Let’s take a look at one of the two new card packs in the Spitewood expansion box – this time turning toward the Mastery archetype. These types of decks are considered challenging to use with special mechanics that can pay big dividends for players that unlock their secrets. Can you stand shoulder to shoulder with your allies, braced against the onslaught of your foes? Can you march in lockstep ranks into the maw of evil itself? If that sounds like your jam, snuggle up with your best buddies and read with me, in unity, as we explore Deadly Synergy.

Thank you to Games Workshop for providing the page with an advance copy of this product for review and content creation.
Click here for a Master List of every Rivals Deck
Deadly Synergy: The Lore
“There are few more dangerous threats in existence than a warband of seasoned comrades. With synergy strengthened across many hard seasons of battle, these rugged souls know how to dominate the battlefield through careful positioning. Fighting back to back, they grind their enemies to dust with brutal combined assaults”

A few of my favorite flavor text quotes from the deck help bring this theme through:
- “I’ve got the left flank covered. You kill anyone I miss” – Brydget Axwold
- “You go left, I’ll go right. Quick slash-stab. Dead man-thing” – Snyp Padpaw
- “Listen Wazzok, if you come after a duardin, you’d best be prepared to face his friends” – Fjul-Grimnir
- “Just you and me now, grakkaz. Don’t let me down” – Enrik Ironhail
- It is a brave soul who invites their enemies’ wrath to spare their comrade
- “A single ironoak might be uprooted, but the forest will endure forever” – Skhathael
Overview
According to the promo materials for the deck: “Warbands of five to seven fighters will be interested in Deadly Synergy, a Mastery deck providing you with unique advantages for arranging your warband in specific formations and Flanking your foes. Ploys and Upgrades allow you to swap weapons and characteristics, wrongfooting those who end up outnumbered.”
As a bit of a sneak peek – yes, you can swap characteristics, but only with two specific cards once per game. Largely this deck is going to want you to flank and surround your opponents while being adjacent to other friendly fighters, so warbands that like to bunch up will have a better time than those who like to spread out. If swarming aggro sounds like your jam, or you like spatial puzzles, this might be up your alley.
Who is this deck for?
The deck has a plot card that grants a special status to fighters adjacent to a friendly fighter, which we will get to in a minute. Suffice it to say, the better you are at remaining adjacent to your friends, the better off you’re going to be. Warbands with lots of fighters, guard tech, prevention of driveback, and pushes will maximize it the most.
I’ll rate each card by specifying which of the following types of warbands will like it best, but if we believe the marketing material it’s going to probably be Hordes and some Standard or Big Boy teams. A refreshing change in a world where the last several decks were Elite-oriented!
- Elites (3 fighter warbands)
- Big Boys (Warbands with one large fighter and a handful of lesser ones)
- Standard (4-5 fighter warbands with rough equivalence between the models)
- Hordes (6-7 fighter warbands)
Plot

This deck has a plot card, so you’ll be limited in what decks you can pair it with for Nemesis play since you can only take one plot card. Here’s the one for deadly Synergy, which is pretty straightforward.
Any friendly fighters that are adjacent to one another both pick up the status United. This is going to unlock many effects on different cards in the deck, so do what you can to get United and stay United.
Any enemy fighters who happen to be adjacent to a United fighter are Flanked (presumably because their homies have their back, even if they’re not up front with them). This will open up some attack accuracy for you as well as benefit you on defense. Always nice to stick with your mates in the Underworlds.
Finally, there is an excellent line at the bottom that will make this deck playable all game long: If you’re down to your last fighter, they can’t possibly be adjacent to any friendly fighters – there are none left! In this case, they count as United and will be so permanently.
Surge Objectives
Got Your Back!

Enemies are eventually going to miss an attack. It’s even likelier if you flank them regardless of their approach angle.
Who likes this? Everybody, especially the warbands who unite easily with higher defense
Helping Hand

You have to hit an attack, you have to be united, and you have to roll a flank with is a 1/6. Sometimes this will be trivial, but sometimes it just isn’t going to happen. Dicey surge with multiple conditions? Count me out.
Who likes this? Nobody
Infiltrate

You have to hit an enemy, they have to be in a specific location, and you either need to be united or they have to be flanked/surrounded. This makes it easier than just flat united, especially considering there are several cards and effects that flank or surround enemies even without fighters present (hello, Mollog…). Not the easiest, but it’s playable.
Who likes this? Maybe Everybody
Tag Team

