place. Still, you probably aren’t trying to play Emberstone Sentinels with this if you want to be scoring those cards for holding treasure tokens at any kind of consistent rate.

Objectives

Our first objective is Aggressive Expansion, a 1-glory end phase card for having 3 or more enraged friendly fighters in enemy territory. This one just feels like a big ask for only 1 glory and I’m kind of unclear as to who it’s for. If you are a low model count warband, this could be asking you to get some or all of your fighters into enemy territory while enraged and would likely become impossible to score in the later rounds as fighters are slain. Meanwhile, if you are a horde warband, you might be able to charge a bunch of fighters into enemy territory, but they’re probably not going to live very long. I’d be a bit more intrigued if this were 2 glory (and even then its still a bit of an ask), but for just 1, I am going to pass.

Power Ceiling: 1, Consistency: 2, Universality: 1

A reprint from Reckless Fury, Best Foot Forward is about as good as you could ask for as a surge in a Strike deck. Just charge into enemy territory and hit an attack, that sounds like what the plan was anyway. It’s even better here than in its prior deck thanks to the re-roll off the plot card. While it does occasionally get stuck when your dice are not cooperating, that’s not nearly enough reason to leave it at home, great card.

Power Ceiling: 3, Consistency: 2, Universality: 3

Blinded by Rage is our first (notice I said first…) kill surge in the deck and requires you to slay an enemy fighter with an enraged friendly fighter’s melee attack, if that friendly fighter was already enraged at the start of the turn. Short of making a charged out attack for the kill, there are very few ways you can pull this off and Poor Footing makes it all that much harder to do so. While you can tech in pushes and teleports to help out with this kind of thing, it’s always easier to secure a kill surge that doesn’t carry a prerequisite from something you needed to do earlier in the same round. I also think that the current state of V2 surges is such that asking for a kill is more than most “good” surges will require of you in Nemesis anyway, even for most Strike decks.

Power Ceiling: 1, Consistency: 1, Universality: 2

Speaking of surges which don’t require kills, Coordinated Assault is up next, requiring each friendly fighter to be enraged and be in enemy territory. This is obviously slanted a bit more towards those elite Strike warbands and should be relatively consistent for them. In particular, this looks nice on Emberwatch and Farstriders since they can still get enraged when charging with a ranged attack even though they can’t benefit from Raging Strike on them. In the case of Emberwatch, you don’t even necessarily need to have charged into enemy territory so long as you are able to teleport in afterwards. You probably want to see this later in the game, as you can score it with as little as one fighter, but generally the warbands that should be taking it won’t mind having a diceless/kill-agnostic surge at any point in the game it happens to be drawn.

Power Ceiling: 3, Consistency: 2, Universality: 2

Into the Fire rewards you with 1 glory in the end phase if your leader is in enemy territory and is within 2 hexes of 2 or more other fighters. Not caring about which warband those fighters belong to is a nice boon and particularly means that warbands with out-of-sequence move economy can make good use of this. I think you’re largely looking at this for warbands which have tanky leaders and relatively easy access getting additional bodies in around them. Despite their move speed, Kainan’s Reapers certainly come to mind as an option here, but I could easily see this pairing up with Mollog or Blackpowder. My only concern is that I think a lot of the warbands which are best suited to execute this are also generally better suited to playing the counterpunch role than pushing forward into enemy territory. There are better 1-glory scores out there, but I could definitely see this being considered as one of your last end phase additions to a deck, especially with the popularity of horde warbands right now making it easier to score.

Power Ceiling: 1, Consistency: 2, Universality: 2

As of writing this, we’ve just gotten confirmation that Skittershank’s Clawpack is going to enter Embergard and they are rightfully depicted on No Contest, which scores for 1 glory in the end phase if an enemy leader is slain. Pending what their new rules look like, they are probably the immediate favorite to take this card, but I could see a bunch of Strike warbands slotting this in just to fill out their end phase, especially given that the re-rolls should help with sprinting down a particular target. Still, you do have some matchup concerns about hitting a leader who is difficult to take off the table. Running into a leader with 5+ Health and/or good defensive stats could spell doom for what is ultimately just a 1-glory score, so you’d definitely still want to reach for one of those diceless end phases first like we have in PnP, for example.

