Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Subject: Ω-X62113 Deck Thread


  • Please log in to reply
419 replies to this topic

#21
palpster

palpster

    Advanced Member

  • Members
  • PipPipPip
  • 501 posts
Regen is just staying power, put it on a Warrior, an invasive Genestealer, a Pyrovore or even a Scything Hormagaunt.

Pyrovore is a pretty good target actually, because it lets you use it's 3 attack one or two additional times (depending on circumstances obviously) before it gets blown up.

I will go so far as to say Regeneration is the best card in the Tyranid faction and I have never not wanted to see it. Archon's Terror is still a thing of course and the most annoying thing (that happened to me several times during last weeks Store Championship) is having Deception played on your Regenerating unit, but other than that, a lot of times it's 1 resource to add 4HP, which is crazy efficient, especially in the early game when there aren't a lot of units on the board yet.

#22
BaraBob

BaraBob

    Advanced Member

  • Members
  • PipPipPip
  • 307 posts

Termagant Horde is still an extremely good card, with Regeneration on it becomes even more fantastic. I will include both in my Omega deck.


  • HidaHonk likes this

#23
palpster

palpster

    Advanced Member

  • Members
  • PipPipPip
  • 501 posts

Termagant Horde is still an extremely good card, with Regeneration on it becomes even more fantastic. I will include both in my Omega deck.


I use it in my OOE deck, mostly to enable Corpses, but don't feel like there is room here.

#24
estyles

estyles

    Advanced Member

  • Members
  • PipPipPip
  • 646 posts
This is what I'm considering my "baseline" Omega deck.  No 3 costers other than sig unit, to better be able to afford the Ymgarl, and also to offset weak-ish command.  Tempted to use Venomthrope Polluter despite lack of infestation synergy, because moving guys around is key for this deck, but Zoanthrope for now.
 
 
 
Army (28)
Attachment (4)
Event (13)
Support (6)
Synapse (1)
Created with: www.conquestdb.com
 

  • Grimbo likes this

#25
Skemes

Skemes

    Advanced Member

  • Members
  • PipPipPip
  • 37 posts

Estyles --

 

My core problem with your list is the pitiful number of command icons in the deck (let's assume that you, on average, ambush in 1/2 of your genestealers), that leads to a total of 23 + 6 (promotions) or 29 icons. You're also running 8 total limited cards, which can be risky (although I do like the inclusion of at least a x1 of Digestion Pool).

 

When thinking about Omega deck designs, I tend to make the list at least assuming we have access to the new genestealer in the last pack (the 1/2/2 eldar survivalist on infested planets) and that 1C support that infests a planet with 2 genestealers on it as an action that was rumored to exist. But for these you end up just swapping out the Spore Chimneys and the hunter gargoyles (assuming you include 3 of the former and 2 of the latter).

 

What are your thoughts on the above change?



#26
Grimbo

Grimbo

    Advanced Member

  • Members
  • PipPipPip
  • 657 posts
I see that no decks but mine have included Fall Back. That card out of favor nowadays?
  • Vlad3theImpaler likes this

#27
palpster

palpster

    Advanced Member

  • Members
  • PipPipPip
  • 501 posts

I see that no decks but mine have included Fall Back. That card out of favor nowadays?


I played about 10 games with 2 copies in my OOE deck....used it once I think and only because I could, I'd also have won that game without it. To me it's not worth the deck slots. Granted, the card can be a lifesaver, but if that only happens once every so few games, is it still worth including?

#28
Skemes

Skemes

    Advanced Member

  • Members
  • PipPipPip
  • 37 posts

I see that no decks but mine have included Fall Back. That card out of favor nowadays?

When I run BZ or SWP, I will usually run at least 2 copies. However, I have found with the more 'passive' synapses, polluter and lictor, it rarely ends up dying and near the end of the game if it does I'm not heartbroken.

 

As for my non-synapse elites, they typically end up being CC'ed (terror, Suppressive Fire, Squiggify) rather than actually being killed, so it doesn't help much. Will probably just run Backlash instead long-term.



#29
Grimbo

Grimbo

    Advanced Member

  • Members
  • PipPipPip
  • 657 posts
I agree with both posts above. Makes sense. And will clear room for me for Predations!

Seeing how the genestealer prowler and gargoyle have no command icons, maybe the boring old Lictor is best? BZ looks so tempting though.

