Reckless Fury
Welcome to our rundown of Reckless Fury. Make sure you catch our podcast coverage of the release. For everything out with this release window, follow these links:
Blog entries for all the new Underworlds Releases
Episode 157 - Two Rivals Decks, Eighteen New Warbands
Episode 156 - Thirteen New Warbands
Episode 155 - Embergard Core box decks and warbands
Thanks go to GW for providing a review copy to make this content possible.
Introduction
[D]AVY, [P]HIL, [B]RIAN, & [S]KYLER
D: Our second Strike deck will lean into the archetype that is potentially the most obvious as far as card development. Let's see what innovations can be found between this and Blazing Assault.
B: Blazing Assault felt very much like early Underworlds aggro decks. weak on objectives, but strong on power deck to get the attacks flowing. I think Reckless Fury will have a lot of room to work with in the Strike archetype.
Objectives
D: Pretty solid one glory. I think this will score without any extra effort in R2 or later. In R1, still pretty reasonable, usually by damaging two fighters. I *do* like that it's actually harder against horde warbands. Especially helpful with warbands that can splash out damage (like Thricefold!)
P: Absolutely love the design. Pings do make this somewhat easier too.
D: So, I kinda love this- mostly because it allows for counterplay. I think it plays strongest in ranged warbands that can dictate which territory they charge into a little easier.
P: It is definitely a toughy, and while the counterplay is awesome, it can really put a lot of pressure on your opponent too. Really think this card will make strike warbands more heady as well if they can have some kind of pushes or teleports to make this easier to set up.
D: Pretty solid bread and butter surge for Strike strategies. Again, a little easier with ranged fighters who can fire *from* enemy territory to wherever the target happens to be.
P: Even just range 2 melee makes this worlds simpler. Add in some push tech and we are cooking!
D: Our first one that will need some power card support. There's a fair amount of that in the deck, so let's see how much more we gain by dipping into that part of the power deck.
P: Or if there is ever and ability that lets you charge twice this could trigger there too, but that should be exceedingly rare.
D: Now we're talking. This seems like a solid two glory staple that was something Blazing Assault wishes it had.
P: Fun counterplay too because if your opponent can push to your territory first this card can become hard to set up. Of course, the flip of that is then your opponent ran straight towards the strike warband so maybe that's a win win!
D: Elite warbands score this pretty casually, especially if you're willing to risk a leader... who is often three bounty.
P: Feels like a surge that only 3 and 4 fighter warbands will like but I think Davy is right, it is exactly in their game plan so they can score without even thinking about it.
D: So, you'll need power card support or you'll need to burn an activation after being charged out. I do like that it can give you something to earn glory with if you're charged out with no attack targets. Guard cards are most attractive for those two dodge warbands so keep an eye out for this if you're fitting the mold and have the power cards to spare.
D: Pretty solid for a one glory end phase. Doable in R1, and something that will take no thought to score in R2, R3.
P: A simple score for simple warbands... Or any other kind really! ABC, glory for me!
D: Tougher in certain matchups, since your opponent may already be camping them, but I have found this to be a fifth or sixth surge in several builds.
P: Yeah, not always used but a nice flex piece and you'll know when you want it.
D: Well... this is a weird one. This deck is trying to rack up the charges, so I'm not sure how much time or power cards you want to spare for this. Ironically, may be more interesting for non-strike warbands.
P: It certainly doesn't seem like it belongs. I suppose with some of the power cards that can pass around tokens you could make this happen? But I don't really know how this fits with the rest of the deck at first glance.
D: Goal card! This has counterplay for sure, but can put your opponent in a tight spot. You sure you wanna take that last charge?
P: This feels like one of those objectives that force the rest of your deck to build around it. But, for 3 glory maybe it is worth it. And, like some other stuff we have seen another mind games card.
D: Underdog piece is pretty doable, you guessed it, with ranged warbands. But the non-underdog piece gets significantly more challenging. Don't hate positioning surges, though.
P: I wonder if this was supposed to be a fixed version of scrum from first edition? Either way, it is an interesting card but I agree it seems tough to set up for most warbands.
Gambits
D: This is where things get interesting. Force an unexpected "charged out" situation. Score Bloodbathed Rampager. Hurry a few of your surges, or give yourself some activation flexibility while trying to score some of your endphases requiring a spread of charge tokens.
P: Definitely a card I didn't see much value in until playing the deck, now I kinda get it!
D: Do everything that Braced can do, but add some ability to apply it to the opponent. Make them second guess even their non-charge attacks. Apply a little control by unexpectedly locking a fighter down. Saucy.
P: Very saucy indeed. Be extra rude and somehow catch your opponents ranged weapon!
D: Pretty flexible. The push 2 is totally worth the extra restrictions in my opinion. I'm taking this until I'm proven wrong.
P: I was high on it at first glance and like it even more with play experience. Push 2 can't be overstated for how strong it is.
D: Ahhh. The Mollog's and Wielders of the world rejoice. Keep activating that high quality profile after an early charge. Wild. Smash this right in any elite aggro deck.
P: It's so scary! Can even use this to put charge tokens on fighters that otherwise wouldn't get one or for some of your surges. So many applications.
