



Welcome friends, today I've got quite the article in store for you. I've been lucky enough to be able to provide you with an early look at the new Warhammer Underworlds expansion: Power Unbound! A huge thank you to Games Workshop for sending this over to me ahead of time so that I could review the set.





There are a total of 60 cards in the set and each faction gets a brand new objective, gambit, and upgrade card. The rest are a mix of universal objectives, gambits, and upgrades.





So without further ado, let's get to the new cards!





Note: As per my previous articles, I'll be using the following rating system.





A score of "A" means that the card is very powerful and should almost always be included in your deck builds. "B" means that the card is strong and will usually be included, but not always. A score of "C" means that card can be good in certain situations but will usually require extra support. Lastly, a score of "D" means the card is on the weaker side of things. It doesn't mean that it is inherently bad but perhaps can be considered hard to use or counter intuitive to your game plan.





Please keep in mind that these are my personal opinions. You might rate these cards differently.

Stormsire's Cursebreakers

Focal Formation: This card seems interesting. The best part about it is that you score it after an activation which means that is easier to score than end phase cards. If you are able to set this up right, you can score this fairly early and easily. Generally, you do want to set up your Faneway Crystal's around the board so you can either get aggressive or escape. So this card might be at odds with that general strategy.

Rating: B





Storm's Fury: As if these guys needed the damage boost. Jokes aside, I generally don't like cards like this. Sure, it's nice if it works but you need the attack to go through and putting this card in your deck and then failing the attack action feels bad. I would rather go with cards which increase accuracy while relying on my upgrades to give me the damage boosts.

Rating: C





Hand of Sigmar: Anything innate is always nice and by giving this upgrade to one of your fighters, you are getting a guaranteed hit with their melee weapons. In fact, your percentage to hit goes through the roof and is comparable with Potion of Rage. Still, I don't think you need it. Your fighters are accurate enough, in fact it's a strength of the warband.

Rating: A





Edit: After speaking to Jonathan (Wigglehammer) and reviewing his calculations, I’ve updated the rating on this card.





Thorns of the Briar Queen

Deathly Clutches: A card that requires a bit of set up to score, I think it's something that can work but you can't rely just on Varclav's push. Use cards like Drifting Advance and Howling Vortex to get the jump on your enemy.

Rating: C





Freezing Fear: This can be a good tech card if you really want to hold down opposing fighters. I just find it a bit counter intuitive as this card requires the Briar Queen to be next to the enemy fighter since she has a range two attack. Transfixing Stare is better though and works better with your leader's attack range.

Rating: C





Haunting Obsession: This could be useful for maybe the Briar Queen. Still, I don't think the effect is strong enough to warrant it taking up an upgrade slot in your deck.

Rating: D





Eyes of the Nine

Architect of Fate: This is a faction copy of Miraculous Escape. I'm not sure you take both, but I suppose if you tool Vortemis up to where he can reliably avoid getting hit by accurate attacks, it could work.

Rating: B





Forewarned: This is a solid card that you use to reduce the likelihood of a big attack hitting Vortemis. Great card and can really save your leader, and most likely your game.

Rating: B





Mark of Favor: I would maybe take this card if it wasn't restricted to just Turosh and Narvia. Relying on a crit to avoid damage on a single dice just doesn't do it for me.

Rating: D





Zarbag's Gitz

Petty Vindication: This is a smaller faction version of Victory After Victory. If you are running a bunch of score immediate cards that give you a single glory, this could give you the bump to get the third objective, so your warband inspires.

Rating: C





Leaping Loon: Unlike other warbands, the Gitz don't really rely on Zarbag very much. Preemptively giving him two extra dodge is decent but I'm not sure it matters. Generally, Snirk is the more important fighter as you stack tomes and relics on him. Plus if you play this, your opponent can just attack someone else.

Rating: D





Really Pointy Stick: I love the name. Other than that, it is alright. If it were two smash, it would be better. The range and cleave are nice though.

Rating: C





Godsworn Hunt

Worthy Kill: This card is the exact same as A Worthy Deed. That card is pretty much an auto-include and this one does the same thing for an extra glory. Technically, if you run both, you can get four glory for eliminating a four wound fighter.

Rating: A





Dark Portent: I like this card. Godsworn rely on crits a lot so this can increase your likelihood or surviving. Still, it's not reliable and Dark Destiny is better because it has a higher chance of saving your fighter.

Rating: C





Writhing Charm: This is pretty neat. I do find the one damage restriction a bit limiting though. Nowadays, you very rarely get hit for one damage. Furthermore, I find offensive upgrades to be worth the slot over defensive ones.

Rating: D





Mollog's Mob

Territorial: A weaker form of Denial, this card has the benefit of not being a third end phase card. I can see why you would take this. Generally, people try to avoid Mollog and usually, Mollog is already running towards the enemy so on the off chance they are aggro, they wouldn't move. If you draw this first turn, it could help get some early glory. I would rather go with score immediate objectives though.