Power Ceiling: 1, Consistency: 2, Universality: 2

Keeping with the naming theme, we have No Escape next, a 2-glory end phase for each of your fighters being enraged and in enemy territory and there being no enemy fighters in your own territory. Honestly, pick any two of these conditions and I think you’ve got a fair deal on 2 glory, but all three together is rough. If your opponent runs even one fighter into your territory, you are going to have a heck of a time trying to kill them and get out of your territory at the same time. On top of that, needing each of your fighters to be enraged once again limits this mostly to the elite Strike teams. Maybe this works out in matchups where your opponent happens to be really slow and/or is trying to hide from you at the back of their own board, but I think the way the boards are now, in conjunction with all the teleport tech, just makes this a really difficult ask. I mean, think about the near impossibility of scoring this in a matchup against something like Grymwatch, who are popular enough at the moment to perhaps single-handedly invalidate this as a choice for your tournament deck. No thank you.

Power Ceiling: 2, Consistency: 1, Universality: 1

The last in the set of “No” cards, No Respite is a surge for after your opponent’s action step if you have an enraged fighter in each territory. Considering Careful Survey exists, this is just unacceptably more work. I feel like the timing for those two cards would have had to be switched for it to make more sense. Even then, getting fighters into all 3 territories reliably and having them be enraged is a tall enough task on its own, as the more efficient movement/push tools used to get folks into position for this generally don’t get you enraged. Factor in the timing and that you’re fighting against Poor Footing and that’s going to be another “No” from me.

Power Ceiling: 1, Consistency: 1, Universality: 1

Overwhelming Presence is unfortunate because I really do like to see cards in the design space of “your opponent is not holding any treasure tokens,” but PnP and Strip the Realm exist, offering not only an easier and higher-glory version of this card, but also a significant deterrent from trying to score it, since you’d only be getting 2 glory while the opposing PnP player gets 3. Even on top of that, it again further limits itself by wanting all of your fighters to be enraged. Bit of a cold streak at the moment, unfortunately.

Power Ceiling: 1, Consistency: 1, Universality: 1

Sever the Head is our next kill surge (notice I said next…), scoring when you slay an enemy leader with an enraged friendly fighter’s melee attack. Bad enough it had to be for killing the leader, but adding another condition on top of it? Absolutely not. The design space around “kill the enemy leader” objective cards is woefully underdeveloped, often requiring very timing-specific conditions be met in terms of when you do the deed and when you draw the card. If they don’t line up, you’re just left with a useless card in your hand. While on the surface it does appear this has some internal synergy with No Contest, it actually can clash with it. Imagine drawing No Contest early knowing you’ve still got Sever the Head somewhere in your deck to be drawn. Either you brick your 1-glory end phase for the hope of scoring the surge or you try to score the end phase now knowing you will brick the surge later. Yikes.

Power Ceiling: 1, Consistency: 1, Universality: 1

For a whopping third (and mercifully, final) kill surge, Supreme Slayer scores after your leader slays a second or subsequent fighter. We saw this in V1, but it was (justifiably) worth 2 glory then. I do think this is probably the most consideration-worthy kill surge in the set given that there are a number of warbands out there with some heavy-hitting leaders as their offensive conduit, but it is still a big ask, particularly if you happen to be facing off against an elite warband. I know Raging Slayers brings its own accuracy in the plot card, but it’s still crazy to me that this deck has more kill surges in it than BA and RF had combined.

