Hello Champions, welcome to the Round Table Review. In this issue, we are going to travel away from Ghyran (the realm of life) and the war between the Sylvaneth and Nurgle. Our focus will shift to Ghur, the realm of beasts. Sidebar: Did Games Workshop name this realm because they want you to think of “Grr”? If so, that is adorable. #deepthoughts Important questions aside, the realm of Ghur is anything but adorable. Based on small bits of lore I uncovered searching for information on Ghur there is only one law within this realm – the strong survive, the rest are meat. Everything in Ghur is part of a food chain, predator or prey, imagine Darwinism to the max. Of course with Ghur’s nature, the realm has a rich history within the Destruction Grand Alliance.
To say it bluntly, Ghur is essentially the “home” realm of the Greenskins, it the largest number of Greenskins across the realms, and has a rich history within their Pantheon. Ghur is perfectly representative of Destruction – their fury, their savagery, their invitation to battle – are traits of Ghur, and it only makes sense Destruction would strive there. There are legends that Gorkamorka clashed with Sigmar upon Ghur for twelve days, the power and destruction of their battle shaped the landscape of Ghur and brought together beasts, both predator and prey to come and watch the epic brawl. Eventually the battle ended with a mutual respect among the Gods.
Being that Ghur was significant to the lore of Destruction, and Gorkamorka played such a huge part in shaping the realm I decided to pay homage to the Greenskin God. Issue #3 and Issue #4 will represent the two-headed God. Issue #3 will focus on the cards representative of cards revealed thus far that are representative of Ghur, while issue #4 will focus on the Gloomspite Gitz, a loose alliance of subterranean dwellers seeking to gain the favor of the Bad Moon. Before we look into the savage beasts found within the Destruction alliance on the realm of Ghur, let’s take a look at our list of reviewers around the table for this issue:
- My fellow ThunderPal, partner in crime, and our resident Chaos die-hard; yerTrey (Osh)
- The “wizard behind the curtain” at Champions Forge and the man with an affinity for Ogors with explosive acid reflux; shpelly (Shawn)
- A founder of Team Rainbows and Unicorns, a very technical player, and one of the few “three-petes” for Master Rank – TRU Ionic (Matt W.)
- And of course yours truly, Zerris (Jay)
- A surprise reviewer for Beastly Leap!
All Aboard! Next Stop… Ghur!
Beastly Leap is the first peek of us getting “realm specific” cards. We already knew from Onslaught that we will probably get Ghur specific cards, but confirmation is nice. My expectation is that since Ghur is a realm of beasts, there will be some neutral beasts or beasts within a faction with the “Ghur” requirement. Although it is possible we can get some sort of spells, but as for this card…
This is a really great blessing. The best part about this blessing is now decks like Aelves, Stormcast, and Chaos QQ have a blessing that if this blessing flips, they draw cards. This is great because those are decks that can run out of steam fairly quick. Interestingly, I actually like this for Destruction a lot because I can now play Ushering of the WAAAGH!, Renewed War-lust & Beastly Leap as three of my four blessings, and I should never run out of cards.
Flip Draw three cards. Forget everything else it does, card advantage is amazing. The other two effects of damage and health are just the sprinkles on this amazing Banana Split. This could go in almost any deck and would do just fine. I think it is a very strong side board but within the main deck it would need a Champ that gives advantage every time you draw a card.
Our (currently only) Realm of Ghur card is…actually pretty decent! Drawing 3 cards is a very strong effect, bringing in more cards than any non-Ushering of the WAAAGH! Blessing in one shot. The effects are minor but welcome, making this a pseudo-Everwinter as well. Stormcast-focused Order probably is the biggest winner here as a non-Spell way to draw a bunch of cards to keep things locked up. What this *doesn’t* do is tell us much about Ghur as a whole….