D: Hrrrrrm. Getting another dip at a staple like Great Strength in a warband that's going to be trading fighters sounds pretty tasty to me.
P: There will probably be times that you don't have an upgrade you really want, but sometimes this will absolutely win a game. Neat card!
D: The random nature of this pushes it towards a 10th or 11th gambit for me. Not so sure here. I suppose if you're charging into a crowd.
P: Because this can damage any fighter, no ping restrictions, it's value goes up slightly for me, but it is pretty unreliable unless you are the underdog so still wary.
D: The raw effect here is... fine... but not amazing. I think more mileage comes from the synergies it has with the rest of the deck. This is the kind of card that I need more reps to really evaluate. But I'm inclined to cut it on first pass.
P: Same, likely cut unless your really leaning into the token stacking game.
D: Oh wow. I like the bounty being restricted to 2 or less, because it keeps it away from the beefiest fighters. But one damage for an unexpected extra attack, or even charge is absolutely worth it.
P: This card is nutty, but agree completely Davy, the gating to 2 or less bounty keeps it from being broken.
D: The scenarios when this is good it'll be pretty handy, but how many strike warbands are taking move actions? Has some synergy within the deck and can keep you scoring if you had a slower fighter lagging behind, but still wanted to make progress towards your objectives, or to reach a charged out state for your lead fighters to activate once more.
D: Especially helpful for warbands that are trying to force engagement and trading attacks like Dromm or Morgok. Or sometimes the joke was on you and they were just gonna do that anyways.
P: Against anyone but the most all in strike warbands this card is gross. Even against other strike warbands if they have already charged out you can shut them down with this card because they can't charge again. Bit of a brutal control piece.
Upgrades
D: FWIW, I read this as being usable if the fighter has charge tokens, not *only* if the using fighter has Charge tokens. That's a pretty big potential realignment. Or... its burning an activation to get your primary fighter cleared of charge tokens and back in a threatening position. I think the latter is easier to set up and get a pay-off for.
P: Agree. A niche application but some elite warbands should be happy to have this on a less impactful fighter to get their most suped up guy back in the fray.
D: This seems really good. Making sure that your save is your save and not disrupted by cleave or ensnare, and that grievous isn't added to the mix makes this a solid defensive boost in my book.
P: Extra points for shutting down warband unique weapon abilities as well. Lots of potential here in an unassuming package.
D: LOL, fillet
D: Like the upgrade version of Outburst. For some reason, I'm slightly warmer on the upgrade than the gambit, because I think these can act as a deterrent- where your opponent sweats the *potential* damage.
P: This also doesn't care if you are ahead or not, so if you are in the lead and your opponent really needs the kill they are now in a tricky position to work around this potential ping. Probably wait to play this until at least round 2 though.
D: Cut rate Great Strength with significantly harder set-up. I think Grievous is hard enough to come by that this might well find its way into decks, but it obviously has a lot more mileage in elite warbands, especially those with quality range 2 attacks that have a better shot at leveraging this.
P: Extra push tech adds value as well but agree that this is not simple to take advantage of.
D: This is hilarious into fighters like the Sepulchral Warden. Be careful not to burn yourself if you're shooting to get charged out with this deck. Once a fighter has a charge token, this'll totally shut them down. Do that to the enemy instead!
P: Definitely interested to see this one in action more!
D: To Phil’s point on Reckless Attitude above, this can lock out a charged out fighter. Potentially for multiple activations. I can foresee a few feels-bad experiences with this one.
D: Uh. Hm. Okay. Another way to get yourself to a charged out state, or to help your end phases. It's also a way to back in to Living Bludgeon.
P: There seems to be enough going on here that cares about charge tokens that you can find a use. Bonus points for being a 0 bounty upgrade.
D: For aggro warbands, I'd scoop this on up over the top of Great Speed. Zero cost make it real attractive for some of the big boys that might be interested in this deck, like the aforementioned Dromm or Morgok.
P: The fact this costs 0 really pushes it over the top for me. Going from move 3 to move 5 is such a huge difference for elite warbands.
D: You've seen it, you love it. Straight up accuracy boost for melee. You'd be surprised if this *didn't* make it into the deck.
P: Never leave home without it.
D: Oooooooooooooof. While I *have* been saying I've warmed a lot to cleave and even ensnare, this is coming in at the same price as Furious Might and with a lot less payoff. Plus all the awkwardness of the setup.
P: Suuuper clunky. If this gave it to all attacks I might be interested but with it only touching melee weapons im all the way out.
D: This is wild. It might be a reason to reach for this deck on its own. And a reason for including ping damage in any deck. Basically making it so the opponent needs a whole extra attack (which might miss) to drop your fighter. Or at the very least, the right power card- though a large proportion of the ping damage in the game right now doesn't work on vulnerable fighters.
P: Absolutely worth the price of admission. Such a crazy effect.
Summary
B: Definitely a different take on the Strike archetype. I think to really make full use of this deck you're going to want to be in the 3-4 fighter range, or at the very least, have some ability built-in to push more charge tokens out. That said, I think there's plenty of tricks to salt in to other decks, and Strike officionados will almost certainly want to raid for a few of the end phases.