Last but not least of the ‘Top Choices for New Players’ warbands from the New Player Warbands List, Spent Glory turns a retrospective review to the Lumeth Realm Lords in Myari’s Purifiers. With solid stats, an incredibly straightforward warscroll, playstyle flexibility, and player agency in when and where to spend resource, the Purifiers are well-positioned to use for learning and teaching the game.

Don’t let that make you think they’re ‘just for noobs’, however! The warband can do some great things in the right player’s hands. It’s done quite well in large competitive events and was even made the top 16 cut at the World Championships of Warhammer in 2024, piloted by a former World Champion in Aman Khusro. If you’re looking to get started with Underworlds or want to ease somebody into the hobby with you, there are few choices with a smoother on ramp than this warband.
Click here to see a Master List of all warbands in the game
Myari’s Purifiers: Lore

Originally released in the Direchasm core box for first edition, Myari’s Purifiers were a band of Lumineth Realm Lords (read as High Elves with light magic in a generic fantasy template) who set out to purge the living mountain of its evil spirits and future badness to come. Now in second edition of Warhammer Underworlds, the mission remains the same: Take their holier-than-thou attitude and heal the realms which are so sorely tainted by the lesser, mangy species and their filthy behaviors.
Myari Lightcaller is a wizard who is considered ‘a skilled mage even for the Lumineth’ and leads the band of purifiers into the Embergard and beyond. He brings along Bahannar, a devotee of the mountain spirits and a dude who is as sturdy as that might imply with a massive hammer to match. Along for the ride is Ailenn, the Mind’s Edge, a master swordswoman who serves as Myari’s bodyguard in exchange for lessons in his mysterious magics, and Senaela, and archer with enchanted sunmetal arrows that can burn out their targets from within.
Their goal is perfection, not just in the world itself but also in themselves. They’re probably no fun to hang out with, largely because they think they’re better than you and are also right about it.
Myari’s Purifiers: Warscroll

One of the things that makes this warband ideal for newer players, more casual players, and those looking for a less complicated base to build a deck off of is the fact that each fighter has one passive ability that’s always on until you spend a resource. You won’t have to manufacture weird scenarios to use your once-per-game abilities like other warbands might, and you’re less likely to forget some critical timing window of opportunity to best play a warscroll power. One fighter does this one thing every time, and this other fighter does this different thing. It’s also a cool way to make the models unique and flavorfully distinct from one another beyond their stat cards. You also have a resource that activates this but can be spent, which opens up decision making to allow expression of skill as well as development of the same. Good stuff all around!
Inspire

The inspire condition is very simple, though somewhat difficult to control and dice-dependent. If you make a roll for attack or defense and every dice comes up as a success, then the fighter you rolled for inspires. Some games this will happen without issue, but others you’ll struggle to get 100% successes. Increase your odds by finding cards that allow for rerolls or increase the number of successful facings (such as by adding flanking) and you should be on cruise control. Careful about +1 dice effects though!
Your warscroll does grant you the chance to reroll at a cost if you REALLY need that success (for inspiration or otherwise). Let’s look at how in the next section.
Aetherquartz Reserve

Aetherquartz is the special magic stone that Lumineth use to do their lightweaving or whatever. Each of your fighters get one token to represent this stone to start the game. We will see in the subsequent sections of the warscroll what each fighter’s token does for them, but if they have one then they get a special benefit unique to them. Once it’s spent, that ability is gone. There are no ways to generate more, so spend it wisely!
The way it is spent is with the Heightened Senses reaction. After you roll your dice on attack or on a save, you can choose to discard the fighter’s Aetherquartz token and then reroll any number of dice. Sometimes you’re really fishing for a full set of successful dice results to get an inspiration. Other times you just really need to hit an attack. Maybe you’re digging for a crit to get an overrun or score a card. My personal preferred use is to reroll on defense in the desperate hope my fighters avoid a hit or get to Stand Fast. After all, if they die, there’s no point in having my token anyway so might as well YOLO it if you’re staring down lethal damage.
I want to make a special call out for those who might be living in First Edition mindsets still; this ability reads that you can reroll ANY dice in those attacks or saves. Any is defined as one or more in the rulebook, so if you wanted to you could reroll both defense dice, half or even all 3-4 attack dice in a loaded-up swing for example. I played my first several matches with the Purifiers assuming you were only allowed to reroll a single die (as the rule was long ago) and it probably lost me a handful of those games. Not so anymore! This ability took a big increase in power this edition.
The cool thing about this ability is that you can use it in any of those scenarios with any number of dice, but you only get to try the one time and lose out on your special power for doing so. Let’s turn to the right side of the scroll to see what each fighter is giving up by using their Aetherquartz for a full reroll.
Blinding Corona

