Paths of Prophecy Rivals Deck Quick Review

We’ve attempted to put together a quick guide to each Warhammer Underworlds Rivals deck including a brief summary of how they play, which types of warbands they might work best with and a few important cards. Hopefully now you can see what each deck is good at doing with just a glance.

This quick review is a snippet of a larger article which we’re trying to keep up to date with every Rivals Deck. You can check that out at the link below.

Paths of Prophecy icon

Paths of Prophecy

ReleasePackaged separately

General goal

Paths of Prophecy is very much an objective-focused deck. In fact, the majority of cards don’t require you to do much attacking at all.

There’s no plot card for the deck, which means there aren’t any special rules to worry about, and opens up more options when using the card in other formats.

The deck is built up of 6 surges, many requiring you to hold objectives and play cards, and 6 timed objectives, many asking you to hold a certain number or combination of objectives. There’s potential for the glory to add up quickly when you’re in the right place, but also a smart opponent can really disrupt your game plan. You will need to be a little careful that some of the cards about holding certain objective tokens can conflict with each other.

While the deck doesn’t offer a huge amount of offensive capability, there are some great cards to help give you moves around the board, and cards like [A Pact Sealed in Blood] and [Fair Fortune] to help speed up your card usage.

The deck has a total of 18 glory available, with 5 of those coming from the potentially tricky [Complete Harmony]. As with most Rivals decks, 6 of those cards are from Surge objectives, so there are plenty of opportunities for mid-round scoring.

Which warbands work best?

Any warband who is typically designed for chasing objective tokens will naturally love this deck, for example The Starblood Stalkers or The Grymwatch. In addition you might want to look for warbands who have additional move mechanics (e.g. Sepulchral Guard/Zarbag’s Gitz), warbands with the Flying trait (e.g. Thorns of the Briar Queen) or warbands with Raise mechanics (e.g. Spiteclaw’s Swarm)

I’ll give an additional shout out to Skabbik’s Plaguepack, who have a few range 2 attacks, meaning you can attack safely from an objective, as well as the Befouler ability to dissuade enemies from attacking you directly.

Just be careful to avoid warbands who rely heavily on the Beast keyword (looking at you, Exiled Dead), as those Beasts unfortunately can’t hold objectives.

Key Cards

As a reminder, this quick review is a snippet of a larger article which we’re trying to keep up to date with every Rivals Decks. You can check that out at the link below.

Have we overlooked anything? Are there any warbands that are just perfect for a specific deck? Leave us a comment and let us know! If you enjoyed this article then be sure to check out the rest of our Underworlds content.

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