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Boundless Hate Warpack revew
Jan 28 2016 12:00 AM |
steinerp
in Warhammer 40k: Conquest
boundless hate warpack revew
Multiple reviewers including myself found this a difficult pack to review because everything was good. Only 3 cards got a score of below average in the entire set! That doesn’t mean there weren’t disagreements. This is the second time we have had a card get a 1 and a 5 rating so as always remember that these are just opinions based more off reading than playing so try everything for yourself.
I will also take a minute to get on my soapbox and encourage everyone to report all the games you play at 40kconquest.blogspot.com. The more people we have reporting games, the more accurate it is. You can also go there to see stats on games others have reported to see if anything we say in these reviews turn out to be true or not.
Ratings
The rating scale as follows was offered to reviewers:
1- Very poor - Very bad for the foreseeable future, but may become a usable card one day in the meta.
2- Bad - Not a good card to play generally, but may have its role in some very specific deck builds. Not likely to be seen in a tourney winning deck.
3- Average - Will make some tourney winning decks, but not in every deck it is eligible for. Think hard before including.
4- Strong - Almost certainly a strong include for almost every deck that is eligible to include it.
5- Excellent - A definite auto-include of exceptional strength.
For Warlord cards, we use other Warlords as point of comparison, and account for their signature cards in their strength.
For Signature cards, they are rated in isolation, as if they were a Loyal card you could choose to include or not, but at the fixed number of cards required by the Squad.
Also note, that in terms of multiples included, a card does not have to be a 3x to be a 5/5 auto-include. Some cards are clearly designed to be included fewer times, and cannot be rated less strong because of this.
Synopsis
Sacaellum Shrine Guard 4.71
The Butcher’s Nails 4.57
Troop Transport 4.57
Rok Bombardment 4.14
Kaerux Erameas 4
Mind War 4
Shadowed Thorns Pillagers 4
Auxiliary Armor 3.85
Ba’ar Zul’s Cleavers 3.85
Blood For the Blood God! 3.85
Front line ‘Ard Boyz 3.85
Ramshackle Trukk 3.85
The Black Sword 3.85
Average 3.64
Inevitable Betrayal 3.71
Neophyte Apprentice 3.71
Prudent Fire Warriors 3.57
Exploratory Drone 3.28
Soaring Gargoyles 3.28
Archon Salaine Morn 3.14
Dire Avenger Exarch 3
Last Breath 3
Ba’ar Zul the Hate-Bound 2.85
Sacaellum Infestors 2.57
The Nexus of Shadows 2.14
Reviews
(Due to limits on the number of images that can be included in a article, I am linking the signature squads to there images rather than including directly)
Ba’ar Zul the Hate-Bound