Rating: C





Horrible Grin: This is pretty good on Mollog and really annoying for your opponent. Still, I don't know how often you will see this. If an adjacent enemy fighter fails to take out Mollog, the big man will probably take the enemy out the next activation anyways. Still, this is extremely punishing for fighters who have better defensive characteristics once inspired. Makes it much easier for Mollog to smash.

Rating: B





Spark of Sentience: This could make the critters in the back a bit more interactive. Still, I don't see when you would put this since if you are getting some early glory, you'd rather put the upgrades on Mollog - the main source of your glory.

Rating: D





Thundrik's Profiteers

Steady Aim: This is an awesome card. Because most of your fighter's are pretty accurate I can see you scoring this fairly consistently, especially with Lund and Bjorgen. Furthermore, this card is scored when you make the successful rolls. The attack doesn't have to succeed.

Rating: A





Duardin Resilience: This is another strong card. The first time a fighter takes any damage, they'd only suffer one, regardless of the potency. I like this card for the fact that this can protect your weaker fighters while also allowing your tougher fighters to last longer. This is great tech against aggro warbands as well, like Mollog.

Rating: B





Disciplined Retreat: This is great but since it only works for Lund, I am not sure if it warrants a spot. It is stronger than Duelist's speed because you are pushed two hexes instead of two, but what if Lund goes down early? Dead card.

Rating: C

Avatar of Vengeance: This card could be useful at the end of a bloody game. Still, if you've lost three of your fighters, you've probably lost.

Rating: D





Bitter Vengeance: I am not sure I like a card that relies on you loosing fighters to be good. Haymaker is a better option with less of a drawback. I suppose you could use this in a pinch?

Rating: C





Spitethorn Arrow: Cleave for dodge! This is a really good attack action, very powerful. I just don't like how it is one time use and limited strictly to Ahnslaine - the weakest fighter in your warband. Furthermore, this does not create synergy with her special reaction.

Rating: C





Universal Objectives

Burst of Speed: This is a carbon copy of Longstrider. This is probably why they restricted Longstrider as Mollog having both would have been insane. Now, Mollog just replaced it with this card. 🤷‍♂️

Rating: A





Champions All: Not a bad card but it seems like there are too many requirements to reliably get it off. Having two separate fighters eliminate two other fighters respectively seems a bit too specific. Furthermore, you are relying on getting kills. Also, how often will you score this against four health warbands?

Rating: C





Chokepoint: I find this very difficult to achieve and you just can't rely on it. Furthermore, if you lose board and your opponent goes wide, how do you score this?

Rating: D

Fusillade: This is a ranged variation of Keep Chopping except worse since this specifies ranged attacks while Keep Chopping can be any attack. If you are debating between the two, don't pick this one.

Rating: D





Grievous Toll: I like the idea of this card but this is just too hard to do. Maybe Mollog, but even he might struggle.

Rating: D





Method in the Madness: I like the two glory off of a score immediate, but I don't think I would put the effort to make a build around this card and then have my scattered spell completely whiff.

Rating: C

Overpower: This is basically Headshot! for spells. This is a really good card as you are bound to roll crits naturally throughout the course of a game. If you have a wizard that has a spell attack action or you are running a bunch of spells, you take this.

Rating: A





Shortcut: You can score this card with Hidden Paths, Shadowed Step, Illusory Fighter, and Confusion. Eyes of the Nine also have Deceitful Step. Anyone can score it, but it is really draw dependent.

Rating: C





Spike: Realistically, you would have to be doing a minimum of three damage to an opponent who had four wounds for this to go off. That not only seems inefficient, it also is dependent on rolls. Hard to do.

Rating: D

Staying Power: This is really tough to do. I think, in our current meta, high model warbands usually tend to lose a bunch of fighters. Having five of them alive in the third end phase is a tall order.

Rating: D





Strange Demise: This card is very powerful and effectively does the same thing as Sorcerous Scouring. If you are running a wizard, you should take it.

Rating: A





Warning Shot: This is another fantastic card. If you have a fighter who has range three attack in your warband, you take this card. You are bound . to miss eventually and this time, you can get rewarded for it.

Rating: A





Universal Gambits

Arrow Snare: This is a neat effect and could potentially protect a fighter from getting sniped. Still, I don't think guard is that good, even on a single dice.

Rating: C





Fizzle: This is pretty much Forceful Denial for spells. I think this is solid, especially because we are all foreseeing a magic prevalent meta. Still, what if you end up playing someone with no wizard like Mollog's or Profiteers?

Rating: C





Fumble: This is a pretty decent card overall, especially against fighters who roll two dice and those who roll on fury. You can, in theory, neuter a threat and make it easy to defend from them. Not bad.

Rating: B

Galvanised: I like this one. This is fantastic in aggro warbands, especially high model counts ones like Reavers and Godsworn.

Rating: B





Inspired Attack: Wow this card is insanely good. A buff to accuracy and damage is fantastic, especially when the fighter using it is already operating at maximum efficiency. Just wish there was no range limit!

Rating: B





Keen Avarice: I really liked this card till I read the last sentence. Plus one dice and cleave are both fantastic but very rarely will a fighter be holding objective. Doubly rare if they know you run this card.

