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.
Wednesday, 24 October 2018
Tuesday, 22 November 2016
Star Wars Destiny
Played quite a bit of FFG's upcoming Star Wars Destiny this past weekend.
It's very quick head to head card game, utilising dice. You start with your characters in play, who have their own dice to affect the game. Your deck consists of the events, upgrades and equipment, and supports to achive your objective of defeating your opponents characters.
The dice are mostly what dictate what you can do each round. Most characters have attacks of some sort, some can be more support orientated though, offering more resources or disruption faces. Each turn players alternate taking actions, be they rolling dice, resolving dice for their effects, or playing cards among other things. This continues until one person wins by reducing all their opponents units to 0hp or if their opponent runs out if cards in hand and deck.
Being Star Wars there are two factions in the game, hero and villain. Heroes being your Jedi, Rebel Alliance and lovable rogues. Villains are the Sith, the Imperial forces and the bounty hunters and criminal forces. But you can play hero v hero or villain v villain.
If there is any complaint about the game, it's due to it being collectible.
The most important thing in this game is the dice, whoever gets the most dice in play first is going to more often than not win just due the options it gives. So card with dice are super important, they are also all the Rare/Ultra rare card in the boosters. And due to the deck building rules you may not be able to even build a half decent deck due your lack of appropriate dice. I from my first ten boosters, drew 6 yellow villain dice. But no villain yellow characters. Making them totally useless. In fact from the 26 boosters I got, I only got 7 characters total. Severely limiting my deck building options currently.
You may have noticed the dreaded ultra rare wording up there, yes there are Ultra Rares. Most of the characters you love from Star Wars are there. In the Star Wars lcg my first outing I. Deck building immediately went to sith for Vader and smugglers for Han and Lando. In this game, there seems very little chance of me going that route. Both Han and Vader are ultra rare. And to top it off, characters in this game can be fielded with one or two dice. And you get one dice per booster. So if you want to field these iconic characters at their best, you need to luck into two of them. The ultra rares are apparently 1 in 6 boosters. I am currently 3 for 26. None of my 3 were cool characters.
It's a shame, it's a really fun game, has great art. Let down severely by the bullshit collectible aspect. I honestly thought we had moved past collectible, their lcg model is why I constantly sing their praises. It no doubt will sell bucket loads because of Star Wars and is a genuinely good game. But I don't think it deserves to be a success.
This and conquests cancellation leaves me sorely disappointed with FFG.
It's very quick head to head card game, utilising dice. You start with your characters in play, who have their own dice to affect the game. Your deck consists of the events, upgrades and equipment, and supports to achive your objective of defeating your opponents characters.
The dice are mostly what dictate what you can do each round. Most characters have attacks of some sort, some can be more support orientated though, offering more resources or disruption faces. Each turn players alternate taking actions, be they rolling dice, resolving dice for their effects, or playing cards among other things. This continues until one person wins by reducing all their opponents units to 0hp or if their opponent runs out if cards in hand and deck.
Being Star Wars there are two factions in the game, hero and villain. Heroes being your Jedi, Rebel Alliance and lovable rogues. Villains are the Sith, the Imperial forces and the bounty hunters and criminal forces. But you can play hero v hero or villain v villain.
If there is any complaint about the game, it's due to it being collectible.
The most important thing in this game is the dice, whoever gets the most dice in play first is going to more often than not win just due the options it gives. So card with dice are super important, they are also all the Rare/Ultra rare card in the boosters. And due to the deck building rules you may not be able to even build a half decent deck due your lack of appropriate dice. I from my first ten boosters, drew 6 yellow villain dice. But no villain yellow characters. Making them totally useless. In fact from the 26 boosters I got, I only got 7 characters total. Severely limiting my deck building options currently.
You may have noticed the dreaded ultra rare wording up there, yes there are Ultra Rares. Most of the characters you love from Star Wars are there. In the Star Wars lcg my first outing I. Deck building immediately went to sith for Vader and smugglers for Han and Lando. In this game, there seems very little chance of me going that route. Both Han and Vader are ultra rare. And to top it off, characters in this game can be fielded with one or two dice. And you get one dice per booster. So if you want to field these iconic characters at their best, you need to luck into two of them. The ultra rares are apparently 1 in 6 boosters. I am currently 3 for 26. None of my 3 were cool characters.
