It’s another preorder day for Warhammer Underworlds! This time, we have the Nemesis deck Raging Slayers coming out alongside Kamandora’s Blades, a new Chaos warband. If you want to read about the latest devotees of Khorne, check out the review. Otherwise, buckle up for some very angry cards in this new deck that was provided for review purposes by Games Workshop.

I’m going to cover the theme of the Raging Slayers deck, briefly examine each of the cards it contains, and highlight some of the cards I am particularly excited about. Same as usual, just with 32 new* cards!
We’re being inundated with plot decks. Raging Slayers brings its own plot card, so it is added to the growing list alongside Countdown to Cataclysm, Edge of the Knife, and Realmstone Raiders. As a reminder, in Nemesis you’re only able to have a single deck with a plot card, so you’ll never be able to pick two of these decks. I’m wondering if this restriction will ever be lifted because it isn’t as if these decks have been more complicated than the others, plus there aren’t any inherently busted combos you can pull off when combining them. Oh well, we’ll have to settle with the 30 different combinations that are possible with five plot-less and 4 plot card decks (assuming my math is right – let me know if it isn’t).
Games Workshop classifies this deck as a Strike deck, which won’t be very surprising once you see the plot card or what the deck is asking you to do. I was honestly expecting a Take and Hold style deck as the next release since we now have three Strike decks, two Flex decks, three Mastery decks, but only one Take and Hold deck. There’s always next quarter!
The backstory to this deck is surprisingly deep and nuanced. Deep in the Emberstone mines, where the setting’s iconic orange Emberstone can be found – nah, I’m just kidding. This deck is about getting mad and punching people. Maybe once my daughter is done with her copy of Hands Are Not For Hitting, I can bring it with me when playing against folks who are using this deck.
The last Rivals deck that was released was Realmstone Raiders, a plot deck that had some massively strong mechanics tied to its plot card that is currently being hampered by having lackluster cards in the deck itself. Does this pattern hold true for Raging Slayers? Let’s see…

The plot card consists of three pieces which all combine together into a Venn diagram where all the overlapping regions are labeled pain.
The linchpin ability here is Raging Charge which details how you get a rage token. These rage tokens and the state of being enraged are what nearly everything in this deck keys off of. There’s nothing too surprising here. If you pick a fighter to charge, you can give them a rage token. Having a Rage token means they are enraged. These rage tokens last until the end of the battle round (or, as we’ll see, if you have a card that removes them). None of this inherently matters in game terms until we get to the next abilities.
Raging Strike is the main payoff for having a rage token. If you make a melee attack with an enraged fighter, you get to re-roll one of your attack dice. If you were unsure, this does stack with the re-roll you would gain from attacking an enemy with a stagger token and give you two re-rolls (of separate dice – remember, you cannot re-roll a re-rolled dice).
Now for the catch. Any fighter who is enraged also suffers from Poor Footing. You are required to use this whenever one of your enraged fighters is attacked if they are not driven back or grappled and it means your fighter is going to be pushed 1 hex away from the attacker.
This plot card is pretty huge, so let’s dig into it deeper.
Raging Strike is somewhat similar to starting the game with the Accurate upgrade on all of your fighters. There are stipulations of course, but being able to have 3-7 glory worth of upgrades effectively start on your fighters is a huge boon for anyone who wants to make attacks (which is, uh, most warbands).
It’s also more than just an accuracy boost. It’s going to let you fish for crits to trigger things like critical grievous or overrun. It’s going to allow you to more easily score surge objectives like Branching Fate, Critical Effort, Perfect Strike, and the like. Some warbands key heavily off of making successful attacks and this ability helps empower those warbands from turn 1. Think of ones like Gorechosen of Dromm (more blood tithe tokens), Crimson Court (removing hunger tokens), Blackpowder’s Buccaneers (more reliable swag token generation), or the Knives of the Crone (more prophecies).
Poor Footing is interesting to think about. Attacker completely misses? Your enraged fighter is being pushed away anyway. Your fighter has a guard token? Still getting pushed away. You really want to stand next to the opponent to keep hitting them? Doesn’t matter, getting pushed away. Here’s a fun one – your opponent doesn’t want you drive you back so they can keep hitting you? Doesn’t matter, you’re skating away while blowing a raspberry.
For your awareness before going into the cards, there are a number of objectives that care about fighters being enraged and power cards that can remove rage tokens for different effects. I’ll point these out when they crop up. Remember, a fighter has to make a charge to gain a rage token – the enraged state has nothing to do with charge tokens themselves.
Objective Cards
Of the 12 objectives here, 7 of them key off of your enraged fighters being in certain places or doing specific things. This means you’ll have to make charges, which isn’t a terribly surprising requirement for a strike deck. There’s also a small sub-theme of “leaders matter” in here. Some cards care about your leader and some about your opponent’s leader.
Surge Objectives
I realize Games Workshop lumps all the objectives together in alphabetical order, but that really bugs me and since I’m the one driving this bus, I’m going to split them up into Surges and End Phases. Surges are up first!