Adam (Tru Archaon, #surprisereview)
Although it is an unaligned blessing, this has been my favorite reveal so far for Savagery. It has given every faction chance to draw cards when a Champion has completed its quest. This is more than perfect for Order, or a Firebelly deck, however some Chaos decks may like the option to include this for card draw. It also paves the way for a new Realm, Ghur, joining Set 2 Realms Aqshy and Gyran.
“Things Bitter Men Call Their Exes for 200 Alex”
It makes sense that Ogors would be a big part of Savagery especially if Ghur is all about the “strongest”. I actually really like this card. As a unit Exotic Maneater is pretty comparable to a Gore-Choppa Brute for Ogors. Just like the Orruk counterpart he is almost meant to cause multiple rotations in the form of “Deploy/Damage” like Rip-Tooth Megaboss. That already makes him a decent card. Now add in his passive – by exhausting you can shuffle Ogor units from your discard pile back into your deck. This is an awesome mechanic that was not on Destruction before this card was revealed – which means no more deck out wins can be added to your sideboard if Immortal Death ever picks up more steam.
What really makes him good to me is how well he fits into the current Destruction card pool. Just off the top of my head I can picture him being played with Flame-Belching Firebelly , Thundertusk Beastriders, Arachnarok Spider. All these cards can cause you to have to discard Ogors, and Exotic Maneater can get them back for you. I am honestly going to look for a place for these guys.
Prime removal target. This guy has a HUGE target on his face as soon as he hits the field and it isn’t because of that stupid hat. But lets be real, we hate the hat.
This is a good side board card if you’re playing against some type of deck out deck. Only problem is that there are better Ogors that are also beasts. If the 3 was earlier in the rotation, it would be a lot better. Still decent, and if you use him withLoud-Mouthed Megaboss, you could essentially get the effect every time. Solid 5/7
A really simple card but an important one for Ogors. Jacob (card designer) over at PF has confirmed a few things. Firstly, 1/1/3 is what he would consider the MTG equivalent of “Grizzly Bear” (a 2/2 for 2 mana) with an X/2/2 basically being Grey Ogre (a 2/2 for 3). This means that Exotic Maneater fills that crucial spot of a 3-corner, reasonably damaging Unit. It pairs up well with Frostlord Vorgrun Loshar, effectively making it a 3/1/3, has a damaging first corner to help with Questing, and at 3 corners it’s an offensive Ogor that doesn’t stick around forever like Thundertusk Beastriders or Hacking Mournfang Pack.
Frostlord Vorgrun Loshar has been desperate for some solid ogor units to play with and this more than fills that gap. Of the other Ogor units, Hacking Mournfang Pack and Thundertusk Beastriders are playable but Culling Mournfang Rider , Mournfang Horn Blower and Rune Maw Bearer are mediocre at best. When Maneater is played on Vorgrun, it will do 3 damage on its first corner as a result of triggering Vorgrun’s ability leading to a total of 7 damage over 3 corners. This makes it better than a Big Stabba Crew played on an open lane and places it in the top tier of Destruction units. When played on another champion, it has the same corners as Gore-Choppa Brute – a very solid unit – with perhaps a slightly stronger ability. This will become a three of in all Ogor decks and may find itself into some other Destruction builds because of its first corner damage and solid damage total.
“On the count of three we charge, one… two… five!”
Earth-Shattering Charge is the Destruction version of a “swingy ability” that is meant to feel somewhat like a Blessing that PlayFusion has added to the card pool. Like the other ones revealed before it, it has a requirement to even play the ability, followed by what should appear like a “game changing effect”. Well for Order that effect was being able to activate your revealed blessings again & drawing 2, for Chaos it was dealing 7 damage (Frenzied Order), and of course for Destruction it doesn’t seem very “game altering” at first glance. I don’t think that is by accident either.