Steinerp - 3/5
I don’t see this guy doing a ton on the competitive scene. But I think he one of the best “fun†warlords out there as you will have to make the tough decision of when to turn him on.
Asklepios - 3/5
A cleverly designed card that nonetheless has significant flaws: the inability to command snipe effectively, late timing on the Hale ability stopping you saving glass cannon units, and ultimately a game plan that depends on you being in the vulnerable position of being bloodied. This game has enough potential for surprise spike damage that this is a serious liability. Combine this with a mediocre signature squad, I expect him to enter as the third best Chaos Warlord.
MightyToenail - 1/5
He's just not worth it. Sure, three attack on a warlord is amazing, but all it takes are a few damage spikes and he is out of the game. What if Iridial wasn't available? What then?
Eu8L1ch - 3/5
The tempation to give him a 2 as he's very poor with the current cardpool is strong.
However I like the design idea, as I think he requires an entirely new strategy: for this reason I find it hard to dismiss him so early.
BaraBob - 2/5
High risk, low reward. Despite his impressive bloodies side; the risk is still too great to purposely bloody your own warlord. His ability is at least worded carefully so it will work with his signature unit, but unlike Old One Eye he is required to be at the same planet.
Kingsley - 4/5
Ba'ar Zul is a unusual type of warlord, and this rating is hard to. My sense is that he has a lot of potential, but the timing for when to transition into his empowered Bloodied state will require practice. Currently, I think you want to get bloodied the turn before the big battle, then use your big stats to swing the fight- but I'm not sure how easy or hard doing this will be. Time will tell, but I'm optimistic.
Etaywah – 4/5
His ability allows you to toy with typically high-risk strategies like using Incubus Warriors as a cheap rush unit, casting a Warp Storm on your units, etc., and he mixes well with Ork Kannons and similar cards. He has a VERY strong early game; you’re going to see people having problems with early win conditions. 0/5 sucks, 1st turn command sniping will be a problem, but it also makes him a prime candidate for a deck with multiple No Mercy’s in it.
Ba’ar Zul’s Cleavers
Steinerp – 4/5
Some elites don’t have stat lines this good. A signature unit that can hit opposing warlords for 4 is pretty good and it helps fuel Ba’ar Zul. But all it has is a statline that sometimes can damage your warlord.
Asklepios - 3/5
3 for 1/2/5 isn't great. 3 for 1/4/3 isn't great either. The only way to treat these in any way as useful is to build a deck where 3 cost is a benefit (e.g. heavy calamity or throne of vainglory basis), but the lack of efficiency here sucks.
MightyToenail - 4/5
A solid unit that becomes even better when Ba'ar Zul is hale. What's not to like?
Eu8L1ch - 3/5
It's a difficult card to judge: its advantage is being flexible in what it can give, either survive and hit back or hit for 4 once or twice. It also has brutal synergy, so it's ok.
BaraBob - 4/5
Solid unit that is comparable to Khorne Berzerkers. Being able to wound themselves give them a greater versatility compared with the usual problem for Brutal units.
Kingsley - 4/5
This card has stats that are above the curve coupled with a strong ability. While it's not flashy or unusual in the way that some other signature units can be, the sheer efficiency and utility here is well worth it. Note that this action can also be used as a deployment stall if you really need to.
Etaywah – 5/5
I really really like how dynamic this card is. 3 cost for a 2/5 that can become a 4/3 is fantastic, whether or not Ba’ar Zul is at the planet this is still a sturdy, powerful unit for the cost.
Kaerux Erameas
Steinerp- 4/5
Depending on how his builds end up, this could be a great ability. But you can’t build your deck around a 1 of. Again a very fun card with great upside.
Asklepios - 4/5
A great card, with a powerful versatile ability. Extra battle abilities triggered early in the phase is a huge advantage. Its only just held off a 5/5 rating by comparison with the high bar set by Forward Barracks and Khymera Den, by costing 2 instead of 1, and by its utility being limited by the need to put a combat unit upstream, even if that unit only needs to have 1 attack to deal with a 0 attack capper. My prediction here is that the MVP play of this card will be Iridial, fully healing a bloodied 3/11 warlord before the final battle.
MightyToenail - 3/5
Decent card, but as it is a 1x, you can't build around it. Don't see how it helps Ba'ar Zul specifically either, except maybe as a way to trigger Iridial.
Eu8L1ch - 3/5
I like the effect a lot, but I don't know how much synergy is worth having in the deck for a card that's 1x anyway. Cost makes it a 3/5, at least for now.
BaraBob - 5/5
Fantastic versatility. The possibility of triggering planets before planet one is very powerful as shown with Tense Negotiations. A similar effect repeatable can be extremely powerful but will require careful deployment for maximum effect.
Kingsley - 4/5
Kaerux Erameas offers an effect that nothing in the game comes close to, making it difficult to have a strong basis of comparison. One thing that is clear is that the effect can be very strong, especially if paired with capping units that also offer combat strength as a means of defeating enemy units that are blocking or beating them on command. However, especially on turns when your opponent has the initiative - their capper may well be able to defeat yours! Of course, you can just not use it except in favorable situations.
Etaywah – 5/5
There is a lot of potential with this card: triggering battle abilities, killing command units, killing a unit that could participate in another planet’s fight - the list goes on. Imagine using a Xavies Split-Tongue as a command unit to eclipse a rogue, then killing the rogue to get a cultist then triggering a crucial battle ability before the first planet fight – that’s an amazing play.
Blood For the Blood God!
Steinerp– 3/5
Nothing special here but a nice tool vs. Kith, Swarmlord and Zogwort.
Asklepios - 4/5
It’s like a cut-price warpstorm, and if this wasn't a signature card it'd be 5/5 because of Zarathur. As it is, its still a great way to clear hordes of weenies, and is also a card that makes Kith cry a little.
MightyToenail - 5/5
Heck yeah! It also counters his worst nemesis (due to the old Launch da Snots-Snotling Attack combo), Old Zogwort.
Eu8L1ch - 3/5
Good for swarm killing, synergy with Brutal and ok cost. Not incredible but a nice trick to have.
BaraBob - 4/5
Mini-warpstorm that synergizes well with the signature squad. Looking forward to using this on a planet filled with Khymera tokens.
Kingsley - 4/5
This card is amazing vs. swarm and token decks, which are a big part of the meta right now. Against tougher targets it's less impressive - playing it against Nazdreg probably weakens your overall position - but as it stands swarms and tokens are much more common than decks full of tough guys, so this card is quite well-positioned.
Etaywah – 4/5
I like that it has no timing restriction beyond the combat phase, and that it’s only a 1-cost. The “undamaged†is a big negative, but any card that tests an opponent’s hand for shields multiple times is a winner in my book. You will see a lot of Boundless Hate > Warpstorm combos.
The Butcher’s Nails
steinerp– 5/5
This really makes Ba’ar Zul a solid threat regardless of how healthy he is. From a competitive POV it is probably a 4 but since I am viewing Ba’ar Zul as a fun warlord, this card really nails his design and gets the extra point.
Asklepios - 4/5
As always, 3-shields makes it almost impossible to rate a signature attachment less than 4/5, and its still better than Shining Blade. Aside from that, its hard to sing this card's praises. While these are nice abilities to gain, and while 3/11 Armourbane is great stats, there's still better signature attachments out there.
MightyToenail - 5/5
If only there were more than one of these, Ba'ar Zul would become a beast.
Eu8L1ch - 4/5
It's not Tallassarian Tempest Blade but it's good enough to earn a 4, especially for granting hale Ba'ar Zul some attack.
BaraBob - 4/5
Ba’ar really needs this attachment to make him into a significant threat while hale.
Kingsley - 5/5
An excellent signature attachment for either a bloodied or hale Ba'ar Zul. Armorbane is an fantastic ability for a warlord, as Tempest Blade showed us, and equipping this attachment will really kick Ba'ar Zul into high gear.
Etaywah – 5/5
Can only hit for a maximum of 4 damage while hale, and 3 armorbane is deadly as demonstrated by Talisarian Temptest blade. 5/5 for being cheap, simple, effective and it cannot be lost to Even the Odds.
Archon Salaine Morn