Best Foot Forward does what its name implies and sets us off with one of the best surges in this deck. It might look familiar to you – this is a reprint from Reckless Fury and often sees play in any decks that utilize RF. It’s even more likely to score in this deck than in RF since it hinges off making a successful attack, and the re-roll granted from being enraged will help assure that happens. This is a full five out of five anger emojis here.
Blinded by Rage highlights a recurring theme in this deck. It starts off seeming okay, if a bit of an ask, but then you keep reading and the requirements keep stacking up. “Slay an enemy fighter with an enraged friendly fighter’s melee attack” feels okay. It’s a kill surge which can be troublesome, and tacks on that it has to be with an enraged (and thus charged) fighter but sure, this works as a 5th or 6th surge in a deck. But then you keep reading and the fighter has to have been enraged at the start of the turn… so this is asking you to charge in one turn, then in a later turn use the same fighter (who now cannot charge) to score a kill. Not only do you have activation issues here gating you from even activating this charged out fighter unless your whole warband is, but you have to do it with a melee attack on someone who cannot move and attack. Sure, you can do something cute with Scream of Anger to remove a charge token but keep the enrage token, or Push Through to ignore the charge token and make a charge anyway, but those are specific cards in other decks so you could only ever do it in Nemesis with specific pairings… and locking a surge objective behind one ploy out of twenty in your deck is an awful idea.

The ease of scoring Coordinated Assault will depend on your warband’s size – fewer fighters will be more likely to get into enemy territory quicker, and if your fighters have ranged attacks (which do not benefit from the plot card re-roll, by the way) that makes it even easier to charge across neutral territory into your enemy’s side and still potentially plink away at an enemy that has already crossed into your territory. It’ll be harder if you have more fighters than activations, if your enemy doesn’t give you acceptable targets (by staying out of range or simply leaving their territory), or if your enraged fighters somehow lose their enraged status (stay tuned!). You can also pull this off late in the game once you’re down to only a couple of fighters by simply moving a charged fighter into the right territory. Not quite as dramatic as the invading murderous rampage, but it works.
No Respite feels similar to Coordinated Assault in that it’s a surge that needs your enraged fighters to be in certain places. Unfortunately, these two surge objectives directly interfere with one another. Instead of having all your fighters enraged and in enemy territory, No Respite wants you to have an enraged fighter in each territory. You can’t do both of those at once, obviously. It’s also going to be harder for some warbands than others to be able to even get enraged fighters into each territory. Neutral territory in particular will be a challenge if your opponent doesn’t want to conveniently stand within reach of that very narrow zone. Once again, ranged weapons and the ability to shove your own fighters around after making charges can help here.

The first of our “leaders matter” card is next. Sever the Head is reminiscent of Strike the Head from Blazing Assault, which is widely considered a sub-par card, only this time it has even more restrictions. Instead of just needing to kill the enemy leader, you have to also do it with an enraged fighter’s melee attack as well. All the previously existing problems carry over to this version of the card. What if the leader dies before you draw this card? What if you are in a position to kill their leader but have to choose to pass it up to try and score this card later? What if you’re up against something like Blackpowder and you don’t even want to bother with the leader? I’d pass on this surge.
Supreme Slayer has a name that’s either metal or sounds like an item on a Taco Bell menu. Looking at the card itself, I’m inclined to order it with extra cheese and fire sauce. We see another “leader matters” card but this time it’s talking about your leader. Sure, some warbands can pull this off but it’s not going to be the norm. The “big brawler” style warbands like Blackpowder, Mollog, and Headsmen are the most likely candidates but even then it’s requiring a lot of hoops to jump through for a surge objective. Here’s a re-enactment of my face while reading this card:
Score this immediately after your leader’s successful attack: 😃
If that target was slain: 😐
And that was the second or subsequent fighter slain by your leader: 😧
End Phase Objectives
Following the surges, as usual, we’ll take a look at the six end phase objectives in this deck. I generally want my 1 glory end phase objectives to be incredibly reliable because they’re competing with the higher payout 2-3 payoff bombs. For these higher glory awarding objectives, they need to be things that you can shape your gameplay around but still reasonably expect to achieve.