Earth-Shattering Charge is probably the easiest one to activate out of the abilities. Destruction can get up to 8 cards relatively easily. Then by playing it, they are going to deal you 4 base, discard 5, and draw 5. With cards like Feed the Maw it means you could turn this into a 10 damage swing at the cost of “2 cards” and you gain back all the cards you discard. I honestly could see this played as a “1 of” in a deck for Firebelly where if you manage to get a turn where you have 3 actions you could swing for 21 damage. This is of course if they don’t print more cards like Feed the Maw – if they do this could actually raise a bit in value.
Ok, after piloting a deck like Barf, I think it is safe to say that this card is pretty decent for the flavor. You just have to be sure that you don’t deck yourself. I would say that this card combined with 3 Exotic Maneaters would be ideal in making sure you don’t deck yourself. Brutal Smash loves this card though, but you’re safe because no one has played Brutal Smash since it was on Gamecube. Respectable 5/7.
Another in the series of “big effects with special conditions,” this is the easiest of those to trigger while simultaneously having the lowest upside. 8 cards is a lot, but between Bonus Actions and Blessings like Ushering of the Waaagh!, getting 8 cards isn’t *unreasonable*. 4 Damage is okay, about the average damage of an un-buffed Furious Strike, it is the Draw/Discard that could potentially be interesting.
Part of it is that it lets you sculpt a pretty good hand by throwing away any chaff you don’t need. The Discard also already combines well with Feed the Maw, so it’ll be interesting to see if more cards of that ilk ends up getting printed. If so, Earth-Shattering could be fairly useful. My only concern is that, while it ends up “costing you” an extra card overall, Flame-Belching Firebelly seems like it’s just more efficient in general, though they might want to live in the same deck…
To my eyes, this is the best of the tough pre-condition, big effect cards that have been spoiled, although that might not be saying too much. Destruction is very good at drawing cards and can have 8 in hand without too much trouble. Firebelly decks are most likely to make use of this card as it can potentially do 10 damage (4 from it’s own effect, up to 6 from Feed the Maw discards), whilst finding a way around Orb of Immortality and Kunnin' Grot Shaman. At the same time, it refills your hand for future Firebelly triggers. The big question is whether this is run as a one of, perhaps taking the place of a Relentless Charge, or if it becomes a three of and is used to cycle through the Firebelly player’s deck very quickly. It is unlikely to find a place in other decks unless very specific combos are printed. If they are, then this would quickly become the draw engine for those combo decks.
How Can we Forget he won’t stop Braggin’?
Refer to the introduction. I had no idea who Braggoth was so I googled it and I learned that he was a powerful Ogor Frostlord that went to Ghur searching for “Golden Hunting Grounds”. On his way there a magical storm froze him and his “Alfrostun” (army). A lightning bolt from Sigmar’s Tempest cracked the icy prison, and now Braggoth and his Alfrostun are freed. They are now continuing their quest through the realm of Ghur, seeking the hunter’s paradise.
Braggoth I actually think is amazing. A beast build has been something that I have constantly tried. I last tried it with Frostlord Vorgrun Loshar and x2 Savage Boar Boss and Rip-Tooth Megaboss . It was actually pretty good. It was just missing something. I think that something was Braggoth. Braggoth can replace the Rip-Tooth Megaboss and you can still play the x2 Savage Boar Bosses. Braggoth and Savage Boar Bosses can quest very quickly, and Frostlord becomes a constant damage dealer with all the Ogor beasts that are laying around.
This card belongs on Chaos. No seriously, this damn card belongs in a Chaos QQ deck. It only takes TWO cards to quest and you’re almost GUARANTEED the last two rotations with one action. I really like this champ and he fits my style of play. Hit them hard, hit them fast, kick ‘em when they’re down. Only thing we can take solace in is that Destro doesn’t have any Blessings that do 7 damage. Great card. Demanding 7/7.