Myari, your leader, is surrounded by shiny light magic when he has his Aetherquartz token and thus is kinda hard to see. That makes him kinda hard to hit. While he has his token he has +1 defense with no limit to the number, so it can stack with some ploys and upgrades as well.
There’s a nice extra caveat here that he retains the +1 save for the whole turn when it’s spent. This means if you fail a 2 dodge roll and elect to reroll some or all of it, you get to reroll up to 2 dodge (or reroll one and keep the success) and aren’t stuck praying for a good result on your now 1 dodge defense. He’ll be one dodge thereafter though, so it’s a tough one to lose.
Enduring as Rock

When Bahanar has his Aetherquartz token, he can’t be pushed by enemy abilities – full stop. That means he cannot be driven back by their attacks, he cannot be grappled by their runemarks, he cannot be dragged by Lure of Battle, and he cannot be knocked around by other enemy push cards like Violent Blast or Damned If You Do. This makes him remarkably good as a positional piece – say you need to occupy a token for scoring, stay in a given territory, etc, Bahannar is going to get to do that assuming you don’t spend his token.
What’s even nicer is that he still can be pushed by your own cards so he isn’t locked in place if you need him to get scooting in a power step. Sidestep, Counter Charge, etc are all on the table for you to use, but your opponent can’t mess with his position. In do want to point out that if you happen to take Raging Slayers with this warband, he can still be pushed by Poor Footing as that counts as one of your abilities as it’s on your plot card and not your opponent’s.
Impeccable Aim

When Sanaela has her Aetherquartz token, her ranged weapons have Brutal and Ensnare. This makes her more accurate against dodge fighters or those in cover hexes, and if you for some reason need to charge into a crowd, you won’t be flanked or surrounded when you do so. Note that it specifies ranged weapons so it can’t be used for melee, but it does apply to any ranged weapon upgrades you give her. Against dodgy pillaging hordes, she’ll be quite efficient at sniping anybody who comes within her (excessive) range.
Masterful Stroke

Finally we get to Ailenn. Her Aetherquartz token allows her melee attacks to consider enemies as flanked (even if they are not adjacent!). This increases the number of successful dice facings on those attacks, so she inspires pretty easily when attacking. If she still has her token when inspired, she is one of the most accurate fighters in the game.
You may recognize the upgrade Hidden Aid as providing flanking for adjacent foes – this is a slightly worse version of this effect since it doesn’t apply on defense, but that’s a 2-glory upgrade that she gets to have for free right at the start of the game. It also does not specify the target needing to be adjacent, so you can make use of the benefit of flanking with any melee upgrades that attack at range 2, or if she’s on a treasure token and getting the range extending benefit of the Nexus of Power’s plot card. The target is flanked, no matter where they are in relation to Ailenn.
Myari’s Purifiers: Fighter Cards
Myari Lightcaller

Myari himself has a strange profile. While he is only 1 dodge, remember his Aetherquartz gives him +1 save, and with 4 health he’s reasonably durable for a 2 bounty fighter. His melee attack is range 2 for 2 damage which we like to see, but curiously is only 1 hammer uninspired. Likely this is for the pourposes of easier inspiration (as it gives him 50% odds to roll all successes) but makes him really unlikely to actually damage anything until he’s inspired. From that point on though, he has a reasonable melee attack and a pretty good ranged one. He’s not phenomenal, but a decent piece that can do what you need and get around with 4 move for good threat ranges.
Bahannar

The Banana Man, the Banhammer, Mr. Bahannar. He’s not bad at all, though a 2 hammers attack characteristic doesn’t quite get the job done these days as often as you’d like. You still want him inspired even without gaining plus dice, because he gets grievous on both his range 1 and range 2 attacks, as well as boosting to a juicy 2 shields. I just wish it was a flat damage increase rather than a runemark, as he can’t benefit from cleave etc while also getting to 3 damage. His other downside is he is your only model at move 3, so he’s not as mobile as the rest under all that armor.
You’ll enjoy him as a strong token holding piece however with the inability to be pushed while he has Aetherquartz, and 4 health 1-2 shields is pretty hardy for an aelf body. Slap Keen Eye and Duelist on him and enjoy the show. Your gameplan often lives and dies by this fighter, so save heals and Great Fortitude for him where able.
Ailenn, the Mind’s Edge