First up is Aggressive Expansion which is a single glory for a fairly reasonable requirement. You’ll need to make sure your warband has enough bodies that you can still score this mid- or late-game. Difficulties arise if your fighters are being picked off as they enter enemy territory, or you get dropped down to one or two fighters.
Into the Fire is another 1 glory objective and touches on the “leaders matter” sub-theme again. This time you’ll need your leader to be in enemy territory (which may or may not be where your leader wants to be, depending on the warband) and be within 2 of 2 other fighters. The “within 2” bubble is pretty large which is nice, and notably this objective does not care if the fighters are enemy or friendly so if your opponent isn’t working with you, you can still treat the party as BYOB (Bring Your Own Bodies). Also also, the other fighters don’t have to be in enemy territory – if your leader is just over the edge, the “within 2” bubble can still tag fighters in neutral or friendly territory. It’s a little more work than I’d like for 1 glory, but not unreasonable.

No Contest is, once again, about leaders. This time you want your opponent’s leader to be slain. This is the type of leader killing objective that’s more acceptable – there’s no timing restriction, so you can knock off the leader in round 1 and still score this at the end of the game if you draw it. The difficulty will vary based on the opposing warband, but leaders often have a pretty big target on their heads anyway. Decent filler objective.
The first objective worth 2 glory is No Escape. Scroll back up to Supreme Slayer to see the full gamut of my reactions. “2 glory if each friendly fighter is enraged? That’s reasonable. Oh, and in enemy territory. That’s still fine but less of a freebie. Oh, and no enemy fighters in your territory…?” This is going to be rough to score. Enemies are going to wind up in your territory in the vast majority of games automatically, so there’s not even real need for the opponent to intentionally play around this objective. It’s so close to being a decent one.

Another 2 glory is available if you score Overwhelming Presence. Very similarly to No Escape, you’ll have to have all your fighters enraged but also ensuring no fighters are holding treasure tokens – including your own fighters. Strip the Realm is a 3 glory objective that has less restrictions tied to it and can still be difficult to score. This is a lot of work for a 2 glory objective. You can’t even move forward onto isolated treasure tokens and delve them before the enemy gets there because your fighter won’t be able to enrage after moving (a fighter can’t charge if they have a move token, after all).
Only one more objective left and it’s the big payoff. Something big, splashy, and unique to how the deck functions. And… it’s a reprint of the big payoff from Reckless Fury. Unrelenting Massacre worked in Reckless Fury because that deck was all about charge tokens. It wants you to charge (similar to Raging Slayers), but it was also packed with tech to give your fighters charge tokens, move charge tokens around (well… before it was forsaken at least), and most importantly it had ways to give charge tokens to your opponent and/or force them to use the charge core ability. Raging Slayers does not have any tools to force your opponent to charge, so this is incredibly difficult to score if your opponent isn’t aware of it and literally impossible if they are. Not only that, but the flavor loss of having the big capstone payoff of a deck be a repeat of an earlier release just feels like a let down.
Objectives Thoughts
These sure are yellow cards with glory printed on them. There are two, maybe three, surges I’d be willing to include in a deck – not want to include, but be willing to include. The end phases are in a similar boat with all of the higher payoffs being inordinately difficult to score and even the lower payoff ones requiring more effort on the player’s part than is usual.
I won’t mince words. The objectives here are rough. The plot card grants a very powerful ability in allowing re-rolls, but it’s a moot point if you can’t reliably score your objectives. For Nemesis, I foresee any pairing with this deck heavily relying on the other deck’s objectives.
Power Cards
As I mentioned earlier, there are multiple power cards that require you to remove rage tokens to get an effect. Keep in mind this is going to directly hinder scoring any of the previously mentioned objectives that require enraged fighters along with the more direct turning off the single attack dice reroll, so consider those as an additional cost to these cards.
Ploys