It's a shame, it's a really fun game, has great art. Let down severely by the bullshit collectible aspect. I honestly thought we had moved past collectible, their lcg model is why I constantly sing their praises. It no doubt will sell bucket loads because of Star Wars and is a genuinely good game. But I don't think it deserves to be a success.
This and conquests cancellation leaves me sorely disappointed with FFG.
Monday, 22 August 2016
Legions of Death, Part Two
Necron Units
Cheap combat unit with an upside on death of bringing a dead necron back to hand.
Biel Tan Guardian is an amazing card. This is the same, but with conditions attached. You do lose the turn one amazing play that biel tan is there a very little chance of you getting 2 factions in play turn one.
This is more of what you expect from 2 cost nowdays. The drawback isn't a massive drawback for necrons who may want cards in the discard.
Amazing if you have a bunch of allied warriors in the deck. Crap if you don't. A Nahumekh card then.
So so unit, the reaction will probablydiscard nothing, but it does give you information as you get to look at the hand. Maybe worth it just for the information aspect.
Never ever goes away. As long as you have money can do 2 damage to something again and again and again.
Too many discard effects are a bad thing. With no way of manipulating the top cards of your deck seems too unreliable an effect to be good. Of course every so often you might put a monolith in the bin and have a 10 attack unit.
A double ranged 3 attack is quite nice, depending how many soliders you have. Pretty good in a soldier oriented Nahumekh deck. Unfortunately all the cool leave play effect soldiers are loyal.
I do believe I will get tiered of putting 'pretty good a x-trait themed deck' but thats what we have here. This guy can do serious work if you have enough scouts. -1hp is pseduo damage that cannot be shielded.
Really good. Really annoys Cato players.
Healing is good, probably not quite god enough to invest in this unit.
It's like Lone Wolf which was garbage. But slightly better since it's not necessarily suicide for this guy since he doesn't have to be alone. Those 2 command icons are not to underestimated. The dial restriction could be a thing if your Nahumekh since it may stop you playing your own cards.
There we go 5 armorbane attack for 4 is juicy. The condition isn't hard to meet for Necrons.
You have to have one of these in your Anrakhyr deck just in case it all goes wrong and your awake the sleepers is in the discard. Helps that is is a useful unit. 3 command icons and nice enough stats.
Yup, right royal pain in the arse. if your relying on it to protect your more important things, beware of exhaust effects. But 10hp, man thats a lot.
If you consider that by itself it's maybe a 4 costs unit. The reaction could get you another 4 cost vehicle. The math works. It does require you have a decent amount of vehicles in your deck, and one of them is in your discard. Playing it without the reaction is bad idea.
And just in case the area effect doesn't equal enough, it's stilll 5 attack. Can reliably expect it to be Area Effect 2 though for Nahumekh.
No restriction on cost, means the combat reaction can be outright amazing. This card also leaves me wondering just how many command icons can they fit on a card. Never ever trigger Y'Varn vs a Necron. Just not worth it.
Cheap combat unit with an upside on death of bringing a dead necron back to hand.
Biel Tan Guardian is an amazing card. This is the same, but with conditions attached. You do lose the turn one amazing play that biel tan is there a very little chance of you getting 2 factions in play turn one.
This is more of what you expect from 2 cost nowdays. The drawback isn't a massive drawback for necrons who may want cards in the discard.
Amazing if you have a bunch of allied warriors in the deck. Crap if you don't. A Nahumekh card then.
So so unit, the reaction will probablydiscard nothing, but it does give you information as you get to look at the hand. Maybe worth it just for the information aspect.
Never ever goes away. As long as you have money can do 2 damage to something again and again and again.
Too many discard effects are a bad thing. With no way of manipulating the top cards of your deck seems too unreliable an effect to be good. Of course every so often you might put a monolith in the bin and have a 10 attack unit.
A double ranged 3 attack is quite nice, depending how many soliders you have. Pretty good in a soldier oriented Nahumekh deck. Unfortunately all the cool leave play effect soldiers are loyal.
I do believe I will get tiered of putting 'pretty good a x-trait themed deck' but thats what we have here. This guy can do serious work if you have enough scouts. -1hp is pseduo damage that cannot be shielded.
