by casedeck
johnwoo wrote:
Where can I find what each cycle is focusing on?
Go to deckbox.org's card database for Invasion and study the cards from each battlepack for a bit. Here's a link to it to get you started:
http://deckbox.org/games/whi/cards?f=432
Alternatively, you can go through FFG's previous anouncements from the game's official page, there's some good info in them.
http://www.fantasyflightgames.com/edge_minisite.asp?eidm=85&...
Unfortunately the page numbering on the site seems to be broken for large numbers (beyond 17th page), so I'd recomend loading the RSS feed from the game's site into something like Google Reader and accessing the posts in order from there.
If that seems like too much info for you at once, here's a quick rundown of cycles (at least, the impression I got of them).
Keep in mind: I'll write up what I see as unique/focused in the cycles, but they all bring a lot of new cards (6*20 = 120 per cycle), with widely different effects and strategies they unlock. So, they all keep evolving the game in all directions (especially for instance neutral supports), and the special "novelty" idea/focus I'll point out for each is definitely not the only thing a given cycle brings.
Corruption Cycle
- prominently featuring Skaven, as a Destruction-aligned neutral race (very nice and interesting one in my opinion). Also each faction gets Epic Spells (very powerful 10-cost tactics) in the last battlepack of the cycle.
- keep in mind, this cycle has a different distribution model (40 cards per pack, 10 in triplicate and 10 singles), it came out before FFG sorted their distribution model to 60 cards per pack (20 different, each in triplicate), which all other cycles follow.
Enemy Cycle
- focusing on racial animosities (Dwarfs vs Orcs, Empire vs Chaos, and High Elf vs Dark Elf). An interesting all-round cycle, with some very powerful cards.
Morrslieb Cycle
- making developments an important part of strategy, some effects triggering off developments (stuff like "when you play a development from your hand..." etc.). Also Wood Elves as Order-aligned neutral race (some very nice effects, and they really like their developments).
Capital Cycle
- each faction gets a "Capital Center", a unique support with some powerful effect that usually takes a few turns to charge/prepare. Also a new "Feared" keyword.
Bloodquest Cycle
- focusing on questing, more (and more viable) quests as a strategy, and some resource token manipulation effects (which, for instance, make all quests more easily achievable).
Eternal War Cycle
- the current cycle being released now, brings a focus on the battlefield phase, new keyword effects (Raider and Ambush, very interesting), also some "cheap" legends (they generally cost less so you can get them out earlier, but require that you burn all three of your enemy's capital zones to win).