steinerp- 3/5
1 or 2 resources a turn at certain planets probably isn’t worth the consistency that a free khymera provides. At least not until Kabalites start gaining more command icons. But gain should see play just because she will be fun to drop units in all over the place. Her squad is lacking a bit outside of the army unit.
Asklepios - 4/5
Another Calamity-friendly warlord, her ability text is pretty poor, but a good signature squad pushes her quality up. This will take some testing to find out how good she really is, but my initial read is worse than Kith, better than Urien. Its notable that her ability isn't dependent on her physical location, and this is a really big bonus at high level play.
MightyToenail - 1/5
Only the existence of Urien saves her from the dubious position of worst warlord. You have to jump through so many hoops to get her ability to trigger, and then you can only do it once.
Eu8L1ch - 3/5
Her value is tied to the quality of the Kabalite/Raiders we have and we will see with future releases. For now she's a bit meh and lacking a core strategy, but she's not weak either.
BaraBob - 4/5
Fantastic ability, but the problem is the current Kabalite units while cheap have very bad command. Key to her ability is it being once per phase, allowing you to take advantage of ambush or Y’Varn in the combat phase. Will need some way of getting units into play in Command and/or HQ phase to really be bonkers.
Kingsley - 4/5
Salaine Morn promises to kick a whole series of previously-unpopular cards onto tables. With big stats (2/7 hale and 2/6 bloodied means she has more raw HP than almost anyone) and an ability that can seriously power up your economy, she looks quite interesting. I suspect Salaine's raw power is not as high as that of Kith, but she is very much a contender. In my view, she needs about 2-3 powerful new Kabalite or Raider units to provide truly awesome efficiency - let's see what the cycle has to offer!
Etaywah – 3/5
Limited cardpool and some obvious auto-includes, but I think she’s got potential, just not right now. The “per phase†is the clincher; her squad is basically a 1-cost 2/2. Hellion gang is not a bad unit at all, especially at 1 cost, but beyond them every other unit that qualifies has no command (assuming you use her sig as an ambush). You will need to build command around her deck, I could not imagine a deck without 3x promotions. Beyond that her kit is boring.
Shadowed Thorns Pillagers
Steinerp- 4/5
A simple solid unit. Comparable to an eager recruit, but with more sticking power and a command icon should it be deployed at planet 2+.
Asklepios - 4/5
The best of the Dark Eldar signature army units, in my opinion, as 2 attack for 1R off ambush is grand, and the need to have 2R to get 1R cost is balanced out by the extra HP and command icon over Eager Recruit. In solation this card as good as Eager Recruit, context weakens it a little because Eager Recruit can go alongside Catachan Outpost, Honored Librarian and many other synergistic cards, whereas Pillagers exists mostly in isolation.
MightyToenail - 4/5
The only good thing about Morn is this card. Pretty pathetic that that is the case.
Eu8L1ch - 5/5
Good Ambush unit. It has many downsides compared to Eager Recruit, but also some advantages and taking into account the synergy with Salaine's ability the Pillagers are a true bargain.
BaraBob - 4/5
Mostly comparable to a 2/2 Eager Recruit as you’ll want to deploy it using ambush, thus not getting the immediate benefit from the command icon.
Kingsley - 4/5
This unit is very solid. You have the choice of either deploying it as a 2-cost 1/2/2 (the Grizzly Bears of Conquest) or of dropping it in as an Ambush unit mid-battle - and in both cases you can potentially get one of those resources back. Note that deploying this unit during the combat phase allows you to trigger Salaine's ability since her ability is once per phase and not once per round.
Etaywah – 3/5
I get the theme but I’m not a huge fan, very boring unit that triggers off Salaine’s ability. Yawn.
The Nexus of Shadows
Steinerp- 2/5
I’m not convinced that a card is worth 2 resources. Let alone having to pay a card and resource up front.
Asklepios - 4/5
Cheap to play, moderately expensive to trigger, this is still repeatable draw with a deploy delay built in, and Ammo Depot has proven to us that this works very well alongside decks that have a manageable resource curve. Run this AND ammo depot, and you've got a very efficient economy going on without needing to spend card slots on Promise to Glory or SPA.
MightyToenail - 1/5
Just not worth it. When are you going to be flooded with resources, but have no cards. Could be better as more Kabalites come, and we potentially see a weeny deck as being the best option for Morn.
Eu8L1ch - 1/5
I understand you might get to draw quite a few cards in a single round if you have a lot of resources in excess, but it's so inefficient that I think there would be much better ways to leverage said resource excess.
BaraBob - 2/5
Far too expensive until you get some huge resource generation going. Even then you might be better off saving the money and putting some Sslyth Mercenaries in your deck. Late game it can become a decent deploy stall.
Kingsley - 4/5
The Nexus of Shadows is a very interesting support that lets you pay two resources to draw a card up to four times per turn. Under some circumstances this won't be great, but under others it will be incredible. In general repeated card draw is strong, so I have this on my list of ones to watch as high-upside cards - especially given Morn's economic efficiency.
Etaywah – 1/5
Pay 1 card and 5 resources to get net +1 card then 2 resources for each net card above that! Woo! This card sucks. Yes, I get that it’s a card-machine if you can afford it. Yes, it’s a deploy delay. No, I don’t care about either of those things. Paying 1 card and 7 resources to net 2 cards is a garbage deal. Can I not include this in my deck, please?
Inevitable Betrayal
Steinerp- 3/5
Nice card but 2 cost is pretty high, most of the time. Sometime it is super cheap.
Asklepios - 3/5
While blanking is a useful thing to have, one can't help but note that Twisted Laboratory can do this repeatedly for the same cost, even if it only hits one unit at a time and is not telegraphed. Twisted Laboratory doesn't always make the cut in DE decks, and I think given the choice, most Morn decks would not add this card.
MightyToenail - 2/5
It just doesn't do enough for its cost. This will almost always be a shield.
Eu8L1ch - 5/5
It completely nullifies a host of potentially troublesome effects: having a good text box usually is what separates good army units from average/bad ones.
BaraBob - 4/5
Will be a key card for keeping your hordes of cheap units from being decimated by AE units. Two things to note is the effect remains after units are damaged, but it does not blank AE from Gun Drones as this is not printed in the text box. Will also blank Elite once Backlash becomes a thing in the game, allowing you to keep Klaivex with impunity.
Kingsley - 4/5
This is a strong combat trick that can potentially tip a fight to your advantage and synergizes well with Klaivex Warleader - either your opponent prevents their units from being damaged, letting you blank many as a surprise, or they take damage and render themselves vulnerable to Klaivex and potentially even Stalking Ur'Ghul. In big fights, this card is especially nasty since it can hit a large number of enemy units at once.
Etaywah – 5/5
Great card, almost makes up for how crappy the Nexus is. Almost. The only downside is if they have no viable targets, very uncommon. 5/5 all day.
Last Breath
Steinerp – 2/5
So if they shield for two they get to hit you back for full. This card makes the risk reward of attacks without No Mercy even higher than it already is. I might actually attach this to a unique more than the warlord for that reason.
Asklepios - 5/5
While Morn only has 2 attack, this card makes her much more effective command sniper (she can snipe a Snakebite Thug or Enraged Ork or whatever with much less fear than most). Even in the midst of an all out major battle, the -3 attack is cumulative a lasting effect that doesn't care if Morn is subsequently driven off. Simply, this card is excellent.
MightyToenail - 1/5
Hey look! Another subpar card!
Eu8L1ch - 4/5
-3 ATK until the end of the phase more often than not has the same effect of killing a unit for battle purposes. Following this reasoning, an auto-kill on a medium-sized unit - unless your opponent uses a double shield - is pretty good.
BaraBob - 1/5
This is a 3 shield card. There will be fringe cases when you can put this on a ranged unit to slow down some Armorbane monster or similar, but shields will usually be much more flexible use.
Kingsley - 4/5
Last Breath can be very powerful against bigger targets - with it in hand, Salaine can take down even Flesh Hounds without any real trouble (unless your opponent's has two-shielders), and it forces people to overcompensate on shields if they want smaller units to be relevant in a fight. If we indeed see an Elites meta, this card is one to watch - in the present environment, it's good but not outstanding.
Etaywah – 4/5
The fact that it is shield-able, thus preventable, is a big mark against the card, however, this effect IS repeatable – meaning that in a “war of attrition†fight (which comes up pretty often) this card can change the whole fight.
Neophyte Apprentice

