Spitewood brings two fresh Rivals decks to Warhammer Underworlds, and both slot neatly into any warband.
As a long time Underworlds grinder, I love how they reward tight positioning over brute force. Moreover, each deck has a clear identity that teaches good fundamentals while still enabling big plays. Consequently, you can pick one and immediately feel a plan forming from turn one.
Hunting Grounds: Win the Woods, Win the Round
Hunting Grounds is a Strike deck that thrives in friendly territory. It staggers intruders with Secrets of the Realm when they stray near your fighters or a feature on your half.
Additionally, Deny Invaders pumps all your Attack dice while you hold home ground, turning every charge lane into a blender. Paths Unknown can make a key fighter untargetable next turn, and if you are the underdog it can even protect one in enemy territory.
Furthermore, it stretches reach and control. Keep Them at Bay adds Range against enemies on your side, while Mind Your Step pushes foes two hexes so long as they end in neutral or enemy territory. Hidden Traps gives a steady upgrade weapon that gains Grievous near a feature in your territory.
Consequently, scoring lines like Back Off!, Pinned!, and Home Advantage click naturally as you bully enemies into edge hexes and punish failed swings on your turf.
Deadly Synergy: Stick Together, Hit Harder
Deadly Synergy is a Mastery deck about adjacency and teamwork. When friendly fighters stand next to each other they become united until one falls. Moreover, enemies next to united fighters count as Flanked, which is awful for their defenses. Take One For The Team lets a united buddy intercept an Attack, while Unified Front grants +1 Save next turn for your shield wall.
Speed and weapon sharing amp it up. Shared Incentive gives your leader +1 Move and hands that bonus to united fighters that start adjacent. Additionally, Brother in Arms allows a united attacker to use an adjacent ally’s melee weapon. With upgrades like Entangling Strike gaining Cleave and Ensnare against Flanked or Surrounded targets, your pair plays become brutal. Therefore, objectives such as Aggressive Unity, Inevitable Outcome, Got Your Back!, and Outmuscle fall into place as you double team and drive back targets.
Final Thoughts
Both decks are plug and play, yet they reward careful sequencing and board awareness. Hunting Grounds turns your half into a trap-laced kill box with pushes, staggers, and safe attacks. Meanwhile, Deadly Synergy transforms adjacency into mitigation, mobility, and weapon tricks. Consequently, Spitewood adds two polished game plans that feel great with new or legacy warbands. If you like winning fights by positioning first and rolling dice second, these decks deliver.
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