#30
Sokhar

Sokhar

    Advanced Member

  • Members
  • PipPipPip
  • 651 posts
I think BZ is absolutely the best option for Omega, unless you want to use the Polluter to deal with warlord train. Lictor is better for stealing command struggles, but unlike OOE or Swarmlord, Omega's ability works the same regardless of where he commits. So you essentially have BZ and Omega able to command snipe every turn. Having Omega win a command and kill a capper, and BZ either tie or win, and then ping a wimpy capper means you're going to put a real crimp in your opponent's economy. I think that helps alleviate some of the command icon concerns the deck would otherwise have.

Also for whoever said it earlier, Pyrovores are a great target for Regeneration. It gives you a great deal of control over WHEN the Pyro blows up, which is essential. You don't want it to kill a Kymera token, you want it blowing up in a big enemy unit or the opposing warlord's face. Having the option to heal or let it die makes it much more difficult for your opponent to detonate it with his least valuable unit. I consider the Pyrovore to be Nids' best non-signature unit, and possibly best overall.

#31
estyles

estyles

    Advanced Member

  • Members
  • PipPipPip
  • 646 posts

My core problem with your list is the pitiful number of command icons in the deck (let's assume that you, on average, ambush in 1/2 of your genestealers), that leads to a total of 23 + 6 (promotions) or 29 icons. You're also running 8 total limited cards, which can be risky (although I do like the inclusion of at least a x1 of Digestion Pool).


I don't think the command problem is as big as you say. The only card that isn't carrying its weight commandwise is the Hunter Gargoyle - he's just really good with infested planets and hard to leave out. And I find that a) total hammers isn't as much of an issue as hammer/cost efficiency, and b ) decks without a lot of 1-for-1's (and especially decks without Pirates and Traders) seem to run more smoothly, at least for my playstyle, with fewer units than the standard 30. With no 3-costers other than sig squad, and the commitable hammer that is the Synapse unit, I think my version of the deck wouldn't be great at command, but it should be able to at least win 1/lose 2, most of the time. Would know more after testing, of course. But competing on command was the reason for me dropping some very good units in the Pyrovore, Tyranid Warrior, and Termagant Horde.

Limited clash is definitely a thing. I originally had only 1 Digestion Pool, but I was sitting at 49 cards plus Synapse after stripping out all the clutter, so I added the extra Pool because it's so good with reliable infest. It's hard to lose Rippers or Promotions when trying to compete on command - I'm not totally sure that the answer isn't to give up on command and just concentrate on ninja-striking instead. But not ready to do that until after testing.
 

When thinking about Omega deck designs, I tend to make the list at least assuming we have access to the new genestealer in the last pack (the 1/2/2 eldar survivalist on infested planets) and that 1C support that infests a planet with 2 genestealers on it as an action that was rumored to exist. But for these you end up just swapping out the Spore Chimneys and the hunter gargoyles (assuming you include 3 of the former and 2 of the latter).

 
I do remember hearing about that support, but I don't remember when or if it was spoiled or just rumored. If it's what I think it is (conditional Spore Chimney for 1 less, but usable earlier in the turn), I'm not sure I wouldn't just stick with Spore Chimney. Could be a tough call. Spore Chimney has to wait until HQ phase, but it works like clockwork. Having to stack up 2 Genestealers at a planet during deploy phase (since they can't ambush there), seems like a pain. I guess if it counts Omega and is an "Action" and not a "Deploy Action", that would increase the flexibility a bit.

The Harvester, of course, will be very helpful. Even if it means usually committing Omega to its planet to make sure you get the bonus. I love the Hunter Gargoyles with infestation, but you might be right that they should be the ones to make room for the Harvester. Other options would be Ripper Swarms to reduce limited clash, or Termagant Sentry, which is good but vanilla. (Some people say the Termagant Sentry is the worst 1-for-1 in the game. I say, when playing Orks, I would most of the time trade Shoota Mob for a 1/2 with no ability any day.)

#32
Grimbo

Grimbo

    Advanced Member

  • Members
  • PipPipPip
  • 657 posts
For the limited clash I was thinking of 3 ripper 2 promotion and 1 pool.

I cap at 6, and I feel best with this distribution.

#33
OutOfFactionWarlord

OutOfFactionWarlord

    Advanced Member

  • Members
  • PipPipPip
  • 216 posts

I agree with both posts above. Makes sense. And will clear room for me for Predations!

Seeing how the genestealer prowler and gargoyle have no command icons, maybe the boring old Lictor is best? BZ looks so tempting though.

 

Boring old Lictor is always best! Okay BZ can be decent too, less command stealing and more blocking and sniping... But Lictor has always just worked better for me.  I've never actually played with the Polluter so I have no opinion on that little guy.