Really good. Really annoys Cato players.
Healing is good, probably not quite god enough to invest in this unit.
It's like Lone Wolf which was garbage. But slightly better since it's not necessarily suicide for this guy since he doesn't have to be alone. Those 2 command icons are not to underestimated. The dial restriction could be a thing if your Nahumekh since it may stop you playing your own cards.
There we go 5 armorbane attack for 4 is juicy. The condition isn't hard to meet for Necrons.
You have to have one of these in your Anrakhyr deck just in case it all goes wrong and your awake the sleepers is in the discard. Helps that is is a useful unit. 3 command icons and nice enough stats.
Yup, right royal pain in the arse. if your relying on it to protect your more important things, beware of exhaust effects. But 10hp, man thats a lot.
If you consider that by itself it's maybe a 4 costs unit. The reaction could get you another 4 cost vehicle. The math works. It does require you have a decent amount of vehicles in your deck, and one of them is in your discard. Playing it without the reaction is bad idea.
And just in case the area effect doesn't equal enough, it's stilll 5 attack. Can reliably expect it to be Area Effect 2 though for Nahumekh.
No restriction on cost, means the combat reaction can be outright amazing. This card also leaves me wondering just how many command icons can they fit on a card. Never ever trigger Y'Varn vs a Necron. Just not worth it.
Sunday, 31 July 2016
Legions of Death review, Part One
In much the same vein as I did with the the 'Nid box, will be doing it in 4 parts, Warlords, Units, others, the the faction cards.
So this box brings the much awaited Necrons. And I have never been so unexcited by a release ever. I will try not to cloud my opinion with my general meh'ness of current Necrons.
Necron Faction.
Necrons can put any factions units in their decks. which makes them very versatile, but there is a catch. They get an enslavement dial which is set at the srart of the run, and they can only put into play units from the faction that is on the dial.
So Necrons come in 2 flavours. Theres the space undead reanimating flavour, and there is this enslaving of other races flavour. This is obviously the latter. the reacion is pretty damn good. -1hp is better than 1 damage, since it cannot be shielded. The only issue is the balance to how high you can get that X. Noting you can only get one faction (maybe 2) into play a turn, and you have to keep them around turn to turn, this reaction is rarely going to get above 2. So in general it's hard to rate this guy, since it depends on what other faction units you can get. Putting too many factions in your deck might mean you get too many different clogging you hand (remember you can only play 1 faction a turn)
As it is 3 cost for a 1/1/4 is garbage. But odds are good you will get at least +1atk, so 1/2/4 is actually ok. 3/4 is amazing for 3.
Movement abilities are cool. lets leave it at that. A nifty usage is moving units from HQ to a planet so they arrive unexhausted.
Best card in the squad by far. Can destroy almost anything (not neutrals) by paying it's cost.
So yes you can out two factions into play in one turn. I think I'd rather use at shields though. it;s also a deploy stall of sorts, so theres that.
The undead resurrection flavour Necron Warlord. The recursion screams value. Nothing is as frustrating as killing something only for it to come back. Only top most is a nice balancing factor, as is the once per turn. can also steal your opponents units. yay.
You do get 5 of this, mostly because unless you have 2-3 of them in the bin, they aren't that great. Number one reason why the Anrakhyr mirror match is so frustrating. Just steal your opponents Eternals And leave your 5 in the bin for that juicy 6/6 value.
Card cycling, draw cards you want, bin cards you don't confident you can get them back anyway. Tis good.
As Anrakyr there is a risk of just milling your entire deck. This is your safety valve. You only get to twice though (once then, then again with a harbinger of eternity.) So be careful. Could also be sad if it is the last card in the deck. It may not save you there.
A way of getting cards into the discard pile. +1 atk is ok. it's merely ok this card.
Sunday, 19 June 2016
The Final Gambit
New Eldar warlord, bringing to the game 'yet another Stracken problem' Buffs for all your units is good, Having to be present in the fight is less good. Unless you have a way of not dieing that buff is going to go away quickly And Eldar just don't have that many ways of staying alive, outside the dire avenger exarch. Stracken is interesting at least because of his signature squad though. Lets see how this guy?/girl? fares. Very severly limited by the lack of good psykers in the gamer at present (there are 5 non sig psykers)
Dedent stats,and moving is a good thing. Sadly the movement is after you have attacked, opening them up to a counter atatck on your opponents combat turn. Also, if said pskyer is with Talyesin it can enable the +1 attack if not already active.
