Wednesday 24 October 2018

Legions of Death, Part 3

I've decided to finish of my irrelevant opinions of all the cards in 40k Conquests.  The only problem is it's like 4 years too late, and since I didn't play any games of conquest at all for the last year of its life, I haven't played with many of the cards from Legions of Death onwards.  But here goes, if only for completions sake.



Healing is a good thing. Can heal your warlord.  gravy


The net card advantage is 0 (2 discarded + but this one played.  Or really less than 0  Costs a resource and an action play). But the discard lets you bin useless cards.  Or setup a play from the discard pile effect. 


Has two shields, 2 shields is good.  As a combat trick, it's ok.  Only 2 shield card necrons got in this box.


You do get a unit back, and for slightly cheaper. Or maybe not if you consider it's costing you a card and a limited play.  Do note that the unit has to match your enslavement dial.


Outright kills anything with less than 3 hp, no shielding can stop it. But it does leaves necrons alone which is great, although potentially dead card in the a mirror match.


Now this is amusing, cheap and can kill off things without any chance to shield.  It's better than 2atk, and is better than ranged atk in general being an action.


If only it could go on your warlord.  C'est la vie.  It's small heal, but you get every combat round.  Unfortunately units tend to get focused, so the heal may not matter.  2 shields though.


Expensive armorbane, but you get to move it around as long as you have cards in hand.


If you can keep your elite alive, the value this card offers could be staggering.  A free unit every combat round!!  Though note your opponent can have a say in the matter by killing your elites or enslaved units so they are on top.


Control effects are powerful in conquest.  This is better than exhaust as you get to bash your opponent with the unit.


Oh look anther one of those garbage faction cost reducers


It's mill.  I hate mill.  Good for necrons though, since you can get your cards back.  And maybe even take your opponents as well.


Insurance to make your sure your resurrection effects get the card you want.  Definitely a worthy include if you plan on doing that.


So it's economy, but very very narrow economy. Probably quite easy to trigger every turn seeing as you can only (in general) play one faction a turn.  But how many factions do you have in your deck?


It's powerful, but while there are quite a lot of drones there isn't many that are worth sacrificing that necrons can use.  The 1 cost canoptek swarm ofc, maybe the 1 cost tau unit from the next cycle.  The 2 cost Wraithguard revenant that can come back from the previous cycle.  Most other things are 3-4 cost so start to get a bit pricey for the heal.


Do damage AND get units back in your deck. win win.  Also worth noting  HQ actions happen before the majority of the phase happens, ie before you draw your 2 cards for the turn.  So better chance of getting units for the start of your next turn.  Ofc only bad side of it being a hq action as it is bad timing to affect combat which is when you want it.