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.
Showing posts with label Necrons. Show all posts
Showing posts with label Necrons. Show all posts
Wednesday, 24 October 2018
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.
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