Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

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.



Monday, 22 August 2016

Legions of Death, Part Two

Necron Units



Canoptek Scarab Swarm

Cheap combat unit with an upside on death of bringing a dead necron back to hand.


Warriors of Gidrim

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.

Flayed Ones Pack

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.

Immortal Vanguard

Amazing if you have a bunch of allied warriors in the deck. Crap if you don't.  A Nahumekh card then.

Patrolling Wraith

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.


Decaying Warrior Squad

Never ever goes away.  As long as you have money can do 2 damage to something again and again and again.


Deathmark Assassins

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.


Mandragoran Immortals

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.


Tomb Blade Squadron

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.

Reanimating Warriors

Really good.  Really annoys Cato players.

Canoptek Spyder

Healing is good, probably not quite god enough to invest in this unit.

Immortal Legion

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.

Praetorian Ancient

There we go 5 armorbane attack for 4 is juicy.  The condition isn't hard to meet for Necrons.


Harbinger of Eternity

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.

Lychguard Sentinel

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.

Doom Scythe Invader

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.


Doomsday Ark

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.


Dread Monolith

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.

Nahumekh

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)


Destroyer Cultist
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.

Obedience
Movement abilities are cool.  lets leave it at that.  A nifty usage is moving units from HQ to a planet so they arrive unexhausted.

Hate
Best card in the squad by far.  Can destroy almost anything (not neutrals) by paying it's cost.


The Staff of Command
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.

Anrakyr the Traveller
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.

Pyrrhian Eternals
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.

Slumbering Tomb
Card cycling, draw cards you want, bin cards you don't confident you can get them back anyway.  Tis good.

Awake the Sleepers
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.

Pyrrhian Warscythe
A way of getting cards into the discard pile. +1 atk is ok.  it's merely ok this card.



Saturday, 20 February 2016

Boundless Hate

I was supposed to be at a Store Championship today.  But my very recent Night Shift screwed with my sleep too much I guess and I didn't quite get up in time.  Anyway so heres me writing about cards I have not played with or against.  Hurrah.
Ba’ar Zul the Hate-Bound
Ba'ar Zul the Hate Bound
Man he looks like fun.  he just isn't very good I don't think. His bloodied side has an amazing 3/11 stats.  His Hale side has a crappy 0/5 stats has an interesting reaction.  Lets you save your stuff.  But note the unit has to have actually survived whatever damaged it before you can move the damage.  It's a little bit of a trap, you want him bloodied obviously, but doing it too early could be a mistake.  The 0 attack also makes his command sniping poor, just like Coteaz.  I'd like his Hale side much more if you didn't have to be at the same planet to move the damage.
Ba’ar Zul’s Cleavers
Ba'ar Zul's Cleavers
A nice amount of HP.  A nifty damage boost ability.  As the damage is a cost, you cannot prevent it as that would cause the ability to fizzle.   Ba'ar zul moving it is ok though (naturally)  So there life is somewhat limited sadly. Strangely it's not a combat action, so you can do it 4 times a turn if you're feeling particularly Sadistic (though only one of those times will count, the combat phase)
Kaerux Erameas
Kaerux Erameas
Some oh so nifty shenanigans abound with this.  It's obvious utility is triggering battle abilities.  Pretty much any of them can greatly swing a battle.  Some more powerful ones are Atrox Prime, Ferrin, Plannum,  Tarrus and Elouith if it nets you that one amazing event.
Blood For the Blood God!
Blood for the Blood God
Not amazing, but a) it costs 1 resource.  Thats a good deal if I ever saw one. b) Would be bonkers broken in Zarathur, so thank your chosen god that he can't have it.
The Butcher’s Nails
Butchers Nails
Makes your warlord not suck.  So thats nice.
Archon Salaine Morn
Archon Salaine Morn
And having the unfortunate distinction of comparing to Packmaster Kith is this girl.  Respectable stats  and a crappy reaction, not looking good for her.  It's really is a max of 2 resources a round assuming you play 2 eligible units a turn, and the red planets happen to matter in the grand scheme of things. Also Kabalite and Raider aren't synonymous with good at the moment.
Shadowed Thorns Pillagers
Shadowed Thorns Plllagers
2/2/1 Ambush.  Makes them good, not amazing.  Still, cannot underestimate the power of surprise combat units.
The Nexus of Shadows
The Nexus of Shadows
If your rich, win more is what this card says.  You could get 4 cards a turn with this which is balls out amazing, if you are already rolling in cash.
Inevitable Betrayal
"Curse your sudden but" Inevitable Betrayal."!!"
Twisted Lab doesn't see play much nowdays, And neither would this if it wasn't signature.  It does hoewever blank Traits which is hilarious.  No more Stracken boosts for the now not soldier units,
Last Breath
Last Breath
-3 attack is 0 atatck for the vast majority of units,  This would be grade a if it affected warlords.