Ok this one is tough to parse. You have to succeed on an attack, and you have to have no move or charge tokens. Unless you’re a range 2+ fighter, it’s rare you get to stand and swing. Second, you need to be united or the target is flanked/surrounded – but you can’t move or charge into a united position, so you’ll need lots of friends around to help do it.
Who likes this? Hordes and Big Boys, with a maybe for some very special Standard warbands with good range and 5-ish fighters
Tandem Assault

Ugh, kill surges. Depending on your matchup, you might not be killing things all that often, and you have to have them flanked or be doing it while united. It’s not impossible, but it’s a real tall ask some of the time.
Who likes this? Nobody
United Aid

Make a save roll with more successes than the attacker while United, AND you have to have rolled a flank. I dumped on this for the attack version in Helping Hand, and this one is probably harder. Neither card would score on a draw, but attackers are usually throwing more dice and/or rerolls. The saving grace is this card has an underdog condition that says you just need to out-succeed with a united fighter. Still probably not worth including in your Nemesis decks unless you have lots of 2 shield fighters (Velmorn, maybe?).
Who likes this? Nobody
End Phase Objectives
Aggressive Unity

2 glory end phases are how games are won. This one is doable if you can reliably be united while making melee attacks – the more mobility and range 2 melee you have, the better this will feel.
Who likes this? Everybody
Beatdown

We finally have an Objective that doesn’t care about united, flanked, or surrounded. However, you need to pick the same target for 3 melee attacks. What if they die after 2? What if they run away? What if it’s a substantially better option to attack a different fighter? You’re only getting one glory for this and you’ll hate to play for it.
Who likes this? Nobody
Closed Down

We like 2 glory end phases! We don’t like that this one is really hard though. Let’s look at the conditions:
Your opponent needs to hold the treasure token at some point in the round, AND you need to remove them somehow, AND get on it, AND you have to stay on it in the end phase, AND you have to be united at the time. Not to mention it has to be treasure, and not feature, so even in the pillage and plunder world where you force your opponent to think about holding treasure, delving can mess with it. Additionally, a good chunk of opponents don’t bother holding tokens, and the ones that do might want to stay on them.
This card can’t be reasonably considered unless you have some guaranteed overrun. Conveniently, this deck has an upgrade that does just that, but like, you have to draw them together AND AND AND AND.
Who likes this? Nobody
Hemmed In

Another 2 glory end phase, which is good to see. But it’s awful! You have to kill the enemy leader, it has to be this round that it happened. Your attacker needed to be United when it happened. The card Usurper from Edge of the Knife has a very similar set of conditions and is a terrible card. Tempered is probably an easier status to make use of, so this card is even worse.
Who likes this? Nobody
Inevitable Outcome

Another Edge of the Knife reskin. That card was bad there and again is worse here. You need to have two fighters adjacent to the same enemy in an end phase, but they also have to be adjacent to each other (or each separately have their own next-door buddy). It will take conscious effort, sometimes be impossible, and it only rewards you with 1 glory. Pass.
Who likes this? Nobody, but maybe Hordes
Outmuscle

Ok, 2-Glory, gimme something good. An enemy fighter was driven back after a united fighter successfully hit them. Good! This can be done! As long as you’re not one-shotting opponents, you can drive them back. You should eventually hit with a United fighter. It doesn’t specify any other details – where it happened, who you hit, whether they’re still alive. This is actually a good payout for the effort.
Who likes this? Everybody
Quick assessment – These Objectives are pretty bad, in all honesty. There are a handful that everybody likes, and two of them are 2-glory end phases, so it’s not all doom and gloom. Hordes and Big Boys can reasonably work for some of these, so while it’s going to be junk in Rivals, this deck can be a secondary deck in Nemesis for some warbands – those who like to bunch up and make a lot of melee attacks in particular.
Ploys
Another Swing

You missed? It’s ok, try again! Well, only if you are united, and you’re the middle fighter in a 3-fighter arc surrounding your target. Oh, and don’t forget, this second try can only do 1 damage.
How many scenarios do you find yourself missing a surrounded melee attack with the middle of 3+ fighters? The card shows the Exiled Dead, and there’s your clue. This is basically only good for a few very specific swarm warbands.
Who likes this? Maybe Hordes
Army of Two

