Warhammer: Invasion - Karaz-a-Karak
Karaz-a-Karak introduces a host of options to your Dwarf deck. Each Battle Pack in The Capital Cycle introduces a Capital Center card for its respective faction. This costly support card provides an amazingly beneficial text effect...but only if it remains in play long enough to trigger. For example, the Great Guild Hall (Karaz-a-Karak, 69) is the epicenter of Dwarf ingenuity; if it remains in play for four rounds, it can provide your forces with a burst of Dwarf technology!
Karaz-a-Karak is the fourth Battle Pack in The Capital Cycle for Warhammer: Invasion The Card Game. With three copies each of 20 unique cards (half of which are devoted to the grog-swilling Dwarfs), Karaz-a-Karak is an invaluable Battle Pack for players harboring ancient grudges against past opponents.
Warhammer: Invasion - Karaz-a-Karak contains cards 61-80 of “The Capital Cycle.”
Note: Warhammer: Invasion - Karaz-a-Karak is not a stand-alone deck. A copy of the Warhammer: Invasion The Card Game Core Set is required to play.
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