Steinerp – 4/5
The card is hard to rate, right now it is bad but we have to assume more BT are coming. A 1/1/1 for 1 that will sometimes turn into a bigger unit. Assuming there are a few more Black Templar units out there he will be solid.
Asklepios - 3/5
Obviously Black Templar theme decks will run three of these, but equally obviously, no AM, Tau or other SM decks will touch it. Within Black Templar decks, expect this card to draw out a 1-shielder the first time it attacks.
MightyToenail - 5/5
I love this card. It will create so many interesting decisions once Mavros is out, and just the threat alone of a tough Templars unit is enough to scare people into shielding.
Eu8L1ch - 3/5
It's a 1-cost SM capper with a text that might be useful sometimes, heavily depending on the amount and quality of the Black Templars units we'll get.
BaraBob - 1/5 on release, 3/5 after fifth warpack
Units costing 1 with a single command icon are still good. Will likely make it into most Mavros decks, but very few others due to the lack of Black Templars. Unfortunately the effect is very easy to avoid through a single shield, unless you manage to provide attack bonus through Catachan Outpost or similar. Being an Ally will also become more of a negative as the number of decent Ally cards are printed.
Kingsley - 3/5
This card will likely see a good deal of play in Black Templars decks but will otherwise be a rare sight - while one-for-ones are always good, you need a high density of Black Templars units to trigger this card, and Space Marine decks with either alliance already have quite a selection of good one-for-ones to choose from. While converting your one-for-one into a three or four cost combat unit is certainly strong, the low ATK value makes this effect relatively easy to stop.
Etaywah – 5/5
Interesting unit for the sake of command. Any 1/1 isn’t usually going to make it out of any fight alive anyways, and typically it won’t make it past the first combat round, so why not get rid of it for a good effect. Since it triggers on attack, it will test the opponent’s hand for shields and sometimes prompt them to use a 2 shield for a 1 attack out of fear of the trigger. I love it.
The Black Sword

Steinerp -4/5
Again is based on the assumption that we are getting more Black Templars. Right now it sucks but the unstoppable specialization combined with killing things before they hit can potentially let you solo. The relic trait isn’t too bad as Marvos’s Crozius is just ancient, not a relic. Unless of course we get so many Templars that a Cato/Templar deck becomes a thing.
Asklepios - 4/5
SM are blessed with great 2-shielder cards, so clearly this will only make the cut in a Black Templars deck. However, the sheer quality of the effect makes it an easy inclusion in those decks. 2-shielder cards don't need to be that good to include generally anyway, and a Black Templar player could run nine or more 2-shielders in his deck, and easily find room within that number for this.
MightyToenail - 3/5
Another trait synergy for the Templars. Looking pretty scary.
Eu8L1ch - 4/5
Seeing as it is exactly like the Firedrake Terminators' effect in timing but doubly as powerful I can say this is a pretty strong lategame play and it's two Shields otherwise.
BaraBob - 2/5 on release, 4/5 after fifth warpack
A 2 cost relic with two shields that is better than Iron Halo in most matchups. At the time of release there are no good targets and this card won't see much play until the fifth pack of this cycle is released with Mavros. Works a treat with Mavros and both of his signature units, and as a bonus his signature attachment is not a relic.
Kingsley - 5/5
The Black Sword is a superb card for Black Templars decks, providing a unit with an even better version of the Firedrake Terminators reaction (though it lacks Crushing Blow synergy). On the Emperor's Champion, this card can force the opponent to make attacks that are not only stupid but actually suicidal. I expect this to see very widespread play in Black Templars decks.
Etaywah – 3/5
It’s “goodâ€, but it takes up the relic spot. If you could throw it on the warlord it would be awesome. Meh, maybe a 1x in the upcoming Templar deck.
Sacaellum Shrine Guard

Steinerp – 5/5
So a 3/2 at a green planet with Worr as a your world or a 3/2 at a green planet with Straken for 1. I’ll take it. Tallarian Raiders are better for Straken but no reason you can’t run both. Have fun command sniping them.
Asklepios - 5/5
If it wasn't clear to you already, Worr has already shaken up the meta, and this card has just made him this much better. Cheap enough for Staging Ground, a 1-for-1 for command purposes, and at a green planet 1R for 1/3/2 is just amazing value. He also works well enough for Straken, and adequately for Coteaz. The only downside here to consider is that if he takes 1 damage he'll die when he gets back to HQ, but thats not a huge downside. Expect Worr and Straken to run 3 of and for those using AM allies to very strongly consider taking 3.
MightyToenail - 5/5
Can I give this card a six? It is absolutely amazing, hands down. This just made Worr so awesome.
Eu8L1ch - 5/5
A conditional -but with very good control on the condition- 2/2 with command for 1 is above the curve and Soldier trait is the icing on the cake. It makes for a very flexible unit, being able to either cap (and retaliate a snipe) or contribute some fighting strength: probably an auto-include even if it isn't earth-shattering in itself.
BaraBob - 4/5
Another 1 cost unit with a single command icon, so off to a good start. With Worr or with Straken this could be a 1/3/2, so looks to be a real bargain. There will also be a point when the number of colour dependent units becomes too high and a deck risk becoming too high variance depending on the planet layout, but the game is there yet.
Kingsley - 5/5
This is an excellent one-for-one, and one-for-ones are already an excellent class of unit in general. By default, you get a blank 1/1/1 for one - not outstanding but by no means bad. However, on a green planet you get a 1/2/2 for one, which is a great deal. Worr obviously adores this card (it's one for a 1/3/2 can't be routed on a green planet, which is incredible), but I expect it will see a lot of play elsewhere as well.
Etaywah – 4/5
Just an out-of-the-park fantastic card for AM, especially Worr of course. Lost a point for the ally trait.
Troop Transport