Sigmar be praised! A lot of times you’ll be stuck in a tough spot – wanting to do something that will lose you the united status, but also wanting to remain united. Now you can make that long-bomb unsupported charge and still score a couple cards. Is it worth a ploy spot? Depends on how hard you had to lean into this deck’s scoring, and how often you find yourself out of unity.
Note that it’s united in the next turn – that means activation and power step. However, the fighter is NOT united in the power step you play it, and will NOT be united in the end phase.
Who likes this? Maybe Everybody, but definitely Elites and Standard
Brother-in-Arms

Oh, I think we found the card this deck will be famous for. It even shows you Kro-Jax’s big ole smasha in case you didn’t get the hint. Take this card in any Big Boys warband, especially those that like the adjacency thing like Kainan’s Reapers, and laugh as you get effectively an extra attack out of the leader. Run Tik-Tik adjacent to Rittak and get a second wheel charge! Most warbands have one or two fighters who do the heavy hitting, now you can hot potato that fancy sword.
To you from failing hands we throw
The torch; be yours to hold it high
Who likes this? Everybody
Defiant Duo

Guard on one friend and heal on another can be pretty nice – especially since guard will prevent driveback and help you stay united. If you’re the underdog, they don’t even have to be the same adjacent duo. You run into a slight sticking point where it can’t be played when you’re down to your last fighter (or any other time you somehow have just one united fighter) – you must pick 2 fighters and do one thing to each of them.
Who likes this? Everybody
Out of Nowhere!

After you attack with a united fighter, change one of the results to a success – specifically the flanked or surrounded success. It’s awesome to be able to guarantee one positive dice result, and it’s even better because you get to see what you rolled first. Two crits? don’t waste the card. Two failures? Might not be worth it if they have good defense. Close but you need just a little more oomph? This card is there to help.
If you’re playing Rivals or decided to take Helping Hand in Nemesis, this card also helps lock that in.
Best part? This doesn’t even have to be a melee attack like most things in this deck.
Who likes this? Everybody
Selfless Parry

You, a stiff old wizard, and your buddy, a gleaming paladin, are walking through a dark alley late one night when you get jumped by a maniac. In a flash, you’re wearing his heavy breastplate. Isn’t that convenient?
There are obvious upsides to this in the right circumstance, but you may never find it useful. You need a warband with mixed defense profiles, since there’s no benefit to two fighters trading their one dodge with one another. However, if somebody comes at your Blackpowder with cleave, it could be really nice to swap out for Shreek or Mange’s 2 Dodge.
Who likes this? Maybe Everybody, but especially Big Boys
Sidestep

In a world where you always take this card, you even more always take this card when it helps you create United setups.
Who likes this? Everybody
Take One for the Team

Whoa mama! This card will win you games all by itself. People playing against Deadly Synergy are effectively required to think about this card until they’ve seen it played.
Imagine a scenario where they’re going for the kill shot on your leader, but had to charge into a flanked position. Now they have to hit your minion instead. Or what if they’re in a desperate situation, attempting to drive you off of a token with a ranged attack in their final activation. Now their arrow has to hit your neighbor instead, you stay on the token and score/deny their big end phase. They’re trying to score any number of ‘spread the damage around’ things in various decks – but YOU get to pick their target AFTER they’ve already chosen to attack somebody.
You’ll need to have two united fighters adjacent to each other and both in range of the attacker, so it won’t work every time. But when it works, holy smokes. This is even better because it is extra punishing to range 2 attacks (since it’s easier to have a valid target to shunt to), which are pretty powerful right now.
Who likes this? Especially Hordes and Big Boys, but probably Standard and maybe even some Elites if they get lucky.
Timed Strike

A fighter that is NOT united?! Is this opposite day? You’re almost certain to end up not united on occasion, and it would be nice to get +1 dice to make up for the loss of the flanked benefit. However, you’re locked out of scoring a ton of cards by doing so. I would hate to have this in my hand and have to choose between it being a wasted card or wasting an activation that can’t work towards my objectives.
You only take this if you’re a ‘frequently divided’ warband, and in which case, why are you playing this deck?
Who likes this? Elites and maybe Standard
United Front

United fighters get +1 save. All of them. It’s a max of 3, but outside of a few very select cases you’re not seeing 3 save fighters anyway, so this card should benefit pretty much everybody. Stocks go up the lower your starting defense is and the more reliably you can be United. It’s only one turn though, so it may not be worth a card slot, especially if they have Cleave/Ensnare/Brutal anyway.
Who likes this? Maybe Everybody
Quick assessment – These Ploys are reasonably strong! Most of them are good for most warband archetypes, and some of them are huge standouts in terms of power level even if using them can require some finesse.
Upgrades
Battering Ram