 

When I run BZ or SWP, I will usually run at least 2 copies. However, I have found with the more 'passive' synapses, polluter and lictor, it rarely ends up dying and near the end of the game if it does I'm not heartbroken.

 

As for my non-synapse elites, they typically end up being CC'ed (terror, Suppressive Fire, Squiggify) rather than actually being killed, so it doesn't help much. Will probably just run Backlash instead long-term.

 

This is how I feel as well, SWP is pretty fun to play with but I think he requires some copies of Fallback.  You want to get maximum value out of him, and I think he really boosts the attrition game.  That requires him to survive for a long time.

 

Lictor = early game command choke

Zoanthrope = mid game command dominance once you've picked everyone off

Prime = long game sniping and attrition

 

The first two, if they die late game it's not much of a big deal and they are less likely to die early game.  Prime starts to really shine once you are snowballing in unit count, and that's when you'll want to make sure you still have a Fallback or two to keep him alive.  I apologize for being so offtopic, I still think Lictor is going to be the best Synapse for Omega (and remains the best for Swarmlord until hivemind gets something crazy OP).

 

The command choke from Lictor is going to boost the value of ambush units, which are significantly stronger early game as well when there's a good chance they end up putting you in 2 vs 1 situations (instead of something like, 5 v 4 where the extra unit has less relative value vs the board).  Lictor also helps ensure you win command on planets that might require command wins to infest.


  • Vlad3theImpaler likes this

#34
RocketPropelledGrenade

RocketPropelledGrenade

    Advanced Member

  • Members
  • PipPipPip
  • 72 posts

I do remember hearing about that support, but I don't remember when or if it was spoiled or just rumored. If it's what I think it is (conditional Spore Chimney for 1 less, but usable earlier in the turn), I'm not sure I wouldn't just stick with Spore Chimney. Could be a tough call. Spore Chimney has to wait until HQ phase, but it works like clockwork. Having to stack up 2 Genestealers at a planet during deploy phase (since they can't ambush there), seems like a pain. I guess if it counts Omega and is an "Action" and not a "Deploy Action", that would increase the flexibility a bit.

It was previewed in the initial Decree of Ruin article, as part of the general Planetfall cycle fan. It will both count Subject Omega and be usable in any phase. Also, it only costs 1 to play. I think it will be a huge boost to Omega decks.
 

Some people say the Termagant Sentry is the worst 1-for-1 in the game. I say, when playing Orks, I would most of the time trade Shoota Mob for a 1/2 with no ability any day.

 A 1/2 equivalent of Shoota Mob would be amazing for Orks, but that's also context dependent--Orks would love a 1-cost Dakka-proof capper who could be given Brutal by Nazdreg. Those factors aren't relevant for Tyranids. That being said, I don't think Termagant Sentry is appreciably worse than Shoota Mob or 10th Company Scout. Maybe slightly, but not that much so.
 

For the limited clash I was thinking of 3 ripper 2 promotion and 1 pool.

I cap at 6, and I feel best with this distribution.


That's the distribution I tend towards in Old One Eye.

#35
Grimbo

Grimbo

    Advanced Member

  • Members
  • PipPipPip
  • 657 posts

Termagant Horde is still an extremely good card, with Regeneration on it becomes even more fantastic. I will include both in my Omega deck.

 

Curious, how high are you going on the Army Unit count? I don't see the Termagant Horde being in the top 34(though I could be crazy). I'm running 31 right now, and am on the way to 28. What unit would you leave out?

 

estyles above has a pretty good list of 28. To that I would add the Pyrovore.

 

Of these 31, what does not make the cut to include the Horde? Ymgarl Genestealer? Gargoyle? Pyrovore? Just seems like a tight squeeze. A top 34(for me) would include the list below plus the 6th pack 1/2/2 resource dude.

 

3x Genestealer Prowler
3x Hunter Gargoyles
4x Invasive Genestealers
3x Ripper Swarm
3x Scything Hormagaunts
3x Termagant Sentry
3x Toxic Venomthrope
3x Virulent Spore Sacs
3x Ymgarl Genestealer

3x Volatile Pyrovore



#36
palpster

palpster

    Advanced Member

  • Members
  • PipPipPip
  • 501 posts
Termagant Horde does't make the cut in my Omega deck, but neither does Gargoyle. If I had room for one or the other though I'd take Horde over Gargoyle anytime. Since we're already ambushing we want to keep some units on hand. This weakens the command game somewhat and I don't feel weakening it further with more non-hammer units like Gargoyle is a good thing.