Steinerp - 5/5
What isn’t to like about 2 free ambushing 2/2 tokens at a green planet with Worr or Straken? And coteaz can use them for snacks. God forbid you have a forward barracks out. When leaked this card spent a day getting nerfed. Unlimited tokens => Sacrifice it =>Limited and it is still great.
Asklepios - 4/5
Compare this to Mystic Warden and Penal Legionnaire, and it’s clear that this will almost always give you better value for money than those cards. However, Limited is a big limitation, and it’s a rare AM deck that doesn't carry three promotions, or that can find room for more supports in it. So while this card is good on paper, I suspect it may lose favour in the long run. Best out of Worr for its synergies with green icons, forward barracks and enginseer augur. Pretty useful for Coteaz, bringing bodies when needed.
MightyToenail - 5/5
Now this is just unfair out of Worr. In the grim darkness of the distant future, there is only Guardsmen.
Eu8L1ch - 5/5
Awesome design, finally giving AM some of their swarm, large-wars-waging feeling. Limited doesn't really hurt it in AM, whereas gaining two 1/2s at action speed (2/2s most of the times in Worr and Straken) is insanely powerful - I suspect I might find myself hating it when playing against Worr.
BaraBob - 5/5
Definitely a card that shines through sheer versatility. Effectively a deploy stall that gives you extreme flexibility on where to deploy later in the turn. While your opponent will see this card in the open, she will already have to plan around the possibility of an Eager Recruit or Elysian Assault Team. One drawback is deck space, and it might be that the ER/EATs in the deck will be replaced. Limited is also becoming an issue for AM decks running Promotion, but I would happily run 2 or 3 copies of this card in addition to full set of Promotion.
Kingsley - 5/5
This card allows an influx of reinforcements whenever you most need them, while also stalling deployment. On a green planet, it gives you double the benefit, and we all know how Guardsmen tokens synergize with all three IG warlords. We'll see if this can win slots with Promotion as strong as it is, but I think this is a very strong card for any IG warlord.
Etaywah – 3/5
Supports are still arguably the weakest cards in the game, however, this card is pretty great in all 3 AM Warlord’s decks for their own reasons. The main bonus is the timing of the card, allowing you to trigger it whenever you like. It’s also a deploy delay. Loses a point for being limited and being a support.
Front line ‘Ard Boyz

Steinerp – 4/5
Not big enough to benefit from the elite love that has been promised. But 2 command and a lot of health and an ability to keep Nazdreg alive. I’m not as sold on him in the other ork decks.
Asklepios - 3/5
4 cost is a pain for Orks, as that's a crowded set of choices of which 'Ard Boyz isn't the best, and it’s another card that doesn't suit Ork Landa. However, as this is a non-loyal card, it makes for an interesting option for an otherwise fragile Zarathur, though it is kind of expensive.
MightyToenail - 4/5
Obviously powerful in Nazzy. Oddly enough, the worst warlord for them is Gorzod.
Eu8L1ch - 4/5
The only thing preventing this card from achieving insane power levels is its high cost of 4, without Elite status. Great in Nazdreg and Zogwort, and maybe even Zarathur and Straken.
BaraBob - 3/5
Will be an interesting card for Nazdreg and Zogwart who need somebody to distract the opponent from bloodying them. Straken will also benefit from this card if using Ork allies. 4 cost is a difficult spot, also being a prime target for Klaivex and Deception.
Kingsley - 4/5
This is a better but also more expensive Fire Warrior Elite, and unlike Fire Warrior Elite, it brings solid stats for its price. Nazdreg certainly loves this card - the 'Ard Boyz prevent enemies from focusing on him while he empowers them with Brutal! Similarly, Old Zogwort likes having a big tough guy that the enemy has to attack while he brings out the Snotling crew. Overall a solid unit that I think both of the "old" Ork warlords will include, though Gorzod may not be as excited thanks to the multitude of cheap heavy hitter Vehicles he has available crowding the high end of the curve. Interestingly, Straken might also be fond of this unit...
Etaywah – 5/5
4 cost units need to be awesome, and this one is. Its effect is not triggered; making it a better version of the Fire Warrior Elites due to effect-cancels, and 2/5 is solid for Nazdreg’s brutal. Perfect synergy with Steel Legion Chimera of course, and in a 3x tellypad deck you can use him as a command unit then flash him in; not to mention they make archon’s terror basically useless with tellypads, which is huge.
Ramshackle Trukk

Steinerp- 4/5
Sure it will fall apart when it returns to HQ, but until then it will mow down enemy units.
Asklepios - 4/5
I love it. It’s an Elite, so Backlash will help save it in future, and for now a combination of KFG plus this will scare the life out of most warlords, even if you don't get its Goes Fasta ability. Basically, it takes what Possessed gave us, but the context it exists in (and its ability, if you can trigger it) makes it considerably more resilient. Also, Orks really lacked good 5-cost units up till now: this is a very welcome sight.
MightyToenail - 3/5
We finally have a better Goff Nob. And with every Goes Fasta! card that gets released, they all get more powerful.
Eu8L1ch - 5/5
This is as good an Elite as one can get if stats are all he's interested into. Two command makes for what Goff Nob was lacking, while sacrificing very little in terms of raw power; it also has some synergy with KFG and the 'Ard Boyz.
BaraBob - 3/5
A more specialized Ork Elite compared to Goof Nob. Command icons makes it a lot more appealing, but not likely to last past a single battle due to losing hp once you take initiative.
Kingsley - 4/5
So, if the opponent has initiative this is five resources for a 2/7/7? That's... incredibly strong, even given all the things that can mess with Elites. Note that if you have the initiative, the fact that the Trukk only has 3 HP doesn't matter much, since you can swing first! The only thing that prevents me from giving this a 5/5 is that the Trukk might well fall apart after the battle!
Etaywah – 4/5
Love it. Sure it will die when the phase ends sometimes, but 7/7 for 5 cost and 2 command in the right fight with an elite trait makes this thing a monster. Can’t wait to throw this in my elites-with-tellypad deck.
Rok Bombardment

