Trapped Objective – Very nice card for Blackmane.
Catachan Devils Patrol – This could fit into a few decks. I don’t like giving my opponent options, but at least these two options are pretty good.
Siege Regiment Manticore – I want to say this card feels strong, but I can’t see putting it into Straken or Worr. Maksim might have a use for it. 3 damage ping before the main battle starts up looks good on paper, but 4 cost with your opponent seeing it before hand, this card is probably balanced.
Rain of Mycetic Spores – If you really need more infest, this could be a 1-2 in your deck. At the moment, it’s not really competing with other “Limited” card options.
Everlasting Rage – Maybe it shouldn’t work on the Khorne Warlord, but that warlord is the worst, so why not.
Raging Daemonhost – Very fun looking card. Long investment, but I think the card can work. Fluff is good.
Replicating Scarabs – Defiantly a balanced card. Don’t think it will see play outside of Szeras. Not sure if it’s even a three card in Szeras. No command hurts and he already has a lot of healing.
Ghost Ark of Orikan – Helping push a Necron only deck, mostly a mid-range. Gives you a reason to play Canoptek Scarab Swarm. This is a nice one.
Steadfast Sword Brethren – I think the name could have been Shield Brethren, but other than that, this is a perfect 4 cost Black Templars unit. Well done.
Aerial Deployment – This is a nice idea. I wonder if it should have said take one extra deployment turn.
Commissar Somiel – I wish this guy had one less command or was different in some way. It’s just a better version of Iron Guard Recruits. Same stats, better traits, gains an ability and gets Unique protection. All for the same cost.
Wraithbone Armor – Keeping the crappy 0 Attack units alive a little longer, ok. Manipulating damage on the enemies side of the field, not sure how Armor does that. Maybe a one of in a Baharroth deck.
Scheming Warlock – This is a perfectly reasonable and balanced card.
Junk Chucka Kommando – I ******* love this card. Orkiest thing I’ve seen. Card feels good too. This just might be the best designed card from Apoka.
Champion of Khorne – Good for Khorne decks. 3 cost works.
Neurotic Obliterator – Get a little more out of the Chaos attachments, which overall are not that good. I like this unit.
Kroot Hounds – 2 for a 0/3/3 is pretty good. Yeah no command, but it’s a good combat unit. The fact that it can help pile on to finish something off, makes it a 5/5.
Dark Lance Raider – 3/2 Flying or ping two different units for 1. 3 Cost which won’t be an issue in Morn. This looks like a good card.
Optimized Protocol – Necrons are very good at getting units back. This tag along card feels under costed. At the very least it should not have 2 shields.
Counterblow – Very fun card. It doesn’t due a whole lot, so I wouldn’t expect to see it much. I think its main purpose is a can trip for decks that really need to dig for key cards.
Celestian Amelia – Getting a lot out of this 3-cost unit. Great stats, unique protection, and it I’m reading correctly, Shielding from Aoe. Not sure if giving Worr a counter to one of his few weakness was necessary.
Hydra Flak Tank – This is a great card and feels balanced.
Improvised Minefield – Similar if not flat out better than Trapped Objective. The way its worded, after you deepstrike it, you can attach it to any planet. Feels like it should like be attached to the planet it was at.
Sneaky Lootin’ – Hmmm, so losing a unit from the battle, to gain 2 resources overall. Could be alright. Competing with a lot of other tactic cards.
Patient Infiltrator – Designed to work with ‘Idden Base from the looks of it. I think the cost should be 3.
Hive Ship Tendrils – I like this card. I think it will help Hive Mind quite a bit.
Consumed by the Kindred – Exhaust a unit and sacrifice a 2nd. A bit pricey, but used at the right time, it could go well.
Mindless Pain Addict – Hard to get a read on this card. You get to attack for 4. If you kill something, your opponent gets it, but its exhausted. Not as fair as say Sslyth Mercenary, where anyone can do it at any time.
Necrondermis – This card is Indomitable and Fetid Haze combined. Which is okay, because you are now on a very short clock to win the game, or you lose.
Tomb Blade Diversionist – Another reasonable card. Feels balanced.
Woken Machine Spirit – Another reasonable card. Feels balanced.
Thunderwolf Cavalry – Hard to say if this will be any good or not. Your opponent knows it’s coming. Other than that, typical 3 cost space marine goodness.
Seal of the Ebon Chalice – I think this card works. Soft counter to Elites.