For one glory, you can guarantee you’ll drive back and overrun. GUARANTEE! This is a huge benefit – it doesn’t say you have to hit, it doesn’t even say you have to roll successes. It doesn’t have to be on a charge, etc. You don’t even have to be United!? This card is bonkers good. If you want to, you WILL displace your target and you WILL follow up and take their Treasure token, Waystone Hex, Aqua Ghyranis, you name it.
There’s a rules question that immediately comes to mind though – A few effects in the game (Rippa’s warscroll, Manipulated Fate from Realmstone Raiders) have the opposite effect – they always count as having more crits on defense for Stand Fast. If you attack with this upgrade into one of those – who wins? Until we get an FAQ I would say they cancel and you have to roll like normal, but who knows.
Who likes this? Everybody and their mom too
Coordinated Deathblow

Oh. Oh, yes. Lil’ guys rejoice, especially if they get to pass the boppin’ stick around with Brother-In-Arms.
Who likes this? Hordes and Big Boys (for the minions), and maybe Standard
Duellist

This card is fantastic in every deck it comes in. It’s even better than usual here because you can shuffle around to different united positions without having to move or charge as often.
Also, Vasillac my darling, never change
Who likes this? Everybody
Entangling Strike

Sometimes, you’ve just got to land a hit. Three hammers, Flanked, Cleave + Ensnare ought to do the trick. This is better in warbands with bad attacks that this will be a significant advantage over, and can probably be ignored for most elites.
Who likes this? Hordes and Big Boys
Great Fortitude

They call it Great for a reason.
Who likes this? Everybody
Keen Eye

A deck that likes you to land hits generously gives you something to help you land hits. Also, sick picture.
Who likes this? Everybody
Rush to Aid

After you attack with a fighter, you can push that fighter up to 2 hexes so they’re part of an existing united huddle. Pushes are great, and push two is even better. You remember how good duelist is? This can potentially be even better, though it has some severe restrictions. Stick it on a range 2 or 3 fighter and get on your bicycle, if you think you can handle the geometry homework.
Who likes this? Maybe Everybody
Shared Incentive

Your leader gets +1 move. Then, if somebody starts a move adjacent to them, they also get +1 move. Presumably to leave the leader’s adjacency though, and potentially un-unite themselves and/or that leader. I’m not super jazzed about this one, unless your warband is both horribly slow and crowded around the leader like Kainan’s Reapers
Who likes this? Nobody, but maybe Big Boys
Spurred Momentum

This one’s a stinker. After you succeed on an attack and only if you were united at the time AND if you had this upgrade already applied to them, you can remove this fighter’s move and stagger tokens, and then discard this upgrade.
You need to have a move token or a stagger token and care about its removal. This is basically worthless as an upside (unless you’re pairing with Pillage and Plunder, or some very special warbands like Kainan or Exiled Dead), and has some difficult restrictions, and you can only do it once. I’d say you’re almost definitely leaving this at home.
Who likes this? Nobody
Titan of Combat

