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Warlord is also useless against engines or other decks based on alt-[[treasure]], as they are immune to this card's effects.
 
Warlord is also useless against engines or other decks based on alt-[[treasure]], as they are immune to this card's effects.
 
Because they stay in play for multiple turns, Warlord is especially strong against engines that rely on [[duration|durations]] as key components, such as when the only village is {{Card|Fishing Village}} or the only card draw is {{Card|Wharf}}. The normally-overpowered combo of Fishing Village + Wharf is severely curtailed by Warlord.
 
  
 
Warlord is also trickier to obtain, being part of a [[split pile]], and since it is the third-highest cost in the pile, whether or not it is even able to be obtained is dependent on the other player's choices. Purchasing {{Card|Battle Plan}} just to rotate the pile to buy this card is often too slow to be an effective counter to a strong engine strategy, if other players are not cooperating with your desire to purchase this card; this is especially likely in a 2-player game where your opponent can ignore this pile to break your strategy. Even if the card is easily obtained, it is often hard to obtain enough copies of it to reliably play one: once you expose this card, other players become more likely to buy it. The fact that Warlord counters most deck-drawing engines also means that you probably won't be able to reliably draw your Warlord every turn, even if you have two in your deck. The presence of {{Card|Archer}} also often tends to weaken the sorts of engine strategies that Warlord is strongest against, decreasing the likelihood that one of your opponents will be playing a vulnerable strategy to begin with. So, while Warlord looks like a powerful attack, and is in theory, against skilled players its presence usually causes everyone to adapt their strategy to where it becomes weak.
 
Warlord is also trickier to obtain, being part of a [[split pile]], and since it is the third-highest cost in the pile, whether or not it is even able to be obtained is dependent on the other player's choices. Purchasing {{Card|Battle Plan}} just to rotate the pile to buy this card is often too slow to be an effective counter to a strong engine strategy, if other players are not cooperating with your desire to purchase this card; this is especially likely in a 2-player game where your opponent can ignore this pile to break your strategy. Even if the card is easily obtained, it is often hard to obtain enough copies of it to reliably play one: once you expose this card, other players become more likely to buy it. The fact that Warlord counters most deck-drawing engines also means that you probably won't be able to reliably draw your Warlord every turn, even if you have two in your deck. The presence of {{Card|Archer}} also often tends to weaken the sorts of engine strategies that Warlord is strongest against, decreasing the likelihood that one of your opponents will be playing a vulnerable strategy to begin with. So, while Warlord looks like a powerful attack, and is in theory, against skilled players its presence usually causes everyone to adapt their strategy to where it becomes weak.
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Warlord can also be fully countered by {{Card|Lighthouse}} or {{Card|Moat}} (which incidentally also both counter Archer), so a deck able to reliably play Lighthouse or draw Moat can still build a functional engine in the presence of those cards.
 
Warlord can also be fully countered by {{Card|Lighthouse}} or {{Card|Moat}} (which incidentally also both counter Archer), so a deck able to reliably play Lighthouse or draw Moat can still build a functional engine in the presence of those cards.
 
===External strategy articles===
 
===External strategy articles===
 
 
== Versions ==
 
== Versions ==
 
===English versions===
 
===English versions===

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