Sorry Salaine, no dethroning Kith for you.
Neophyte Apprentice
Neophyte Apprentice.
As ever 1 hammer for 1 resource is the golden ration.  And theres a good chance  he may become a good unit later.  Has to be Black Templar though, limiting him a little to Black Templar Decks and a problem may be getting him to survive to attack
The Black Sword
The Black Sword
A buffed Firedrake Terminators reaction for any Black Templar.  Obviously this goes best on the Emperors Champ who is coming soon.  The problem is that guy is a one off in that deck.  Has two shields though, this is a pretty amazing card in BT decks.
Sacaellum Shrine Guard
Sacaellum Shrine Guard
As if Worr needed more love.  it's a 1 cost hammer all of the time, it's  2/2 at green planets, and a 3/2 if in a Worr deck.  Bonkers, put three of them in worr deck.
Troop Transport
Troop Transport
Worr is broken being the motto of this cycle.  It's free and is an instant two tokens at green planets (so that would be 2/2's then).  if you can save these things up an get more of them, chaos insues.
Front line ‘Ard Boyz
Front Line 'Ard Boyz
A much better fire warrior elite,  4 cost is a lot, but 2 command icons, a nice stat line.  And they can protect Nazdreg.  Sadly unlike the fire warriors, the ability is not optional.  But with KFG's and the like, these guys could go a long way for Nazdreg.
Ramshackle Trukk
Ramshackle Trukk
Goes Fasta is an interesting specialization for sure.  It's a 7/3 if you do have the iniative (where the HP may not matter) or a 7/7 if you don't where it may prove to be impossible to kill anyway before that 7 attack kills something.  Good times.
Rok Bombardment
Rok Bombardment
I don't get why mostly not aimed anywhere Roks care if a planet is red or not.  but regardless,  Could be tasty. Orks tend to have high HP and so won't care too much.  Sadly the units get to do their attack before they take the damage.  So sheer numbers could mean that this will not win you the game anyway.
Dire Avenger Exarch
Dire Avenger Exarch
More Fire Warrior Elite-esque shenaiganes.  This guy forces warriors to die first.  Since your opponent declares attack targets, it could well be this guy that dies first.  Still, if that protects a important unit, thats nice.  Also Whatever killed him, would then be exhausted for Eldorath's Sig unit to wreck face.
Mind War
Mind War
Hilariously the arguably most powerful psyker in game right now (Eldorath) is not eligible for this.  However Starbanes Council are.  So exhasut something and kill it, all good.  Doesn't effect elites which does limit that combo significantly.
Prudent Fire Warriors
Prudent Fire Warriors
The problem with attachments is that you lose a significant investment if the unit goes away for whatever reason.  Enter these guys.  Make a uber Voltron unit out of him and the enemy is damned if they don't kill him, damned if they do.  The only resl to deal with him is to kill him when he's alone,
Exploratory Drone
Exploratory Drone
A pretty safe command unit.  Plonk it down, and if the opponent attempts to match command, just move it away,  Sadly it not going to be safe if a warlord just runs in to smack it down.  But it is a 1 cost command. Super useful unit.
Auxiliary Armor
Auxilliary Armour
As far as attachments go, 2 cost for 2/1 is not a great deal.  the one command icon is though.  Which makes this good card for Starblaze who be default is going to have non tau in the deck.  Also reasonable for Shadowsun as she can recur it,
Soaring Gargoyles
Soaring Gargoyles.
Unless you are also running the HP boost, flying a moot ability for 1HP tokens.  I suppose there is the extreme outlying case of it lets your Tokens kill a flyer easier.  How many flyers do you face on a regular basis though?
Sacaellum Infestors
Sacaellum Infestors
It's quite good in that you get the bonus when a planet is infested, which is generally easier to do than the hoop jumping that is getting a planet infested AND then making use if it whilst it matters,  it's quite bad in that it's a 2 cost unique support for a theme that is not great anyway. Very bad in fact.