Power Ceiling: 1, Consistency: 2, Universality: 1

Our last objective is another reprint from Reckless Fury in Unrelenting Massacre, which rewards 3 glory for every fighter on the board having a charge token. While I get that the idea of the deck is charge-charge-charge, to cheat ahead a bit, the power deck lacks the support for this card which we had seen in Reckless Fury (even with Get It Done and Fury of Aqshy being forsaken). Since it’s inception, it’s also been quite matchup-dependent. If you expect to face a lot of opposing Strike and/or elite warbands, it’s fine and, at times, just symmetrical. Otherwise, it probably finds its way into your discard pile against a lot of hordes and/or more passive builds. Very boom-or-bust, and I don’t like the idea of not having a single card in the deck that hands a fighter (friend or foe) a charge token.

Power Ceiling: 3, Consistency: 1, Universality: 2

Ploys

Adrenaline Rush seems a little bit out of place as pseudo-defensive tech in a deck that’s not specifically asking you to delve. There are a lot of ways to get handed stagger tokens these days, so removing them is certainly not a bad thing, but then you’re at least partially relying on your opponent to make the card useful for you. You probably only even consider taking this if you’re pairing up with PnP to cover some of your more aggressive delves, but even then, I think it will have a tough time making your 10 ploys.

Power Ceiling: 1, Consistency: 1, Universality: 2

Going from a not-so-good card to an “it does what?!” card, next up we have Honed Reflexes, a domain which gives friendly enraged fighters a Save re-roll for the whole round. While the deck is less about positional scoring and more about killing things, staying alive is a great way to maximize your potential to accomplish that. I think the stocks of every other domain card in the game just went up too, since they have the inherent value of turning this card off if your opponent is running this deck.

Power Ceiling: 3, Consistency: 3, Universality: 3

Knife to the Heart is our first rage token removal ploy, exchanging it for an adjacent ping against a non-vulnerable enemy fighter. This ploy theme generally kind of suggests to me that you’d like to forgo scoring for being enraged (as much as is possible in your Nemesis pairing) and just benefit from “spending” your rage tokens instead. While it can’t be used as a finisher, this is about as controllable of a ping as we have in this edition, so I think it will still be pretty darn useful for a lot of warbands.

Power Ceiling: 3, Consistency: 2, Universality: 2

Murderlust is a surge ploy to grant your fighters +1 Dice on melee attacks against an enemy fighter for the round after you miss them with an enraged melee attack. While the inherent plot card re-roll does mean that +Dice is significantly more valuable than something like a round-long stagger token, I tend to worry about this kind of trigger meaning the card gets stuck in your hand too long to be useful, especially on account of the baseline accuracy you are packing in this deck anyway. It feels nice in theory, but I think it ends up clogging your hand a lot in practice since the odds say you ought to be hitting your melee attacks with this deck more often than not. Nice at least that it is not a domain and so doesn’t clash with Honed Reflexes. I also want to call out a very niche interaction with Endless Malice on the Thorns warscroll, since it has the same surge window and therefore you can get the +Dice on the follow-up swing.

Power Ceiling: 2, Consistency: 1, Universality: 2

Senseless Haste starts to bring Adrenaline Rush into perspective a little bit, granting friendly fighters +1 Move in the next turn, but staggering them after the move. Maybe this has a bit of value with warbands that have on-warscroll movement shenanigans since you could make use of the extra move multiple times, but those are generally also warbands where you don’t want to be making yourself easier to hit either. I would probably have been more ok with this if it were just a Wings of War reprint that also staggered you. Still, I can say from experience that +1 Move can be very impactful on Mortek Advance, so I could see situations where you might actually consider this as an inclusion in your Nemesis deck.