Rating: C

Long Shot: I don't like the restriction on the range 3 attacks. The card is definitely good for control builds. One range also makes a difference and can save you from those pesky aggro decks.

Rating: C





Seegut's Salvo: With all the innate channel upgrades running around this is fairly easy to cast. This is really good for magic heavy builds and even Guardians since they love offensive magic.

Rating: B





Shadow Shape: Unless you are playing a deck that wants you to be on an objective to score, I don't see you taking card. I'd be surprised if objective warbands started taking it! Rating: D

Sorcerous Flourish: This card is dirty. Essentially it is like Twist the Knife but for spells. If you are running aggressive magic, you 100% take this card. It is just too good and deserves a power card slot.

Rating: A





Two Steps Forward: I like the design space behind this card. I think you only really take it if you are loading up on push cards since cards like Quick Advance exist without allowing your opponent to try to counter what you are doing.

Rating: C





Upper Hand: Another neat card that can come in clutch when you need it to. This is probably great for everyone, but doubly so for aggressive warbands.

Rating: A





Universal Upgrades

Blazing Soul: This card is pretty strong and would be third method in how you could prematurely inspire your fighters. What makes this card better than Inspiration Strikes and Regal Visions is that if this upgrade stays on, your fighter can never un-inspire. This means Mollog doesn't need to worry about Cruel Taunt anymore. Nuts!

Rating: A





Eldritch Ward: Wow, this card is very powerful. This literally allows a wizard to reap the benefits of a Potion of Constitution every time they take damage... All wizards just got a bit more tankier and scarier, especially the Cursebreakers.

Rating: A





Huge Presence: Another great use of design space, a well place fighter can really put a damper on ranged attacks. Still, how often would that come up with cards like Faneway Crystal and Hidden Paths? Also, I don't know if this is worth the upgrade slot.

Rating: C

Leech Stone: I suppose this could be good for a powerful and aggressive fighter. However, even with Guardians running about, healing spells and gambits are quite rare.

Rating: D





Lethal Reflexes: I like the idea of this card, I don't like the randomness associated with it. Still, it might be worth the risk to deal a damage off of a 50/50.

Rating: C





Prized Vendetta: This is a great upgrade but the neat thing is that there is clearly a drawback. Ideally you stick this on your leader and go for the opposing leader to score Victorious Duel. It's also great to target a specific fighter you need gone in order to win your matchup. You can even re-roll a Ready for Action attack! I really like it.

Rating: B

Quickening Greaves: This is a really cool card. This pretty much ensures that you can stay on an objective at the end of the game, if you opt to push a fighter one hex after the final power step. It's distraction proof! This can even help in scoring Conquest and thwarting a Denial. You could also opt to push a fighter before the roll to get out of a precarious situation and/or force a charge. Still, I like the second option better.

Rating: B





Spectral Armour: This is a copy of Acrobatic and as we are all aware, it's fantastic. As we saw John Reese do on Warhammer TV, you can get a dodging fighter up to four defensive dice. That is scary indeed as aside from Seeking Stones and Spitethorn Arrow, there is no way to get around dodge.

Rating: A





Spiritbond: This card reminds me of Helpful Whispers albeit its still quite different. Picking another friendly fighter on the board to be your supporting fighter on both offense and defense is fairly neat design and opens up for a bunch of tactical decision making for both you and your opponent. Mollog with this scares me.

Rating: A

Swift as an Arrow: I suppose if you roll a bunch of crits, this can be useful. However, since that is on the lower side of chance, I'm not sure this is worth the upgrade slot especially since it's a random number of hexes.

Rating: C





Unnatural Defences: Essentially you have 50/50 chance to deal a damage to your opponent should they damage you with a range one attack. I would take this card into consideration if there wasn't a limitation on the range of the attack striking your fighter. However, as it stands, I don't think its worth it. Range two and three attacks are just too prevalent.

Rating: C





Wall of Force: I'm not a fan of this card. I don't think it's worth to take an attack action upgrade that doesn't deal any damage. Also, technically the attack never succeeds because the attack doesn't deal damage per the rules.

Rating: D

Closing Thoughts:





As I mentioned in my previous article, I am a bit concerned about the power level of magic. Power Unbound seems to reinforce its powerful capabilities and I am wary that Stormsire's Cursebreakers and Ylthari's Guardians might catapult into the stratosphere.





Thundrik's Profiteers, who are another big benefactor from this set, are looking even more solid while Mollog is looking to still be the big and scary threat he always has been.





Still, I do think that the Eyes of the Nine, Zarbag's Gitz, and Godsworn Hunt got some fairly neat cards too. I am looking forward to seeing how people decide to build and pilot them. Vortemis in particular seems to have a bunch of new tools at his chaotic finger tips.





Power Unbound has a plethora of fantastic cards that will definitely shake up the meta in a big way.





I definitely think you should invest in a set for yourself because the cards really do look like a lot fun. If you are a competitive player, then this set is mandatory.





Thank you again to Games Workshop for providing me with this opportunity. I am looking forward to playing many games with the cards in this set!





Cheers,





Aman