Steinerp - 4/5
A solid combat event for orks that doesn’t 3? Is that allowed. I don’t know that is enough by itself but it is giant step in the right direction
Asklepios - 4/5
2 cost, 2 shields. That makes it a near autoinclude in ork decks straight away, and the ability isn't half bad either, giving swarm control options to Orks that it really likes to have. I think this card and the above Trukk will help take orks into T1, as they were pretty close anyway. You hear me, BuzzsawMF? Now is your time.
MightyToenail - 5/5
Presenting: Orks Tier 1. We all have been crying for a cheap, two-shield combat trick, and we certainly got it in this. Let's hope this wasn't a mistake.
Eu8L1ch - 5/5
Awesomely awesome card. Go put 3x in every Ork deck. The Material 'restriction' will only force a bit of thinking upon that rumbling horde that is an Ork warhost, provided they just can't shrug the hit off.
BaraBob - 2/5
Two shield cards are great, but this is effectively a very weak warpstorm that does not prevent the opponents units from attacking. Weirdboy Maniak is a better option in most cases if you want to deal with opponent's swarm,
Kingsley - 4/5
This pack is really bringing the love for Orks - not only do they get two strong units, but also an Ork two-shielder and combat trick that isn't overpriced! Even on a non-red planet, this effect can be strong when paired with Brutal (either via units or Nazdreg) - on a red planet, this can be a huge swing in a big battle. While this is a little situational and only really good in extended fights, I certainly expect to see it much more than Squiggify and the like.
Etaywah – 5/5
FINALLY A GOOD, CHEAP LOYAL ORK EVENT! Orks have plenty of combat stall options (SLC, ‘Ard Boys, Field Generator, Mork’s Heap, etc) – so if you can stall a fight into multiple combat rounds then you can absolutely demolish their shot at a planet-win. Here’s something I bet no one has thought of yet: You can cast the same event on a red planet twice and rip them to shreds, plus it would be 2 damage from 2 different sources, Om nom nom.
Dire Avenger Exarch

Steinerp - 3/5
Not good in Barraroth but gives more control to Eldorath and might have a place in the upcoming warlord where his stats are 3/5 under the right situation. I would have preferred him as a psyker instead that forced you attack psykers so he could help Barraroth who needs it as opposed to Eldorath who probably won’t use him.
Asklepios - 3/5
Bodyguarding units are always solid enough, but Eldar already have a lot of great units in the 2-4 cost range, and likely can't find room for this card. A more important card for Talyesin, who needs the extra protection when he is stood in the midst of the battle line and who enhances this warrior with another HP. Likely not worth it for Eldorath.
MightyToenail - 2/5
I don't really get the point of this. Oh well, we got our good Eldar cards for the cycle already, so I can't ask for too much.
Eu8L1ch - 3/5
This is a card with some potential but it needs a few pieces to work. Stats are ok though, so it cannot be too bad.
BaraBob - 3/5
Solid defending unit, which can make you Wraithguards a bit more durable. Will see play once sixth warpack is released with Talyesin Fharenal.
Kingsley - 3/5
Like Frontline 'Ard Boyz, this is another take on Fire Warrior Elite with better stats but a weaker ability. Since relatively few important Eldar units are Warriors, the Exarch can provide some protection to your heavy hitters. Overall a decent option for Eldorath or the upcoming Talyesin.
Etaywah – 4/5
I’m on board with it. Definitely a new look at the “redirected damage†theme shared by a few cards now. Stats are good, too.
Mind War

Steinerp- 5/5
Sure it costs one and has limits but a one sided suppressive fire for a faction that already has soft control. Unfortunately again this is an Eldorath card and not a Barraroth card. Will actually see a lot of play in round 2 of combat, I think.
Asklepios - 3/5
It is like suppressive fire, but with a resource cost instead of an exhaust cost, and is limited to where you have Psyker Army Units. In a way, its slightly better than suppressive fire, as you can use it as a deploy delay and as a command messer-upper as well. Probably best out of Starbane, as even if the Warlord can't trigger it, it has great synergy with his Signature squad, though even then its competing for deckspace with a lot of great Eldar events. For Baha, probably not worth it, as it'll just be Destructors triggering it. For Talyesin, I think people will include it at first then drop it. For warlords allying into Eldar, almost certainly a waste of time.
MightyToenail - 5/5
And just when it looked like Baharroth could replace Eldorath. Sigh.
Eu8L1ch - 4/5
This is a great card that will probably have a hard time finding room in a faction already full of great events. Anyway, I like how exhausting enemy units is increasingly becoming an Eldar theme.
BaraBob - 3/5
A slightly more conditional Suppressive Fire. For a faction that has access to Archon's Terror this seems slightly superfluous. Might make it into Eldar/Tau decks, or if mon-Eldar becomes a thing. At the moment there is not deck space for these, unless you only got a single core set.
Kingsley - 4/5
Mind War is a very solid combat trick. It's probably a bit worse than Suppressive Fire, but by no means so bad that it won't see play. You likely need a fair mass of Psykers to use this, however, which means that again Baharroth will probably be less excited than Eldorath or Talyesin.
Etaywah – 4/5
It loses a point for the restriction and the qualification. Arguably just below par with suppressive fire – this card will see a lot of play.
Prudent Fire Warriors

