Deck Created with CardGameDB.com Warhammer 40,000: Conquest Deckbuilder
Total Cards: (52)
Warlord:
1x “Subject: Ω-X62113†(What Lurks Below)
Army Unit: (32)
4x Invasive Genestealers (What Lurks Below)
3x Toxic Venomthrope (The Great Devourer)
3x Genestealer Prowler (Deadly Salvage)
3x Ripper Swarm (The Great Devourer)
3x Termagant Sentry (The Great Devourer)
3x Virulent Spore Sacs (The Great Devourer)
3x Scything Hormagaunts (The Great Devourer)
3x Ymgarl Genestealer (The Great Devourer)
2x Soaring Gargoyles (Boundless Hate)
2x Tyranid Warrior (The Great Devourer)
2x Hunter Gargoyles (The Great Devourer)
1x Stalking Lictor (The Great Devourer)
Attachment: (3)
1x Lethal Toxin Sacs (What Lurks Below)
2x Regeneration (The Great Devourer)
Event: (12)
2x Gene Implantation (What Lurks Below)
3x Predation (The Great Devourer)
3x No Mercy (Core Set)
3x Spore Burst (The Great Devourer)
1x Biomass Sacrifice (Deadly Salvage)
Support: (5)
1x Ruined Passages (What Lurks Below)
3x Spore Chimney (The Great Devourer)
1x Digestion Pool (The Great Devourer)
Using the plethora of infest cappers plus chimneys to infest starting from turn 1. Winning command is crucial for this deck so Lictor is used over other synapse. Infesting planet is also extremely crucial so 3 Chimneys are included to make sure you have one on opening hand. Even if there's a turn delay it's better than no infestation at all.
Depending on your opponent this deck can switch from Warlord kill to standard planet win in a fly. Against squishy WL like Worr, use Predation as a reaction to his commitment to put him in a tough spot. Does he want to kill your capper on that planet and risk being ambushed or give up the planet and its ability? That's why Omega needs lots of infested planets or you won't be able to bluff and force mistakes from your opponent.
Another thing, only deploy sig unit normally if you really need to off that Promotion'd Pirate or Trader in order for Venomtrope to activate its ability, otherwise think of them as cheaper Klaivex. Your opponent will be constantly guessing if you have them in your hand and will be scared to leave any of the units at 1 health.
I'd only deploy Ymgarl if I had a No Mercy in hand for guaranteed kill or WL bloody.
Biomass is there in case you have a scenario where you are drawing lots of cards but don't have enough resource for a key battle. In that case cast Biomass and dump all the units in your hand except the Genestealers. To me it's not a card you really need, but it can win you the game every once in a while.
The two Tyranid Warriors and two Soaring Gargoyles are there for you to put Regen on and act as an anchor at a key planet. Both become extremely hard to kill with a Regen on, and your opponent will be too busy fending off your ambushing units to really worry about them. That's how you can stay there round after round and force your opponent to retreat.
I feel that Omega is a WL that you need lots of units for. You may be wondering why so few shields. Well I believe all the units are expendable in this deck. Only use shields if you need that unit for another swing. You can always deploy another unit in your hand to compensate. But units are the real driving force in this deck. You cannot deploy any of the Genestealers like normal units so ground troops are needed to win command and the planets. The units you have on the board may be few and you will often be outnumbered, that's why you have to make sure you have the cards and the resources before going to any battle. Win the command and infest the planets first, then everything else will fall into place.