Power Ceiling: 2, Consistency: 2, Universality: 2

Slayer’s Aid is sort of an inverse Commanding Stride, pushing a friendly fighter 3 hexes up next to your leader. Nice to have another unique push in the pool, and a pretty good one at that. It’ll be hard to pass up in just about every Raging Slayers build, but it should provide most consistent value with the “big boy” warbands, particularly Headsman, Reapers, and Mollog’s Mob since they all have distinct warscroll synergy for pulling in supports. Conversely, you could use this with very conservatively-played leaders such as The Sepulchral Warden or Crackmarrow to try and limit your opponent’s access to them. Note also that this just says they need to end adjacent, so can use this to push a fighter around your leader as well, in cases where that would be useful.

Power Ceiling: 2, Consistency: 2, Universality: 2

Slayer’s Arena is another domain, staggering each fighter (friend or foe) that misses an attack. While Raging Strike should mean that you generally have the edge on your opponent in terms of hitting attacks, we already talked about how your innate plot card re-roll lessens the value of stagger in general. I just don’t think there’s enough upside here to justify inclusion in your deck, especially since it clashes with Honed Reflexes.

Power Ceiling: 1, Consistency: 1, Universality: 2

Venting Strike will also cost you your rage token, this time to give you +1 Dice on your melee attack roll. Notably, however, you don’t actually lose the token until after the attack resolves, meaning you get the +1 Dice and the re-roll for the attack, which you’re pretty likely to hit with all that accuracy. Again, you have to be mindful of whether you’re trying to score things from being enraged, but +Dice is always solid.

Power Ceiling: 2, Consistency: 2, Universality: 3

What Pain? lets you heal and stagger up to two friendly fighters, giving it the distinction of being the only multi-fighter heal ploy in the game. The value of healing just one damage has increased significantly in this edition given the nature of how damage typically gets dealt these days. Furthermore, doing it for two fighters at the same time can be really disruptive against certain scoring, such as Wreckers, particularly if you can hold this until the end of the round to negate the downside of the staggers. It’s also great redundancy if you can package it with other heals such as Healing Potion or Prideful Duellist.

Power Ceiling: 3, Consistency: 2, Universality: 3

Our final ploy is yet another domain in Wrong-footed Stance, which gives a fighter a Move token in addition to a stagger token whenever they enter a stagger hex. This is probably the number one card that I don’t understand why it’s in this deck. It could be a kind of interesting control tool if there were more stagger hexes on the board, but there aren’t. Then, on top of that, this deck is all about charging, especially with Unrelenting Massacre. I like the idea of the card, but it seems kind of half-baked and probably is in the wrong deck. This also needs an FAQ as to what happens if a fighter with the flying runemark moves into a stagger hex since they are supposed to be immune to receiving a stagger token when they do so (although I think RAW, the way this card is worded would actually override that immunity and give them a stagger + move token). Overall, I just have a hard time justifying spending a slot on this card.

Power Ceiling: 1, Consistency: 1, Universality: 1

Upgrades

Not that I’m complaining about having access to a powerful card like Agile in the deck, but I am a bit confused as to what it is doing here. The theme of the deck seems to very much be kill-kill-kill, but then this card is not directly supporting that game plan. That said, you do have some baked-in reliance on your leader being alive in this deck, so maybe that’s all it’s really here to help with. Still a really good card, you’ll absolutely take it.

Power Ceiling: 2, Consistency: 3, Universality: 3

Aggressive Ambusher is next, granting you cleave and ensnare on your melee attacks when your target is flanked or surrounded and you are enraged. This is right in the wheelhouse of where I want to see my cleave and ensnare cards. It’s capable of working regardless of the matchup, but will require a little bit of work to reap the reward. Of course, we have to call out the synergy with Hidden Aid here, but it is also just great for warbands that can naturally generate flanked or surrounded attacks such as Gitz or Hexbane’s Hunters (and soon, hopefully, Sons of Velmorn!).