Adrenaline Rush starts us out with the ploys and is the first case of removing a rage token from your fighters. In this case, it can even remove two of said tokens. What’s the upside to hindering your scoring and turning off your rerolls? Why, you can remove a stagger token. Uh… okay. This effect is likely not even worth the slot if you didn’t have to remove the rage tokens. We’ll see later that a few cards in this deck intentionally stagger your fighters, but even with that in mind it’s hardly worth a card slot or denying your enraged status.
Honed Reflexes is the first of three(!) domain cards in this deck. We haven’t had a deck with this many domains in it since the previous edition where that was a full theme of a deck. Anyway, this one is a doozy. It mirrors the plot card’s re-roll on attacks and grants you a re-roll on save dice for any enraged fighters. This is huge and a massive boost to any fighter’s survivability. Considering the enraged fighters are going to be the ones charging into danger, making them even tougher to take out is one hell of a benefit. This is a slam dunk inclusion in Nemesis decks.

Knife to the Heart continues the trend of removing rage tokens. Pings are useful, but the fact that this is limited to non-vulnerable fighters severely hamstrings its power. It’s one of those 10th cards when I’m trying to find the least-bad card to fill out my deck in slim pairings, but it isn’t something I’m going to reach for early on when deck building. Pings are potent, but the restrictions here hurt even if you discount the fact that it’s going to mess with scoring this deck’s objectives.
A card with a great name, Murderlust, is kind of a consolation prize for one of your fighters failing a melee attack even after the coveted re-roll is used. You gain an extra attack dice on any subsequent melee attacks against that target for the remainder of the round. Fortunately this doesn’t specify “other friendly fighters” so whoever whiffed their last attack can try to save face with an extra dice next turn, provided they can activate and the target hasn’t moved away. I like how this incentivizes you to throw one of your more inaccurate fighters into the fray first to set things up for a follow-up. I can foresee some mixed emotions when your inaccurate attacks wind up hitting and this card just hangs out in your hand for longer than you’d want, but I guess that’s not a terrible problem to have.

It wouldn’t be a strike deck without some kind of threat range extension, and Senseless Haste is what this deck brings. Here is one of those ploys that results in your own fighters being staggered, and the upside for that is… +1 move. It’s less than Wings of War and only usable once instead of an upgrade like Great Speed, but the wording does mean it applies to every move you make in the next turn. Hexbane’s dogs, for instance, would gain the bonus as well as one of the hunters but they would both get staggered. Any effects played in the power step would also retain this bonus since it lasts for the next turn and not just the action step. Still, steep cost for a relatively small boost.
Slayer’s Aid picks up the leader theme from the objectives and carries it into the ploys. A 3 hex push is massive, although the restriction of it being used on an enraged fighter (so one that has already charged) and needing to yo-yo next to your leader (hope they haven’t died yet!) is limiting. It unfortunately can’t be used to extend your threat range in the traditional sense (pull a fighter forward 3 hexes, then charge them in the next activation) but it can be used to pull a fighter back to safety after a kill, pull a fighter onto a treasure/feature token after your leader kills an enemy holding it, or set up a flanked situation for your leader’s upcoming attack.

Slayer’s Arena, not to be confused with Slayer’s Aid, is our second domain and it’s much less appealing than the first. It’s a symmetrical domain that will be applying stagger to both players’ fighters. Sure, you have a re-roll so in theory you’ll be more accurate, but if your opponent is playing a more passive game and doesn’t make as many attacks they can avoid it entirely. Ploys that simply stagger one fighter are borderline on making the cut in decks already – a ploy that sometimes staggers one or two enemy fighters and risks staggering your own as well? That’s a tough pill to swallow.
Venting Strike fills the role of “ploy that gives you extra attack dice” by providing a single extra dice on a melee attack, but at the cost of only being usable on an enraged fighter and removing that fighter’s rage token after the attack. It feels like yet another 10th card, which is a bit of a problem.

What Pain? is the next ploy in this deck. Once again, it wants you to remove rage tokens from your fighters. Once again, it is causing you to stagger those same fighters. The upside of being able to heal two different fighters with a single card is pretty nice and an effect that hasn’t been seen yet, so at least it has that going for it.
Wrong-footed Stance is our last domain ploy. To say this is a narrow use case card is an understatement. I guess if the opponent has fighters hanging out around stagger hexes, you can drive them back into it or use Violent Blast from Countdown to Cataclysm to sneak some move tokens onto their fighters. I guess it could set up your own scoring if you pair with Reckless Fury and take Savage Sprinter to get two move tokens on the same fighter at once… Very niche card, for sure.
Upgrades

Aggressive Ambusher grants even more accuracy to an enraged fighter in the form of cleave or ensnare which is great. It requires a little setup to take advantage of since it is gated behind the target being flanked or surrounded, but in addition to doing it the old fashioned way of “standing next to the target,” you can leverage abilities Nasty Critters in Mollog’s Mob or the two upgrades Hidden Aid and Mobbed to make it easier to achieve.
A reprint rears its head in Agile. Nothing new here – it’s a solid, if expensive, way to increase fighter survivability. If you stack it with the domain Honed Reflexes, you can make a fighter incredibly frustrating to hit (but not move, because Unstable Footing is going to cause them to slip and slide even if missed).