Steinerp- 4/5
Units the opponent doesn’t want to kill are often pretty good. Just don’t go crazy as he can (and often will be) killed in such a way as to prevent him from triggering.
Asklepios - 4/5
People will point out the lack of a command icon, but I already use Black Guardians for Shadowsun, and this card will directly replace those as a 2-3x. Making your attachments "non terminal" (to borrow AGOT terminology) is a really big thing for Shadowsun's already not inconsiderable efficiency. For Aun'shi and Starblaze, this card is less useful, but for me Shadowsun still remains the go-to Tau Warlord, just as Kith is for DE, or Eldorath for Eldar.
MightyToenail - 3/5
A solid unit that can provide that extra punch that Shadowsun desperately needs.
Eu8L1ch - 3/5
No command makes this a very specialised unit: you'll deploy it only when and where you want to fight. The fact it requires another unit on the planet to make it work limits this card's effectiveness to late game battles but it grants a good degree of protection to your attachments.
BaraBob - 4/5
Despite lack of command icons this unit will see play in Shadowsun decks. The biggest problem with her decks is losing the attachments when your voltron unit is hit by Klaivex. This unit will make that a lot more palatable. Just make sure you have another unit on the planet, and you opponent will do her best to try kill them all, so it would be prudent to save some shields for them as well.
Kingsley - 3/5
This card provides a body with some nice stats and an interrupt that makes loading that body up with attachments quite a desirable option. Shadowsun definitely finds this interesting - the question of where to put your attachments in a big fight is quite nicely resolved here - but the lack of a command icon hurts, and the two-drop slot is crowded.
Etaywah – 4/5
After careful examination I settled with 4/5, despite its lack of a command, because the effect is truly unique to this game and “any amount†including non-tau attachments. Shadowsun card for sure, but Aun’Shi could see some use. If there was ever a way to intentionally kill a unit available to Tau, this unit would only be more powerful.
Exploratory Drone

Steinerp – 4/5
Solid card that will help in the command phase but how much play it will see I’m not sure as Tau already have plenty of solid command phase cards.
Asklepios - 3/5
For 1-for-1 weak factions like Chaos, Ork, DE or Tyranids, this would be a 4/5 card minimum. However, Tau are already blessed with great 1-for-1s aplenty, and it’s hard to rate this card as worthy of displacing them. If you run Rogue Traders, replace them with these. If not, don't replace your Void Pirates, ECTs or Marksmen with these: it’s not as good. For sure, it can let you avoid a 2-for-2 countering your 1-for-1, but what opponent is going to waste his 2-for-2 opposite it?
MightyToenail - 3/5
I'm going to reserve judgment on this for now, because I really don't know if it can make a deck slot.
Eu8L1ch - 3/5
It's not a bad card, the effect is interesting and the 2 HP is nice for resisting Kannon and Atrox hits, among other things. Being loyal means it'll have a hard time in a faction that certainly isn't lacking good 1-for-1s, so this decreases its value in my eyes.
BaraBob - 3/5
Pseudo-mobile is nice to avoid your opponent's deployment of two-command units, but watch of for staying against a single-command as Promotion could drop and then too late to move. Will not replace ECT or Marksman, so tight fit in the 1 cost bracket.
Kingsley - 4/5
Exploratory Drone is a very strong capping one-for-one - it's resilient to pings, can escape being trumped or blocked by enemy units, can be tutored by Earth Caste Technician, and can even be triggered by your own allied or neutral units in the right circumstances. The only downside to this unit is that it's very bad in combat - but of course you have attachments to mitigate this. Many other factions would kill for a card like this, and the only thing that makes it less than a 3x autoinclude forever is how awesome the Tau one-for-one slot already is.
Etaywah – 3/5
I can definitely see 1-2 of these in a Tau deck. I don’t see anything wrong with the card, ECT finds it, has an interesting reaction that can definitely be useful and also a deploy-deterrent, ambush turns it on but that will rarely ever be an advantage. Official opinion: This is a card.
Auxiliary Armor

Steinerp- 5/5
I have nothing bad to say about this card. Should be a staple in decks for a long time. Aun’shi might not use it much but everyone else will
Asklepios - 4/5
Hey, you know what Tau units lack? Durability. This is 2 shields, its extra HP and as a side effect, it gives you extra attack too (something Tau were better at than durability anyway). For Shadowsun it’s an easy replacement for HMD, as it sits on the right side of the board for Tau'va plays and Communication Relay. For Starblaze, the mini-promotion effect makes it a nice card. For Aun'shi it’s probably too expensive.
MightyToenail - 3/5
It only gets a 3 from me because of the two shields. That's it.
Eu8L1ch - 3/5
This card's saving grace is its 2-shields, because otherwise its high cost would limit its usefulness to Shadowsun decks (in which it is rather useful however). As it is, I can see Aun'shi and Starblaze using it as an attachment only when they have an excess of resources and/or Ambush Platform in play, or in conjunction with For the Tau'va - this is more of a synergistic card than a strong play in itself.
BaraBob - 4/5
Will replace heavy marker drone in a lot of Shadowsun decks. Great for Warlock Destructors, Blood Angels Veteran or similar units. Having 10 attack bonus cards in the deck will probably be a reasonable maximum for her.
Kingsley - 4/5
This card is exactly what Starblaze needed as his second two-shield card (after Deception), and Shadowsun is pretty excited as well. Not only is this card a two-shielder, it has an awesome ability. Playing this on a Ratling Deadeye or Sanctioned Psyker in Starblaze is going to be amazing, and even if you end up putting this on a Tau unit it's not bad. Awesome card. Note that Shadowsun can play/recur this with her ability to add a surprise command icon if both warlords go to the same planet and she has a non-Tau unit waiting for her there.
Etaywah – 4/5
Clearly a Shadowsun-only card, and 2-shield Tau cards are always welcome because of Kais’Vre. Pretty awesome on Eldar Survivalists and Eldrich Corsairs (makes corsairs a 3-cost 6/4 with 2 command, if applied with Shadowsun). 4/5 in SS, 2/5 everywhere else.
Soaring Gargoyles

