Friday 6 March 2015

Gift of the Etherals

So with Zogworts Curse right round the corner, here goes with some very late completely arbitrary numbers.  It's a not a party if someone doesn't arrive late right?
Aun’shi
Aun'Shi
Phenomenal combat warlord.  Has 2 attack and gives all your Tau Armorbane.  Armorbane is utterly fantastic.  Tau already have a knack for fielding hugely powerful ranged units and buffing them to the gills.  Coupled with Aun'shi you have a warlord hunting machine.  This does come with a cost though, after Aun'Shi attacks he goes home.  But if all your guys have already had a go with ranged, not so much of an issue as there probably won;t be much left to stop you winning.
Ethereal Envoy
Ethereal Envoy
And so with a fantastic Warlord we get four of these guys. 1 hammer for 1 costs is a good deal any day of the week.  And with 3 hp they stick around.  Not all that good for holding a planet though, since all the enemy has to do is go there and one way or another they will leave, by either death or their forced reaction. 3/5
Aun’shi’s Sanctum
Aun'Shi's Sanctum
This is what makes those Ethereal Envoys worth playing.  Double striking  with a buffed ranged dude is so very awesome.  "Any ranged unit" + Ion rifle + this support in play is a more than likely bloodied warlord. 5/5
Honor Blade
Honor Blade
Gives all you other tau +1 attack.  if you put it on Aun'Shi that's +1atk and armorbane.  Delicious.    The problem is that all the Ethereals have the forced run away reaction.  So it's a temp bonus at best, but oh the carnage you can reap. 5/5
Ethereal Wisdom
Ethereal Wisdom
Do you have The sanctum out?  Yes? This card is money.  No?  Well it's +1 attack to a unit, meh.  For free though! 4/5
White Scars Bikers
White Scars Bikers
Yet another of the +2 attack when with warlord groupies.  This is pretty amazing for Space Marines  For a start he is a 2/3 off the bat.  At cost 3 he is able to come into play via Drop Pod Assault.  AAAmazing!  5/5
Know No Fear
Know no Fear
Could be good.  moving 3 units to planets from HQ means they won't arrive exhausted when they travel with your warlord.  BUT, you have to exhaust your warlord to do it, and they have to go to different planets.  Only has a single shield as well.  I'm just not seeing how you can commit a deck slot to this.  2/5
Crushing Blow
Crushing Blow
Free event to do 1 unpreventable damage to a unit after a marine does damage.  The unit has to have actually damaged the unit.  When I last used it, either marines killed whatever they attacked, or shielded it all.  So never saw play.  Mediocre.  Good for chipping away at Warlords though, and really big units. 3/5
Mystic Warden
Mystic Warden.
Free 2/2!!  That's amazing (unlike those crappy free 1/1's from the core).  After the battle ends, he goes away.  But then once a battle has started, he's a pretty good unit to sacrifice for the many abilities that Guard have require a unit to die for the cause.  Really rather good in certain Imperial Guard Decks.  4/5
To Arms!
To Arms
Zero cost event to ready a support.  A lot of supports become much better if you can use them twice a turn.  Catachan outpost immediately springs to mind.  Has 2 shield as well.  5/5
Honorifica Imperialis
Honorifica Imperialis
A unit with this has Ranged and Armorbane if with the enemy warlord.   Guard already have good access to ranged with preemptive barrage, and that comes with the surprise factor.  Does have two shields.  But otherwise, too narrow to be good.  3/5
Mekaniak Repair Krew
Mekaniak Repair Crew
Exhaust and deal him a damage to ready a support.  Good stuff.  He also readies the support before taking the damage, so can die for a good cause.  Bit expensive for what he does, but he is a 3/2/1 body as well for 3 is a reasonable deal.  4/5
Goff Big Choppa
Goff Big Choppa
+2atk and Armorbane.  Can give this to Goff Nobs for an 8/6 with armorbane.  Potentially a lot more with Nazdreg around.  Seems like fun, I am yet to test it though.  4/5*
Ammo Depot
Ammo Depot
If you have 3 or less cards in hand exhaust to draw one.  Card Draw is phenomenally good in this game. 5/5
Rotten Plaguebearers
Rotten Plague Bearers
0/2 but as an action they can do a damage to a unit.  As always with Zaruthar this becomes 2.  And as an action it can go before any attacks are made.  Can also use them to put a damage on Ku'Gath before he attacks to get the benefit of his reaction.  Too narrow to be AAA material 3/5
Nurgling Bomb
Nurgling Bomb
Continuing the theme of the Nurge cards being better with Zaruthar than with Ku'Gath we have a Nurgling bombing.  This does gives non-nurgle unit at a planet a choice, take a damage or run away.  With Zaruthar this is 2 damage or GTFO.   Even at cost 3, which is a lot, this is still stellar.  5/5
Throne of Vainglory
Throne of Vainglory
And the worst card currently in Conquest goes to the throne.  As an action you can throw away the top card of your deck,  if it cost 3 or more (and was therefore probably a GOOD card) you get two cultists.  Now maybe this could see use in a crazy daemon deck.  Expend cards to make the ones in your hand cheaper...but really.  This is shit.  0/5
Sslyth Mercenary
Sslyth Mercenary
1 cost for a 2/2/2.  Stupidly good, and if you are playing Dark Eldar choke, your opponent probably doesn't have the 2 resources to steal it.  5/5 in DE choke.  Can't see Chaos or Eldar ever using it.
Despise
Despise
0 cost event to force each player to sacrifice an Ally.  A quick CardGameDb searh reveals that the Ally units are mostly command units. http://www.cardgamedb.com/index.php/wh40kconquest/conquest.html?&advanced=true&nm=&or=name&vw=spoiler&st=Ally&typ=null&f=amchdeelneoksmtatynu  Seeing as it is a combat Action, and most of these units have already done the damage in the command struggle...not really seeing how it can be rated as good.  2/5
Warlock Destructor
Warlock Destructor
Another Eldar combat unit.  These are a 3/4/1 for 2.  So obviously it has a drawback.  You have to pay a resource tax every turn, or they die.  Eldar are usually pretty good at winnign command, so may not be an issue.  So play this all day imo.  Or even so, having a 3/4 body if even only for a turn is well worth it. 5/5
Eldritch Corsair
Eldritch Corsair
Another Warlord Groupie  These are identical to the White Scars Bikers.  But Eldar don't have drop pod assault or really good ways to ambush them in.  3/5
Foretell
Fortell
Cancel a battle ability. You have to exhaust your warlord to do it which is where the issue is. You obviously are going to cancel planet abilities your opponent has won.  If your warlord was in that battle, he either ran away or died, and is therefore exhausted already.  If your warlord wasn't there then you didn't mind giving up the planet anyway.  Could see some funky play if your opponent is very close to death and goes to Iridial to heal.  You can yield to him, win the first planet and stop the heal. 2/5

So there you have it.   This has the most exciting warlord in the cycle thus far, seeing as it is Tau and Shadowsun is in a weird, not great spot right now.  Opens tau up to be real Warlord assassinating threat, rather than them hoping the star align and they get the right units and attachments in play.  Some amazing cards, and some real stinkers.



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