M2E+Primordial+Magic


 * Primordial Magic, Neverborn Totem**

=__Overview__= toc Also known as the Puke Worm, this Totem can be hired by any Neverborn Master. It's a general support piece that helps you stack your hand, kink up your opponent's Schemes, have a mobile Scheme Marker, and generally win VP.

=__Mobility__=

Although it doesn't usually need to get anywhere in a hurry, it has an average **Wk** and **Incorporeal** so it can ignore terrain. Considering that you'll only be moving it to get LoS on a target or place it where you need a Scheme Marker it has all the mobility it needs.

=__Offense__= This Totem is not offense-oriented. It cannot do much damage on its own, nor does it provide any bonuses to a Crew's offensive abilities. If it has //nothing// else to do it can try to hit something with its **Ml** 3 attack, but if it's in position to do that you'd probably rather have it run away.

=__Resilience__=

It only has **Df** 4 and **Wd** 3, so **Incorporeal** will only really protect it from one attack at most. Just keep it behind blocking terrain until you need it.

=__Tips and Tricks__=


 * Rush of Magic** gives you an extra draw at the start of each turn (followed by a discard). This can help you filter out low cards, which is something any Neverborn Master will appreciate. Since it has a complete lack of combat skills it can hang out in the back of a crew and still be worth the 2 Soulstones thanks to this Ability alone.


 * Nullify** makes a target **Insignificant**, meaning it can no longer **Interact** and becomes effectively useless for most Schemes. Remember this also works to prevent models from removing Conditions like **Distracted** and **Cursed Object**. This Condition lasts until Primordial Magic is killed or sacrificed, so if you use this Attack be sure to keep Pukey safe afterwards. Removing a model's ability to complete Schemes can seriously disrupt your opponent's plans, especially if that is the model's focus (e.g. Terror Tots or Crooligans) and **Nullify** even works on Masters, which can really throw a spanner in the works.


 * Essence of Malifaux** is a potentially game-changing Ability that allows the Puke Worm to count as a Scheme Marker for the purposes of calculating Victory Points. It can be great for getting that last marker for things like A Line in the Sand or Plant Evidence, but it really shines when setting up the perfect Plant Explosives or Spring the Trap. If the marker must be discarded you have to Sacrifice the Magic, but trading a 2 Soulstone model for VP is almost always worth it. It's also fun to see the look on your opponent's face when it happens.

= __Master-Specific Tips__ =

Primordial Magic's kit is universal. There aren't a lot of Master-specific tricks (especially since 4 Masters have integral totems of their own), but there are a few things to consider.

Lilith can stack her own **Rush of Magic** to draw and discard two cards, which is nice considering how much she loves Masks. The Nephilim also get a lot of mileage out of their Triggers, so having a high cards of any suit can really ruin your opponent's day. For one more stone you can take the Cherub, so it's a tough call which totem to choose.

Lucius loves a bit of card filtering to make his abilities more reliable and his minions more effective. The Scheme-related abilities of the Primordial Magic also play brilliantly in the kind of games Lucius is geared towards. You won't get much direct synergy between the pair though, since Pukey is a Peon, but sending it off to safety with **What Lackeys are For** can be a great way to **Nullify** something and make sure it stays that way.

Pandora can actually get a lot of use out of Primordial Magic, and it's much cheaper than the Poltergeist. **Rush of Magic** can help pull some higher cards, which can help offset some of the Woes' lower **Ca** (a lot of 5s versus **Wp**), but it's the potential for Scheme Marker manipulation that you'll find more useful. She can also use **Misery** to add damage to **Nullify**, which can effectively give this model an attack. With the **Fugue State** Upgrade and a Doppleganger in tow you've got a recipe for major Scheme shenanigans.

Zoraida usually doesn't start with a Voodoo Doll, and might not have a good reason to summon one on turn one or two, so it might worth considering taking Primordial Magic for its benefits for the first few turns. It can throw off your opponent and give you chance to grab some quick VP off Plant Explosives or Spring the Trap before pulling out "the babe" and getting aggressive.

=__Playing Against the Primordial Magic__=

Primordial Magic can't really hurt your models (it probably won't even try), but it can put a serious kink in your plans and possibly lose you the game. **Nullify** will shut down cheap Scheme runners or prevent models from removing **Distracted** or **Cursed Object**.

Always remember **Essence of Malifaux**, it can win games. Keep an eye on the Magic's location and always ask, "if that was a Scheme Marker, what could it do?"

This model is all about VP, so if you get a chance to attack it do so; 1 AP to put your mind at ease is well worth it.

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