Also, if you've never tried Horde, please do sometime. They can be really good.

Another reason not to include Horde though is a meta call. There are multiple decks right now that run Chimera with eiher 'Ard Boyz or Fire Warrior Elite and your swarm of termagant tokens is very much useless when facing this.

#37
JDK002

JDK002

    Advanced Member

  • Members
  • PipPipPip
  • 85 posts
I'll post my deck list later today, but I just wanted to say I threw together an Omega deck yesterday and played it in a small winter kit tourney last night. Went 1/2 but the last match was VERY close. Also I can already see where improvements can be made in my build.

He was a hell of a lot of fun to play. I don't think he's the A-list warlord Nids fans were hoping for. But he certainly feels more than playable.

#38
Skemes

Skemes

    Advanced Member

  • Members
  • PipPipPip
  • 37 posts

He was a hell of a lot of fun to play. I don't think he's the A-list warlord Nids fans were hoping for. But he certainly feels more than playable.

 

Pretty sure that it's not so much that 'Nids don't have any A-list warlords, it's rather that their card pool is severely lacking to make 'Nids as a faction A-list (no combat events.........).

 

Passing up 'Nid bashing, I suspect that until we get either a synapse unit that can infest or another scything hormagaunt -style infest card (maybe a 2C 2/3 for 3 that ETB infests), Subject Omega will simply be limited by his randomness. Draw a ton of genestealers but no infest? Might as well play OOE. Drawing tons of infest but no genestealers? Then you're playing Urien!


  • Skaak likes this

#39
Grimbo

Grimbo

    Advanced Member

  • Members
  • PipPipPip
  • 657 posts
I've settled for now on:

Subject Omega
Blazing Z

Tyranid Warrior x1
Volatile Pyrovore x1
Hunter Gargoyles x2
Genestealer Prowler x3
Invasive Genestealer x4
Ymgarl Genestealer x3
Scything Hormagaunts x3
Ripper Swarm x3
Termagant Sentry x3
Virulent Spore Sacs x3
Toxic Venomthrope x3

Regeneration x3
Promotion x2
Lethal toxin sac x1

Gene implementation x2
Predation x2
Spore Burst x3
Dark Cunning x3

Digestion Pool X1
Runied Passages X1
Sacellum Infestors x1
Spore Chimney x2


Moving pieces: Synapse, No Mercy, Tyranid Warrior and Pyrovore total count, and support distribution.
  • HidaHonk likes this

#40
Etaywah

Etaywah

    Advanced Member

  • Contributor
  • PipPipPip
  • 1046 posts
I went with a strong command-deck with solid infestation capabilities. Only 10 Genestealers are currently in the game, so my idea was that you want to play every non-genestealer you can to choke their command, cycle through your deck, and find the plays you need, like Ygmarl>Dark Cunning, Synapse>No Mercy, and finding any of the signature cards, because I find them to be very strong, especially Gene Implementation and even Lethal Toxin Sacs.
 
Since the deck is a bit low on combat, and it has an infestation theme, I went with the obvious Blazing Zoanthrope Synapse pick, because hitting a unit for 2, then ambushing in an Invasive Genestealer is a great way to kill a unit before a single attack has been made.
 
Total Cards: (50)
 
Warlord: 
1x “Subject: Ω-X62113” (What Lurks Below) 
 
Synapse:
1x Blazing Zoanthrope (The Great Devourer)
 
Army Unit: (27)
4x Invasive Genestealers (What Lurks Below)
3x Genestealer Prowler (Deadly Salvage)
3x Ripper Swarm (The Great Devourer)
3x Scything Hormagaunts (The Great Devourer)
3x Termagant Sentry (The Great Devourer)
2x Tyranid Warrior (The Great Devourer)
3x Virulent Spore Sacs (The Great Devourer)
3x Ymgarl Genestealer (The Great Devourer)
3x Toxic Venomthrope (The Great Devourer)
 
Attachment: (6)
1x Lethal Toxin Sacs (What Lurks Below)
2x Promotion (Core Set)
3x Regeneration (The Great Devourer)
 
Event: (13)
2x Gene Implantation (What Lurks Below)
3x Dark Cunning (The Great Devourer)
3x No Mercy (Core Set)
2x Predation (The Great Devourer)
3x Spore Burst (The Great Devourer)
 
Support: (4)
1x Ruined Passages (What Lurks Below)
2x Digestion Pool (The Great Devourer)
1x Sacaellum Infestors (Boundless Hate)