I was hoping we would see something like this! generally should struggle to maintain the United status, but this solves that problem altogether. Good for just about anybody interested in this deck, but even more so for fighters who are going to get separated.
Who likes this? Everybody but especially Elites and Standard
Quick assessment: A few staple cards, a few bangers, and a few duds. Pretty average in the Upgrades department as far as Rivals Decks go these days, with maybe a little worse overall package than you’d hope.
Flavor Count
Elites: 1 Surge (1 maybe), 2 End Phase, 8 Ploys (1 maybe), 6 Upgrades.
Between 17-19 of the 32 cards are good for them
Big Boys: 2 Surge (1 maybe), 2 End Phases, 8 Ploys, 8 Upgrades (1 maybe)
Between 20-22 of the 32 cards are good for them.
Standard: 1 Surge (2 maybes), 2 End Phase, 7 Ploys (2 maybes), 6 Upgrades (1 maybe)
Between 16-21 of the 32 cards are good for them
Hordes: 2 Surge (1 maybe), 2 End Phases (1 maybe), 8 Ploys (1 maybe), 8 Upgrades
Between 20-23 of the 32 cards are good for them.
In Practice
I played a game with this deck in Rivals using Thorns of the Briar Queen‘s new warscroll, and it was actually a really engaging and fun experience. I think a lot of that had to do with Thorns being awesome, but once their warscroll had the whole gang bunched up in a big old unity ball, the dice results were pretty reliable. The defense and offense getting flanked kind of for free with the plot card made things stronger and tougher and it was a pleasant surprise to see it work as well as it did.
A handful of surges and end phases were still rough even with the ‘right warband’, but overall it was a much more positive experience that I had assumed out the outset. I think – again, with an appropriate warband – that a tailored nemesis list this deck can actually give a lot of juice to some things and will probably have an impact on the meta, at least more so that we have seen the last several plot-locked decks do.
Deadly Synergy also won that game in rivals against Hunting Grounds, which I did not expect. Maybe I ought to check myself before I wreck myself (and play a few more to be sure)
Update: I played a few more. One using a Thorns of the Briar Queen Blazing/Deadly Synergy build which was a RIOT. I was able to form a unity ball so easily, and had lots of fun actually tabling skittershank despite losing the Briar Queen effectively immediately. Getting so many 2 hammers or 3 swords flanked and surrounded sometimes with rerolls was letting me just spit out 2 damage all day, and their 2 dodge with flanked made them really hard to shift. If I had to lock in a pairing today, this might be the one. I even scored all 4 of the ‘bad’ 2 glory end phases from Deadly Synergy, which may have been somewhat due to luck of draw order, but the point is this warband is fun and cool and the deck really surprised me.
I also played a test game in Nemesis with Skinnerkin Blazing Assault and Deadly Synergy. The Skinnerkin lost that game, but they kept it way closer than I had anticipated! Their accuracy is really helped by the United flank from the plot card in DS, and when an enemy is slain while flanked (which should be often in DS), I got to take some extra haunch. I used that haunch to really good effect and got four heals out across the game, a few rerolls, and a few grievous hits in. I may have been too pessimistic about the new warscroll, because while it’s not great per se, it is far, far better than what they were working with before this re-release.

Wrap
The Pros:
- Strong Ploy package that any warband type can enjoy
- A deck for a few warbands that didn’t have a great home, especially the somewhat underrepresented Big Boys
- Something to help hordes but is also anti-synergistic with Pillage and Plunder since you have to stay together instead of bunch out. I love variety in the meta!
- A few scorable 2-glory end phases (and no impossible 3 glory cards) makes it usable in nemesis
The Cons:
- Surges are pretty bad for most warbands
- Upgrades are middling and some are very situational
- Regrettably can’t pair with Edge of the Knife since they both have plot cards, and wouldn’t that have been a hoot
- And the big one: While marketed as a Mastery deck, I worry that it’s going to be both very challenging for a new player to use and is an absolutely terrible pairing for a lot of warbands. This was sold in an expansion box, and while it’s not a ‘core box’ and not ‘for beginners’, you just know a lot of people are going to make Spitewood their entry point into Underworlds, pair it with Blood of the Bull ‘like you’re supposed to’, have a terrible time, and quit playing Underworlds. And I think that’s a damn shame.
So who is this deck for, actually?
Ultimately, this deck is for skilled players. You can leapfrog and three-legged race with just about any warband, though as said in the intro, the more fighters you have, the better, and as reflected in the Flavor count, we see that the cards mostly align with Hordes and Big Boys, with a nod toward 5-fighter Standard teams with the right fighter stats and warscroll mechanics. There are a few characteristics that are going to help you out regardless of what you’re into:
- Flying will be a huge help for hurdling over your lines or any blocking enemies to get back to unity
- Warbands with high move characteristics will have an easier time running over to their accountabilibuddies
- Warbands with mass move/multipush are going to get unified quickly
- Higher defense to keep your unified friends alive is going to be key
Suggested Warbands
With the above traits in mind, there are a few warbands that I think could do particularly well with this deck, and some where it might even be a top choice.

Kainan’s Reapers – you gotta be adjacent anyway for Mortek Advance, and imagine getting Kainan’s swing off with a lil guy. This warband’s excellent move efficiency will help you to get unity and their decent defense will help you keep it.
Exiled Dead – this warband breaks the game in a lot of ways, and this deck is one of them. You want to make 2-5 attacks with united fighters in a single activation? The Dentist can dance all day. Your opponent pulls out all the stops to break up your conga line and separate your fighters? Literally one activation and they’re all bunched again. 12 times a game if they have to. They’ll get united and stay united and there’s nothing anybody can do about it.