Now, we come to your aggro piece. As covered above her Aetherquartz gives her flanking in melee, so she is a quite accurate 2 damage threat uninspired, and once inspired she will be hitting a substantial amount of the time as she jumps to 3 hammers flanking with cleave. The cleave may be overkill or not even necessary if your opponents are dodge fighters, so she’s a nice candidate for grievous effects like Great Strength. While she never goes above 1 shield, her 4 health should allow her to take at least 1 hit but she will still appreciate extra defense or other resilience upgrades.
It’s also notable that Ailenn is your only fighter who has no access to range 2+, so she may end up having to charge in many situations. Consider reserving some pushes for her if you want to maximize her damage output in more Strike-oriented builds.
Sanaela

Our last fighter is the unfortunate one with 3 health and 1 dodge, but it’s mitigated by the fact she only gives up 1 bounty as well as having range 4 so she doesn’t need to be exposed. She inspires to a stunning range 5, and with move 4 she has an effective 9 hex threat distance which you may recognize as ‘the entire board’. Deploy her in the back and camp a token or charge her forward to get the last laugh as you plink somebody off a token to end a round. Alternately, she serves fine as a bait piece so your more powerful fighters aren’t targeted too early.
Potential Pairings

Blazing Assault is a great option for anyone, but provides upgrades that offer flanking and rerolls and a ploy to go on guard, all of which will dramatically help their inspiration. It also augments their damage output with his the warband’s biggest weakpoint, and if you’re planning to play them Strike you can’t leave home without this one.
Emberstone Sentinels is possibly their best pick as they have 4 relatively resilient bodies and Bahannar can’t be pushed while he keeps his token. The deck provides extra health, defense, rerolls, and guard, which these aelves love.
Countdown the Cataclysm is good for everybody but also helps this warband – extra pushes, accuracy, and damage as well as a few tasty weapon upgrades can augment any gameplan for them.
Wrack and Ruin is fun, and with the warband’s mobility and access to ranged attacks the positional scoring is relatively achievable. They also appreciate the staggers and extra damage potential.
Realmstone Raiders is an interesting proposition as it provides some staple Upgrades they’ll appreciate and you’ll get at least one good raid out of Ailenn each round, and can use rerolls when needed to secure a hit for raiding purposes. It also has some overlap with a hold counterpunch style that many have succeeded with using other decks.
Hunting Grounds has play for them as they can relatively easily reach out and hit people while staying at home, and if they do happen to come into your territory, they will appreciate the power card support for damage and inspiration benefits.
Deadly Synergy is a very interesting proposition for Myari’s Purifiers. You have two fighters with range 2 melee attacks, one of which can’t be pushed, so making united melee attacks is a reasonable ask. They also quite enjoy getting Flanking from the plot card to help them inspire on attack or save rolls.
Finally, Nexus of Power has a lot of potential for the warband. They already do quite well at the Hold 2 strategy, and NP is in alignment with that as well as allows Bahannar to potentially hit for 3 damage at range 2 and give Ailenn more attack opportunities with the plot card’s range extension. Nexus’ biggest downfall is needing to overrun onto tokens to flip them for covetous, and the warband has a free full-reroll for every fighter if you really, really need to get that crit.
In Practice

Data from the Nemesis Statistics Project show that Myari has a 46.6% win rate across all of second edition, which jumps to an impressive 60.9% (over 46 games) in the most recent meta and ruleset/deck suite. That suggests that ES/HG is their strongest pairing, and it may well be, though I haven’t tried it yet.
Please consider supplementing that database with your own submitted games by filling out this form!
I personally have played this warband 8 times with a 87.5% win rate in Nemesis, going 7-1 with an average glory differential of +4.5. They’re strong, but not dominating and overall a pretty balanced team. My best work was with this ES/NP deck taking advantage of their tools to score with some “hold 2” passivity. A Deck Guide for this is right here.
This Blazing Assault/Emberstone Sentinels deck took 1st place in the Moscow Team Tournament. I saw a similar one piloted by Adi Eror at LVO 2024 and it’s scary stuff. Brady T took this BA/ES deck to WTC 2025 and got 20th place
Leaning more into a full hold strategy, Vaclav took this Emberstone Sentinels/Countdown to Cataclysm deck to a 67th place finish at WTC 2025
This ES/CC deck was brought to Worlds 2024 by Aman Khusro, and it made the top 16 cut despite having to wade through a field of broken-upon-release Dromm and RF.
Wrap

While this warband has a cool toolbox that makes it the jack of all trades, that also makes it the master of none. The good news if you can play them with nearly any deck or combo (except probably Edge of the Knife) and do all right for yourself, but they don’t excel at any one playstyle. Their best use so far has been a take and hold approach where you aim to cover 2 tokens, but I have also seen them do pretty well when playing a full aggro or mastery/positional flex style as well.
However you choose to Purify the Underworlds, I hope you enjoy Spending your Glory!
Be sure to check out Spent Glory’s other review articles here



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