Not quite as good stats, but readying is a good thing indeed. And lets face it, during combat all those units are probably sitting in your hand doing nothing anyway. Obviously though if they get buffed by Talyesin, they are much better.
Nope. top 3 is a very small amount of cards. I guess if you are playing Talysin, you have packed your deck with warriors and psykers, but you are probably picking warrior since there just isn't that many psykers in the game.
Well if you were to rate cards by versatility, then this card is a solid 10/10....but we don't. That said, it's a free event, and moving and the +1atk (especially considering it's until end of phase) are both worth it.
Is there any army unit you would consider putting this on? probably not. maybe the uniques. Turning them into 4/5 atatck and 5hp when with talyesin is a very very good thing. Probably making your warlord 3/7 is a much better use though.
Maybe worth including in mavros for the BT synergy. But frankly not as good as the Chaos one at the same price point, and hes not that great either. Some might say hes better than void pirate, and maybe it is. but Void Pirates cost 1, thats 99% of the reason you take them. Without the card bonus, this is trash.
Hell of an expensive support and vulnerable to all the support hate, But Space Marines don't tend run many 4 cost cards, and anything 5 cost and up isn't eligible. So turn 1 for this is a net loss in all likelihood. Being a deploy action makes this a lot weaker. But if you consider if as a cost reducer, the savings can be huge is you get repeat use out of it.
Big scary tank. If it gets to keep attacking, it just gets bigger and bigger. I cant think of a reason not to include this in Gorzod. Also the spoiled Guard warlords from next cycle has a an event that can ready this unit for more pain. Ragnar can have a Leman Russ is his deck now. yay him.
Imperial Guard are all about supports. Ambushing one is great. Watch out though, it only counts army units. Your army of tokens do not count. Most supports are 2 cost, so meeting the requirement probably isn't that hard. Also a way to get more that one troop transport out a turn. And everyone knows how bonkers broken that card is.
Really good for that 1 game in 3 when you have 2 planets, and your 3rd winning is further along, and your opponent can't win before then. So you can just mass stuff there. Otherwise no, leave it at home.
Designed to make goes fasta work everytime. The problem with that is there are 3 goes fasta cards in the game, and one of them is signature, one of them is a decent elite. but thankfully the Rickety Warbuggy is really good. 5hp makes him Nazdreg friendly, and he may consider for the warbuggy. Gorzod may like a couple for his sig squad.
Good effect. Getting the damage on your units is the issue (just like the core set Bad Dok)
Holy crap it's big and scary and expensive. And there is very little anyone can do to it to stop it wrecking house. Imperial Guard have Markis and Suppressive Fire I suppose. Zarathur has a good chance of killing something pre combat to enable that juicy 8+ armorbane attack as first attack.,
Nifty for delaying a planet victory for your opponent, or bringing your victory condition closer. Attachments on the planet stay with the planet, as do infestation I beleive. Unsure about deep strike.
Resources are good I hear, 3 cost is not, but's a kabalite, so yay for Morn. But see below.
See that unit above? imagine have a couple of these out and you could move the slaver down the line just making ALL the money. Thats a dream scenario. and requires having a decent amount of red out. But maybe worth it in Morn, Netting command wins, but more importantly denying command wins for opponent.
Pretty good way of dealing with Honored Librarians. 2 shields is nice, as is 2 cost for the effect that can save for later.
So pseudo Morn discount in one package for Tau. Worth it? no.
Has the very niche use of getting command win on a contested planet where both warlords went. Ands thats it. Niche cards are rarely worth including.
I've beeen on the receiving end of these things, they can net Subject Omega a crap ton of resources. be wary. Worth including in any deck heavy on infest, and definitely put them in subject omega.
If your infest strategy didn't quite work out, this a pretty good backup plan to enable infest for ambush goodness in Subject Omega, especially when you only need one other genestealer present with Omega to trigeer,
Stats for money. Worth it every time. Even has two shields. so good.
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