Power Ceiling: 2, Consistency: 2, Universality: 2

Next up is Angered Swing, a proper weapon upgrade that a horde warband would want to take at 1R/3S/2D. The “caveat” is that you have to re-roll all of your dice if you want to use Raging Strike, but the fact that doing so is optional in the first place is kind of the best of both worlds, since you get to see your result before you decide whether or not to use the re-rolls. If you have no successes, 3+ re-rolls is absolutely bonkers value. After that, you can just weigh your opponent’s odds of out-rolling your initial result to determine whether you want to pick up all the dice and try again. Also great for if you care less about hitting the attack and more about just rolling a crit for the purposes of something like Critical Effort or even Overrun.

Power Ceiling: 2, Consistency: 3, Universality: 2

Back in the realm of good design space for non-grievous runemark upgrades, Assured Bloodshed gives you brutal and grapple on your melee weapons while enraged. This is notably the only upgrade in the game that grants grapple, which is a neat ability we don’t see very often (and scarily rather exploitable by Snirk). Packing brutal as well is a nice way to negate common defensive buffs such as cover tokens and/or Hidden Aid, solid card.

Power Ceiling: 2, Consistency: 2, Universality: 3

A nice homage to V1, we have a reprint of Gifted Vitality, albeit for 2 glory now, healing you at the end of each round. Since this is not impactful in the third round, I think I would have been fine at 1 glory for this, especially since it won’t trigger prior to scoring to potentially disrupt cards such as Wreckers or Calm Before the Storm. Still, it’s great additional survivability, particularly for fighters who are already pretty tanky, as long as you can get it out early enough for at least one meaningful heal.

Power Ceiling: 2, Consistency: 2, Universality: 2

Now we come to quite possibly the new strongest upgrade in the game in Haymaker, which is +2 Damage on a melee attack (to a maximum of 4), braking after a successful hit using the runemark. One time use or not, this is an incredible equalizer for warbands which previously capped out at 2 Damage plus grievous, particularly if they have good native accuracy, like Condemnors. Warbands with good native Range 2, 2 Damage access are also great candidates, as putting out 4 Damage at Range 2 has only happened in rare instances in this edition so far. Given the free re-roll you’ll likely also be getting here, I think we’re looking at a guaranteed restricted card, possibly even forsaken at some point. At least they had the foresight to block it from working with weapon upgrades (imagine this with Burrowing Strike).

Power Ceiling: 3, Consistency: 3, Universality: 3

Good old reliable Keen Eye is here again, and it’s always going to be worth the cost, particularly in this deck since you’re generally factoring in re-rolls (and maybe even Haymaker too!).

Power Ceiling: 3, Consistency: 3, Universality: 3

Murderous Instincts is truly a double-edged sword, limiting the equipped fighter to only resolving charge actions, but with the benefit of granting your (non-weapon upgrade) Range 1 attacks grievous. The restriction does make this card a bit niche since elite warbands want to be leveraging charged-out attacks and hordes often have reasons to be making move actions independent of charges. I think the ideal landing spot for this is on intermediate-sized Range 1 aggro team that will still mostly be charging without usually activating the same fighter more than once in a round, especially since they are generally looking to trade pieces anyway and might just need that little extra oomph the one time. Be very mindful of the downside here though, I think it will come into play more often than you might first expect. Niche idea, but this would also be a fun one to use Vile Temptations with to lock out someone like The Sepulchral Warden from doing his thing.

Power Ceiling: 2, Consistency: 2, Universality: 1

Continuing the trend of new design space, Stubborn to the Bone is our first “cannot be pushed” upgrade in the new edition. Being mindful that it also means you won’t be able to push the fighter either, the precondition of needing to be enraged for the effect to kick in means you have pretty direct control over when it will or will not be active. Not being pushed can also just be incredibly annoying to deal with on a bulky and/or defensive fighter. Just keep in mind that, per the Frenzy of Greed FAQ, the “cannot be given stagger tokens” effect means that fighter won’t be able to delve when they are enraged.