Angered Swing is a weird weapon upgrade. It can only be used by an enraged fighter and if you want to take advantage of the re-roll from Raging Strike, you have to re-roll all of the attack dice. It’s a more of a gamble and being a 3 sword attack means it isn’t the most reliable thing to begin with, but you can cheaply give some dangle fighter a 2 damage attack at least. It’s no [insert almost any weapon upgrade from another deck here] but it has uses.
Assured Bloodshed grants access to two lesser used runemarks at a much easier cost than Aggressive Ambusher. Simply be enraged, and your fighter can choose between brutal or grapple. Both of these weapon abilities are much more niche in their uses than the more common ones, so having them paired together on a single card is like a Swiss army knife of utility.

Gifted Vitality is a 2 cost upgrade that shockingly doesn’t have anything to do with being enraged, making attacks, or either player’s leader. I think this healing effect is really cool in that it’s creating a little healing engine where you’ll want your fighter to stick around to take the most advantage from it, but also keep putting them in harm’s way because you’re getting free heals. Get this down early to take the most advantage of it and, if you are lucky, you can enjoy three heals throughout the course of the game. Perfect for those big sacks of health that get close and personal with the enemy.
That’s enough of the defensive crap. Let’s hit someone. Haymaker allows a fighter to do exactly that by acting as a souped up grievous runemark for a weapon attack. Sure, it costs 2 glory to play. Sure, it can only be (successfully) used once. Yeah, you’re right that it can’t apply to weapon upgrades. And sure, there’s a damage cap of 4 so reign in your excitement hypothetical player calculating just how hard Gallaghann from Ylthari’s Guardians can hit now (that was me; I spent time doing that). All that said, it’s a +2 damage ability in a world where that just doesn’t exist. Take just about any average, run-of-the-mill fighter then give them this upgrade and they’re hitting like the Wielder of the Blade.

Keen Eye is another strike deck staple. It’s good in every other deck it shows up in and it is good here, too.
Murderous Instincts is another upgrade that enhances a fighter’s damage, but with some neat twists. It grants grievous, which is typically worthy 2 glory, but Murderous Instincts does it at a discount. The trade off is the fighter cannot use any core ability other than charge. Most of the time this means this fighter will get to activate once in a turn and that’s it, no matter how many other fighters you have and regardless of their charge status. I enjoy the risk vs reward here and some warbands (particularly those with large numbers of fighters) will be more comfortable using this.