Embarked Squads – I feel like this could have been written better. There is no attachment or vehicle with Upgrade on it. Why have all that text on the card?
Cegorach’s Jesters – a small, let me look at your hand. I don’t like having to remember which cards were chosen or not. Drawn out battle, people could start to forget.
Theater of War – Different take on Tense Negotiations. Not sure I would ever want to give an even trade off to an opponent like that, but I think people will have fun with this one.
Cajivak the Hateful – Wow. 2 Cost from amazing stats. Top notch. Plus, a chance to put him into play for free, or filter your hand? 5/5. Only reason it’s not broken, is because it’s still only a 2/2, which isn’t winning you the game. 5.5 / 5
Scrying Pool – Nice Meta card vs discard decks. Otherwise 0 cost for +1 HP. The card doesn’t need to come back into play if you stopped a discard effect.
Gue’vesa Overseer – Very interesting card. Should work well in Starblaze.
Adaptative Thorax Swarm - Good turn one, good late game. I like the semi mulligan.
Erupting Aberrants – Ignoring the reaction (which in Omega you would do most of the time), 3 cost for 1/3/4 is super good. The reaction wording is a bit off to me. I assume you can’t target an army unit in HQ? If I just started doing the card one by one, that wouldn’t be aperient until later in the text. If the unit destroyed had attachments. Erupting Aberrants cost 4 instead of 3.
Pinning Razorback – The dreaded 4 cost SM unit. I hate these card slots. They never feel worth putting in a deck. Can’t drop pod and many of the 3 cost units have better stats. So Razorback, a 1/2/5. 4 cost for a unit that doesn’t hit very hard. I would suspect the ability to be pretty good. Target non-warlord unit cannot be declared as an attacker next combat turn. Hmmm… Gives you time to maybe finish off a unit before you get hit for 9 or Aoe 3. But SM already have Indomitable for one of those. Do I really need to spend 4 to delay Aoe? The card isn’t loyal, so maybe Gorzod likes it? I don’t think this card sees play otherwise.
Noble Shinning Spears – Finally another target for Death from Above. Too bad it has similar issues to Baharroth’s Hawks. Needing to meet a condition just to be able to attack is bad.
Catatonic Pain – It’s hard to think of ways that Urien can do more stuff without it just being damage. For him this would cost 2… feels like a soft Archon’s Terror.
Painboy Surjery – Some crazy risk / reward with this card. I don’t think I would ever play it, the amount of attachments needed to pull it off are too high for a deck to continue to flow nicely.
Arrangemnt at Elova IV – I don’t see decks finding room for this. Step up from Blacksun Filter, but whats not in your deck to play this? Is one card forth gaining 1 resource, maybe a 2nd resource the turn after. I don’t think so. If we are to take Shaper Agnok as face value, not sure why Elova IV would get made in the same cycle of cards. Shaper Agnok already does this but at a ridicules scale, plus it didn’t take up a card slot.
Deathwing Interceders – 3 cost to have this guy tank an attack. If he still lives he goes back to my hand at the end of the phase… I don’t think this guy makes the cut in SM deepstrike decks.
Lost in the Webway – Not a card that can be played yet, due to the lacking number of Harlequin units.
Kwik’ Konstrucksun – I can’t really see this getting played.
Parasitic Scarabs – I don’t think this card sees play. Cost reduscer you can use 4 times. Does damage to the unit you want to reduce. Cost 2. Lose a card from deck, which could be fine for Necrons.
The shouldn't be in the game.
Strangleweb Termagants – 1 for 1 command unit, so it’s already good, especially in Tyranids which are lacking command. Free cancel on Mobile and other move effects? Way under costed.
Runts to the Front – Not sure how I feel about giving Orks Indomitable, even if it only works with a Sniveling Grot or token. Doesn’t fit their wheel house.
Calibration Error – This card is a bit too strong. It pretty much flat out replaces Defense Battery.
Supply Line Incursion – Really good card. 1 cost for soft control and it might replace itself card and money. I don’t think Dark Eldar needed a card like this. They are not about controlling supports at all.
Arrogant Haemonculus – I find it funny that this card makes Haemonculus Tormentor even worse. Focusing on Arrogant Haemonculus though, it gives Dark Eldar another 1 for 1 command unit. Something they did not need at all. The ping damage is just gravy. Super good in Urien, but I don’t think this was needed.
Contaminated Convoys – This could result in a lot of tokens and infested planets. Under costed.
Smuggler’s Den – This card is too good for what has already been shown by Repair Bay as what Tau is ok to have for attachment recursion.