Now *THIS* is a great Champion. His quest is superbly easy, especially with the new Exotic Maneater as a good 3-corner Unit to start him off with. His Unique once-per-game is also extremely stellar as he can tutor up a variety of very useful Units, such as Trampling Grunta or Thundertusk Beastriders to help close out the game. His quest, it should be stated, is very Action-*efficient* without actually being incredibly fast. The lack of (good) offensive 2 corner Ogors means he’s waiting until usually turn 4 before he can use his Heroic to complete his 3rd quest corner.
At 7 cost and +1 HP, he slots into probably any Ogor lineup I can think of. Firebelly Beasts might even drop Rip-Tooth for this guy, and *that* is saying something. Overall, super pleased with this guy.
Well, I don’t think any of us are going to forget about this guy. He needs only 2 cards to quest and he can tutor one of those cards into play. This puts him in the first rank of questers, alongside champions like Volturnos, High king of the Deep, Skarbrand and Rip-Tooth Megaboss. He may well be the best of the lot. His heroic act is not just useful for questing: it allows him to bring a truly impactful unit like Thundertusk Beastriders onto the board. At 7 points, he can slot in alongside Vorgrun or Firebelly in an Ogor deck. There’s nothing fancy or mechanically exciting about Braggoth, but he is clearly going to be one of the most effective and efficient champions in the game.
“I’ve got Snow cones, they’re lemon!”
Where do I begin with these guys? I think these guys are a really solid unit. Solid, but not a game breaker. In the right deck these guys are going to be damage machines. Rallying Cry is going to be your best friend to place these out with another buddy to instantly get value on the zero corner. Speaking of zero corner I can see a lot of people being turned off by the 0 corner. Don’t be. 0 is way better than blank. Combine this with something like Burning Head and/or Collar of Domination and the damage can really add up. I think these are going to be a good consistency add to Beasts.
I saw this card, and really wanted it in foil. It looks awesome, and it also looks like me before I put on make-up.
I think this card is going to see a ton of play in the new beast deck that everyone is going to make. He is a potential +2 damage. Only problem is there are…wait…(1, 2, 3, 4, 5) Nevermind….there are 5 four corner beast units. You got this. #RallyingCry. You’re going to see this card get some play, even if you hate it. Decent 6/7.
This is an okay Beast, but nothing particularly exciting. Icefall is extremely sub-par with no other Beasts, and even with 1 beast he’s only an X/1/2/2 which is below average. While he is very strong at 2 adjacent Beasts, an X/2/3/3, I think his *average* quality in a game where your opponent interacts with him is just too low.
At first, I was not sure how to feel about this card. I personally dislike the idea of a unit that has to be played in a particular spot and board state in order to have its full effect. If this unit does x/0/1/1, it is terrible. If it has one beast adjacent, it does x/1/2/2, which is fairly average. With two beasts adjacent, the damage rises to x/2/3/3, which is a significant – albeit slow – chunk of damage. It therefore needs to go into a deck that reliably places at least one beast alongside it. Speeding this up by playing the Yhetees on a Savage Boar Boss or adding a further point of damage to the final corner with Gore-Grunta Boss makes him more attractive. I don’t think this sees play outside of a deck that is 100% focused on beasts, but in that deck it could be extremely powerful.
At the moment, beasts means Firebelly Beasts, but there are fast-questing Orruk builds that could couple this with Collar of Domination for some scary damage output. One new option is Braggoth with 2 Riptooths and a Savage Boar Boss. This would be the fastest questing deck in the game and should be able to reveal Collar without too much trouble. In that deck, Yhetees probably becomes a 2x. In those circumstances, the Yhetees go from being x/0/1/1 to a truly insane x/4/5/5.
I dislike this card if you intend to use it to actually deploy it. As pointed out by several other people it’s a Razorshell Leviadon… but it’s not… because it’s not an Aelf/Beast to get an instantly benefit for being deployed on Lotann, and there is no Destruction equivalent to (that we know of). What I think when I see this card, is a combo with that works with Exotic Maneater.