Stubborn to the Bone functions as a card that subverts all the downsides of this deck. If enraged, this fighter can’t be pushed (even with Poor Footing) or be given stagger tokens (which so many of the power cards want to do). In a deck where all your fighters are going to be slipping and sliding around, this creates one solid anchor. That’s a useful ability, but is it one that slots into anything this deck is trying to do? I guess you can use it for those positional objectives where you’re trying to keep an enraged fighter in a particular territory…
United in Anger is a fascinating card. For only 1 glory, you can pick one of your fighters and give them the potential for a series of pushes. Fortunately, these pushes are optional unlike the plot push, so your fighter won’t go careening into a stagger hex or into danger range of the enemy unless you choose to. I do like that it’s phrased as “an enraged friendly fighter is pushed” rather than calling out Poor Footing by name because you can still take advantage of stuff like Slayer’s Aid or Sidestep. Even more exciting are warscroll abilities that push multiple fighters like Reassuring Presence from Borgit’s Beastgrabbaz or Swift as Desire from the Dread Pageant.
Power Card Thoughts
The power cards on a whole are not bad cards, but their cost is higher than similar effects in other decks. You’re either extra limited in what you can target with them, required to pay an extra cost in staggering your fighters, or you are directly hampering your scoring potential. Part of that is paying the tax of the plot card’s power, but given that it already comes with an inherent downside in the Poor Footing, I feel like the tuning is just a little too harsh on the cards overall. There are enough goodies here that I wouldn’t feel bad taking these 20 cards and putting them into a Nemesis pool with another deck, but there’s also nothing that’s incredibly tempting to me.
Jake’s Picks
This is where I highlight cards that stand out to me from the deck. I’ll pick a surge objective, end phase objective, ploy, and upgrade and talk about it a little bit. They might not be the most powerful option in their category – sometimes I pick something that’s just a neat design that I appreciate, other times it’s something I feel is going to be really solid in play.
My choice for surge objective is Best Foot Forward, which is rough because that’s a reprint from another deck. None of the bespoke surges in this deck are ones I’d reach for when building a Nemesis deck, nor do I think they have particularly clever designs.
Overwhelming Presence is my reluctant end phase objective choice. I feel like it’s close to being a decent build around, but the payoff (2 glory) isn’t high enough for the hurdles you have to leap to score it.
Honed Reflexes is my pick for the best ploy both in terms of power level and how it will play. I enjoy domains and hope GW will keep making new ones worth playing – maybe a domain based deck can make a return at some point.
Both Gifted Vitality and Haymaker are going to be my picks for upgrades. I like the slow, inevitable healing that the former can provide which can make big beefy fighters even more intimidating. The latter buffs the wee little fighters the most by turning even the smallest of inconsequential pets into a legitimate threat. Maybe Tik Tik is tired of blowing up and just wants to roundhouse an orc in the jaw.
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Final Thoughts
Oof. This deck is winning the dubious award of “most cards I wouldn’t want to play” which feels pretty bad. On the one hand, it’s not like we have a shortage of other strike decks or other plot card decks, but on the other it’s painful to see the one new deck for the next ~3-4 months be so underwhelming. I’m genuinely hoping that I’m wrong and that I’ll see some novel way to utilize this deck in the next few days from other folks, but as is… I spent a solid hour trying to do some Nemesis deck building combining Raging Slayers with all of the other decks and I honestly could not make a single one that I wanted to play.
Raging Slayers has such a rough assortment of objectives that you absolutely need to pair it with another deck that can shoulder the load in that department. In addition to Best Foot Forward, I think you can take either No Respite or Coordinated Assault depending on how many fighters your warband has. The rest of the surges aren’t ones I’m comfortable putting into my deck. For end phases, maybe some of the 1 glory ones to fill in gaps that your other deck has, but any of the higher payoffs are going to be difficult. The good (?) news is that by ignoring so many of the scoring options that require enraged fighters, you’re much less punished for taking the power cards that remove rage tokens. Hooray?
Since the deck has a plot card, you’re locked out of pairing with Countdown to Cataclysm, Edge of the Knife, and Realmstone Raiders which is a shame because at least some of these would have legs if they were allowed. Blazing Assault is hurting in end phase glory options if you’re not taking Annihilation. It will be incredibly difficult to hold any treasures for Emberstone Sentinels due to Poor Footing. Pillage and Plunder could work if you’re foregoing all of the enraged-based scoring because you’ll have to spend some move actions to get to those treasure to delve, but there’s not a lot in this deck that would make that pairing better than many of the other P&P combos. Reckless Fury gives you the tools to score the big glory bomb of Unrelenting Massacre but, uh, it also has Unrelenting Massacre already.
Maybe you just build a Blazing Assault + Raging Slayers deck, take a host of 1 glory end phases and Annihilation, and hope you don’t draw that 5 glory bomb until the end of the game and that you table the opponent. Or just play what’s essentially a Rivals Reckless Fury deck with this plot card and a smattering of power cards to spice it up. Neither of those sound better than a dedicated BARF deck, though, so I’m not sure why you’d want to do that.
As far as warbands that would want this deck, the plot card already points you in the direction of warbands who will want to be charging and delivering melee attacks. I think if you want to include any of the rage token focused objectives in here, you’ll want to make sure you have a bit of reach on your fighters – either a bunch of range 2 melee attacks like Gorechosen of Dromm (who also have a warscroll ability to help with scoring Unrelenting Massacre) or a warband with a healthy assortment of melee and ranged attacks like the Emberwatch or Farstriders. Having a little bit of extra reach will also ensure that when your fighters get pushed out of combat, they can still make follow up attacks without having to move.
Again, I hope I’m wrong. I want to see new decks get played. I’m just not feeling it right now.
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