Rampaging Knarloc – Under costed. This is at least a 6-cost unit. Kroot are all about getting your money back. I think his ability should have triggered when you have 5 or more.
The Duke of Debris – So if this guy is in play and I win command at a planet with one card bonus, instead of looking at 1 card, I can search the top 2 for 1. So pretty much a Void Pirate that has + 1.5 card bonus. Super Pirate. Head scratcher on why this guy was needed.
Shaper Agnok – Kroot units are costed well enough without having hammers. That is a tradeoff, of not always winning command to have combat units. Agnok completely gets rid of that trade off. You win command or you at least get a resource or card. 2/7 and then 2/5 to boot, this is a strong warlord. I would expect his sig cards to be pretty average.
Agnok’s Shadows – 2 cost for a 0/2/3 is good. I like the soft control the card offers. It’s a good balance of combat unit vs not winning command. But that balance goes away with your warlord. You never really lose command. You’re always getting something.
Behind Enemy Lines – I like this card a lot. Only 2 in the deck, to exhaust a non-Elite unit, you need two cards and at least 3 resources. Unless we get to count Kroot Hunter, then you only need two resources. Either way, it’s a good card and I think it works well with this Kroot deck. Makes me sad that Hostile Acquisition sucks so much.
Vanguard Pack – Wow. This card is something else. This Warlord already gets some exhaust with the sig event and exhaust is not in the Tau part of the wheel. Getting two exhaust options in one pod of cards is too much. Especially a 0 cost Syren Zythlex. Doesn’t matter that its limited. After you exhaust one of my units, I can then give you 1 resource to put a 3-shield card back into your hand? No thanks.
Evolutionary Adaptation – This is a nice card and very fluffy. Could cost 1, but 0 cost probably not an issue.
Tau Warlord overall:
Shadows (If not used with this warlord), Behind enemy lines and Evolutionary Adaptation thumbs up. Would have loved to see these cards outside of the sig squad. Tau do need help in many ways, which is why I believe cards should be made to help the previous Tau warlords. Not make a Tau Warlord which will make the others obsolete.
Shaper Agnok and Vanguard Pack huge thumbs down.
Parasite of Mortrex – Here is the promise child. Flying on Hale and Bloodied? Good Health on top of that. Damn. After declared as an attacker (not deals damage or anything), go get Savage Parasite for free… an attachment that doesn’t leave play. This is the worst card design I’ve ever seen.
Savage Parasite – I don’t think this cost 6, but who cares, because your warlord went and got it for free anyways. It’s the same text as Parasitic Infection, but with the added text, stays in play forever. Why are you re-using cards?
Swarming Rippers – This card is perfectly balanced. I love the cost, the stats and the ability.
Sweep Attack – This card feels completely unnecessary. Why do you need a 2nd card to go get a Condition attachment when the warlord already does it?
Prey on the Weak – Two abilities that have nothing to do with each other is something I don’t like. Side boarding Synapse units is something the game doesn’t need.
Tyranid Warlord overall:
Besides Swarming Rippers, this pod of cards should not be in the game.
Korporal Snagbrat – Orks don’t have much in the way of Deepstike. Heck, one of their allies would rather tech against DS than use it themselves. (Side note: Sad day for ‘Idden Base). What they do have access to though, being able to move things for free is great. This warlord is middle of the road at the moment.
Snagbrat’s Scouts – This unit is super good for the stats. Nothing game breaking, just really good. Trade off for deepstrike, is losing out in command. This guy gets even more command and can deepstirke early to help win it. Cost two either way, never a reason to not DS. Very good unit.
Kommando Cunning – Just ork cards, this is just saving you 1-2 money. With allies, up to 3. It’s one of the stronger sig events that are out there, but I don’t have any issues with it.
Soot-Blackended Axe – Balance wise, nothing wrong with this, but Orks already have plenty of move damage. I would have liked for this card to do something different.
Fake Ooman Base – This card feels out of place. It works well with other ork cards, but feels out of place in this Pod.
Ork Warlord overall:
Defiantly an Ork that likes to use more strategy than the others. Focusing on a 2-3 cost units, this feels like it could be a good rush deck. Sig army and event is where the deck will shine. Attachment and Support don’t do much for it.
Liatha – Not even going to go through this pod one by one. I could maybe handle the bluffing, but removing cards from the game and then having cards bring them back in… what? Hard pass on this warlord. The game does not need it.