Power Ceiling: 2, Consistency: 2, Universality: 2

Lastly, we have United in Anger, which is probably the hardest card to forecast in the deck. The potential to leverage every push you play into a second push means there could be a reasonably high ceiling on the card, but I do think the directional limitation may complicate things a bit. Additionally, having some experience playing this type of effect in V1, there are a lot of cases where you are pretty satisfied with just using the ability once since it has now gotten you into the spot you wanted to be, so why would you push out of that hex? The best case I can think for this card is just relocating your key offensive piece to make as many attacks as possible. Push one friendly fighter, then drag that key fighter along to make sure they stay close to the action. Definitely worth testing out, but I wouldn’t be surprised if it gets cut when you start getting down to that 10th/11th upgrade slot.

Power Ceiling: 2, Consistency: 2, Universality: 2

Conclusions

Overall, I find this deck very interesting, particularly because it has a sizeable number of unique cards you won’t find in other decks. I know I trashed on a lot of the objective cards, but the scoring being lackluster here is honestly kind of a hidden blessing, I think. Imagine if you had a Strike deck that was this good at killing stuff and got a bunch of easy/high-value objective scores!  There are some overtly powerful tools in here, as well as some that require a bit more finesse, so I like the potential to open up a more pensive Strike archetype where yes, you charge a lot, but you also hit a lot of branches in your decision tree with, for example, whether or not to remove a rage token. At first glance, obvious warband partners will be elite Strike-inclined teams such as Emberwatch, Gorechosen, Krushas, or Thricefold Discord, as they will all enjoy getting some extra value out of their attacks and can play well with some of the objective cards. They will also enjoy some of the unique effects that can combine with other similar cards in the universal pool to build in redundancy, such as adding What Pain? and Gifted Vitality together with a card like Healing Potion. However, I think a good number of 5+ fighter warbands might be able to tease out even more synergy in some instances, particularly those which have a big centerpiece like Kainan or Blackpowder, as long as they can pull in some more consistent scoring from another Rivals deck. The accuracy the deck offers, in conjunction with Haymaker (and maybe even Murderous Instincts) can really compensate for the generally lesser weapon profiles we see in horde warbands. I want to give a particular shout-out to Hexbane’s Hunters, as this deck ought to provide them with the means to up their mediocre melee attack profiles while also giving them a lot of high-value, high-glory upgrades to leverage their Tools of the Trade ability.

Looking at Nemesis pairings, I actually would be more inclined to throw this together with Reckless Fury than I would Blazing Assault if I am going for the double-Strike pairing, as I don’t think you score enough glory just playing with BA (barring taking Annihilation, which is honestly a bit less insane to do when paired with this deck). Despite some redundancy with the RF objectives, the two decks play nicely together in that they both generally want you to ABC (always be charging) and complement each other relatively well in the power deck. Alternatively (and perhaps ironically, given my statements in the intro), Pillage and Plunder goes with pretty much anything and this deck is no exception. Pack yourself full of PnP objective cards, smash the power decks together, and enjoy the glory (pun intended) of a smooth scoring package while also maintaining significant offensive presence. Unlike other positional decks, getting pushed off the token once you’ve gotten onto it is not so much of a problem for PnP, assuming you get your treasure token delve done, so the downside will not be felt so strongly as in other cases.

Whatever you decide to play it with, we hope you have fun experimenting with the new deck. Let us know what your favorite warband and/or Nemesis combos with Raging Slayers turn out to be! Until next time, we wish you the best of luck on YOUR (furious) Path to Glory!

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Steelheart

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Co-Founded Path to Glory in 2019. Loves to compete at the highest level possible. The FIRST EVER Warhammer Underworlds World Champion (2023).

Favorite Warband: Stormsire's Cursebreakers

Kyros

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Competitive player and deck builder who is always looking to innovate the next best deck. Long-time gamer who joined Path to Glory in 2023.

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Baconborne

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Notorious horde warband enthusiast and avid deck builder who truly enjoys the minutiae of the game. Founded Determined Effort (2021) before joining Path to Glory in 2023. 

Favorite Warband: Kainan's Reapers

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