I think there is value in playing these guys in a deck that utilizes Earth Shattering Charge and Firebelly. Discard 2 Thundertusk, and 3 Feed the Maws, draw your hand back. Deploy a Maneater to start shoving Ogors back into your deck. Although the Bellowing Voice reveal makes this a little more interesting.
I am starting to see a pattern here. You’re trying to control your hand for big damage, but is the payoff really worth it? I know insert last cards name allows you to search for another Ogor when it is discarded, but you’re discarding two cards essentially to try to do damage. There are many combos, but they can also be shut down. It is high risk and high reward. Coming from a Chaos player, that says a lot.
This will see play if the deck is centered on discarding cards. Unfortunately, I don’t know of a way to get abilities back from the KO pile we’ll just have to wait and see.
This guy is basically Razorshell Leviadon for Ogors. His “on Discard” effect seems pretty “meh” without some payoff for opponents Discarding cards. He requires 2 cards in hand to start, but effectively ends up only down 1 card due to the extra draw. This seems to point to more “on Discard” effects existing for Ogors. This honestly feels like Thundertusk Beastriders 4-6 in general. If there are some payoffs for multi-Discard, I could see him taking that slot in a Braggoth deck who can tutor for him.
Wow as if Relentless Charge was not good enough. No… Let’s give a mass Relentless Charge for Units only. You know what thank god its units only Playfusion. I think this was the card the current rendition of my beast deck was missing honestly. Why? Because Culling Mournfang Rider and Thundertusk Beastriders were good cards, it just got a little rough to keep spending all my actions on heroic acts. Now this does it for me. The best part about it being – if I combo it with Thundertusk, Earthshattering Charge, or Firebelly I can search my deck for an Ogor and put it into my hand. This is just getting better and better by the second!
I think this card is trying to do too much. I like it, I mean I like any search card really, but the first effect of this card is good within itself. Having an ability that has two different triggers on it is pretty good. It adds synergy to a lot of different decks. Searching within itself will always make you want to discard this card. Finding a reason to discard a card might be hard enough, but it is still a search card.
Because of the nature of this card, I don’t see it as a main board card. Definitely side board. There aren’t too many Destro units that have a HA in the first place to make this warrant main deck utility. This definitely could have been two separate cards.
I like this card a lot. Trigging *all* Unit Heroic Acts regardless of lane gives it lots of questing flexibility and acts like Unit-specific Relentless Assault, which combines well with either of the Thundertusks. Even better, it solves some of the “wrong-half” problems when mixing Action types and lets you toss this to make a Discard Card-Neutral and grabbing yourself a Unit. I can see this being used similarly to how Relentless Assault is used right in Firebelly with some tutored Thundertusks to help close out a game quickly. Hopefully, we’ll see a few more of these types of effects! I see this going into non-Firebelly Ogor decks using Thundertusks (since you’d want Relentless Assault for those decks).
Life finds a way…
The above photo was used as a promotional tool for the realm of Ghur by Games Workshop back in 2016. I figured I would share it because I am hype about Ghur. Why? Because out of the four units listed on the tracking guide, we have only Maw-Krushas as a specific beast unit. We have yet to see a Dracoth, Dragon or Wyvern. Like I stated earlier, I am predicting that we may get some beast units that are specific to Ghur, neutral, or aligned. I am hoping that these units end up being as cool as the ones depicted in this image will be.
Just because you are on Ghur you don’t necessarily need to be some hulking beast of a creature to be at the top of the food chain. Grots are not known for their physical prowess, but are very clever creatures. The Gloomspite Gitz, a loose alliance of subterranean dwellers – Grots, Troggoths, and beasts – set their sights on the realm of Ghur as their moon deity, the Bad Moon flies overhead. Issue #4 the other half of this double issue will review the Gitz cards revealed and finish out the introduction to Savagery Destruction spoilers. Anyway, this concludes our “brutal” issue for the Destruction double issue. Go on over to the kunnin’ issue (Issue#4) and check out the “looney” reveals!