Thorns of the Briar Queen – This warband can absolutely leverage this deck, and I have done it myself in a test game. Your defense is 2 across the board, but you’re on dodges so you appreciate the auto-flank. You have a once per round double push, and four once a game teleports. Your whole warband flies. You’ll be able to create a Unity ball and enjoy the benefits more than many teams.
Sepulchral Guard – With above average capacity to unify using multimove shenanigans, Seppy G can make this work. Interestingly the new rules updated Warden Teleport requires he land adjacent to 2 friendly fighters, so you can use him to fill in unity gaps, unify him or another fighter or two, and keep the train rolling.

Zarbag’s Gitz – In full honesty this warband is god-tier with everything, but it is especially so when you have chained moves to get unity spread around and deploy the squigs adjacent to (and therefore unified with) Mr Drizgit. If you simply must play this warband, contact your local priest and schedule a confession, then consider doing it with DS so you can have an engaging mental puzzle and your opponent will also maybe have fun for once while you kick their teeth in.
Hexbane’s Hunters – This warband can get Unity pretty reliably as the dogs have free moves. This can give good flanking benefits like usual (whcih will also score some cards here), but you also have lots of ranged attacks to remain United while attacking – though be aware you often have to do so with melee to score. In these cases, caddying your dog along can also make for easy unified charges.

Borgit’s Beastgrabbaz – Uglug’s Reassuring Presence can pull minions into a big unity hug, and Da Bait lets you push after broken unity chains with Borgit to close the gap they just tried to open.
Mollog’s Mob – You can deploy Stalagsquig wherever you want, even unified, or where you want to go to be unified downfield. You have the ability tag along, which can bring you a unified scenario pretty reliably. Your minions, granting flanked/surrounded, score cards for you even when you’re not Unified. You have a range 2 bonk with high accuracy, so scoring is no sweat. This warband can play lots of stuff right now, but DS is an option.

Kamandora’s Blades – With Worthy Skull, every round you immediately push everybody. You can start off unified if you choose wisely, and the warband has dogpile written all over it.
Beware/Potentially Avoid:
The warbands that will do worst with this deck are those without any push/move mechanics on their warscroll, those with slow movement characteristics, and those with few fighters on their team, especially if they have poor melee attacks and/or limited range 2 attacks. That’s a boatload of warbands, but I wanted to call out a couple I would specifically caution against.
Wurmspat – this warband is slow, there’s only 3 of ’em, and if you want to inspire you’ll probably have to start spreading out to chase down enough targets.
Thundrik’s Profiteers -this warband is even slower with no push mechanics whatsoever, and ranged attacks won’t work with most of the cards.
Ephilim’s Pandaemonium – This warband likes to play ranged mostly, and has no push tech to unify.
Suggested Deck Pairings

Blazing Assault – many cards want you to hit attacks, provide ways for you to improve your attacks, and you’ll appreciate the pushes in the deck for unity purposes as well as scoring the ‘hit something’ objectives.
Reckless Fury – extra mobility, and if you’re playing the game of leapfrog charges this can work, plus has a decent scoring package. However, it’s harder to make work with larger warband sizes, so you may benefit from smaller Big Boy bands or some select Standard and Elite teams.

Hunting Grounds – what better way to stay unified than by staying in your home territory? Good aggro overlap in goals so if they come over to you, you can dogpile
Avoid/Caution
Emberstone Sentinels – it wants you to hold tokens, and if you’re holding multiple it will be a tough ask to also be unified and making melee attacks.
Pillage and Plunder – will have you scattering rather than bunching, staggering yourself and inviting more of your fighters to be slain or driven back to break unity chains.
Wrack and Ruin – You effectively can’t take Alone in the Dark if you pair with this deck, and the objective package in combo between the two decks will be just horrible. Very tough set of scoring conditions for less reward than you’d need to keep up with the opponent.
You NOW CAN take it with anything else that has a plot card, so Countdown to Cataclysm, Edge of the Knife, Realmstone Raiders, or Raging Slayers are back on the table! Edge would be awesome, and I have seen Cataclysm do nasty things.

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With all that said, thanks for reading this Spent Glory Deck Preview. What do you think of the deck, and who do you plan to test it with first? What other Rivals Decks might you try it with in Nemesis? Let me know by commenting wherever you found this or by emailing SpentGlory@gmail.com – and don’t forget to Spend your Glory!

Thanks again to Games Workshop for providing me with this product so that I can produce this review content.


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