Steinerp – 5/5
This card is exactly what the nids need. A solid cheap combat unit. The hivemind ability doesn’t mean a whole lot as you aren’t going to shield tokens much anyways. But it does make Swarmlords signature support a real threat. Combined with Regeneration and you have a 2/5 flyer that heals for 2 for 3 resources. Yes, please! Granted it will still get Klaivexed, but anything with regen will. And please stop comparing them to Hellion Gang. Yes they effectively trade 1 hammer for 1(.5) hit points. Which isn’t a great trade. Give Nids Warlock Destructors, Incubi Warriors, Bloodied Reaver, Sslyth Mercerancies, Void Pirates, Rogue Traders and sure they stop looking as good. But last I checked nids didn’t have these cards.
Asklepios - 2/5
What Tyranids didn't need is more units without command. 2 for 0/2/3 flying isn't great stats, and the ability text is almost worthless unless you can give your termagants an HP boost as well. Sure, sure, it lets you use 1-shield to save a gant from 2 damage, but it’s not like tyranids have shields to spare. This card is almost certainly not worth running.
MightyToenail - 2/5
Umm. What's the point of the Hive Mind? So that Swarm Guard can be even better? Is that it? Does Swarm Guard need any help though?
Eu8L1ch - 2/5
Stats-wise, it is quite fighting capable, even if not exceptionally so, but its lack of command means that's the only reason for which you'll want to deploy it. Its Hive Mind effect is rather useless, not protecting your Termagants from the greatest threat to them: AoE.
BaraBob - 4/5
Very solid unit on its own despite not having command icons. Can turn your termagants into complete beasts to get rid of.
Kingsley - 5/5
2/3 Flying for two is amazing even without the Hive Mind ability (which, to be fair, does almost nothing). With Regeneration, which is already proving a staple, this card is even better - I expect decks that do not play a single means of generating Termagants to nevertheless slot this card at 3x purely for its combat strength. This is basically a Tyranid Snakebite Thug or Warlock Destructor with "no command" as its downside.
Etaywah – 2/5
2/3 flying is a good unit, but no command is bad, especially in a deck with a bunch of command-less units. You have to pair it with the +health termagant token guy to get any use for its effect (unless they are attacking a flying unit, which you see few of). Pass for now, maybe later.
Sacaellum Infestors

Steinerp- 3/5
Unique and will take at least 2 turns to pay back drag this down. But get it early and it can be gold if infesting becomes more reliable with Omega X (who needs it more than the current warlords).
Asklepios - 3/5
So hard to call, this one, as its potentially +2 cards or +2 resources on each trigger. However, to be able to trigger it once a turn will take a deck dedicated to infestation, and at present that means losing some efficiency elsewhere on the deck. Still, I think it only needs to trigger twice in a game to make you glad you played it, so it’s not a bad punt for a single copy in a deck.
MightyToenail - 3/5
This is just what the OOE infest deck needed. Could be strong in Omega too.
Eu8L1ch - 2/5
The effect is not bad if you're already running infestation but it's not great either and the support is unique. It requires a lot of other cards to work, and even then it'll take you a couple of rounds to start gaining some profit out of it - I can see it working only with a very long-term oriented strategy.
BaraBob - 2/5
We all want some form of alternative economy to work. At the moment the options for infesting a planet aren't sufficient to justify the outlay on this card.
Kingsley - 3/5
This card can potentially pay off with a big return, but relies on infestation and needs two or three activations to make its cost back. Right now I tend to think this is inferior to Synaptic Link in "standard" play, and while it can generate very significant returns in infest-heavy decks, right now infest isn't good enough to make this effect worthwhile. I suspect that more infest-centric decks will love this, however.
Etaywah – 1/5
Garbage. Maybe someone else can try to convince me why you would waste a card slot and the cash on this, but the command struggle is already a gamble, and doubling-down on that gamble with an infestation-reliant effect is not a bet I’m willing to take. No thank you.
- Veetek and MrWizard like this
23 Comments
One note up front: the image limit has increased sufficiently to include all card images, so you can add them if you wish.
Etaywah, re Ba'ar Zul its possible he doesn't work how you think he does. As its a reaction after taking damage, he can't help keep an Incubus Warrior alive
A very interesting read Gentlemen, thank you. Well done with this review.
It's interesting to see how certain cards can be rated so very differently and their abilities seen as very poor or excellent, cf. Last Breath or the Gargoyles.
That, I believe, is one of the beautiful aspects of this game.
Personally, I think Miss Morn is maybe being judged a little to harshly. As I see it, she may offer us all a slightly different approach to the game, which is probably a breath of fresh air, outside tournament play at least.
And for both of the Tyranid cards
Any chance to embed links to readable versions of the cards so I don't have to search them down to read them next to their reviews?
Interesting, I just assumed any extra damage carried beyond the damage limit (including the terminal damage amount) could be moved to Ba'ar. What a strange warlord.
The Gargoyle controversy is really interesting to me, as is that around Last Breath and Nexus of Shadows. Time will tell...
"worse than Kith, better than Urien"
Made me laugh: what a narrow range!
Time typically proves you correct Davis, haha. I can't wrap my head around the Nexus though. We were chatting about it earlier but I'll repeat why I don't believe in the card:
In a game with a finite number of planets, resources and turns, you only have so many cards and resources that you draw or collect. Lets say a game lasts 7 turns, you collect 3 resources per command phase on average at the end of the game, plus 4 per turn and 7 on the first turn, you only have 56 resources in a game to spend. Nexus costs you 7 resources to net your second card, meaning every turn you have an average of 7 resources to play with instead of 8 resources all just for two extra cards.
Granted it's tucked into a deck with a girl who gives you resources back so who the hell knows till you test it.
I think by now everyone is probably sick of reading me stating that many of the cards in this pack are a specialised unit! xD
By the way, the rating for the Armor is still 3, but the rating for the last two is 2, so it changes the overall stats a tiny bit.
On a different note, confronting the reviews is always very interesting.
For example, it looks like me and Etaywah disagree on most things but actually share the same view about economic supports.
My one issue with the reviews are the occasional inconsistent card measures.
Take the Gargoyles for instance. Many people rated against its viability in supporting the hive mind mechanic (and rightly rated that interaction low), while others rated it as a cheap/effective combat body filling a current need in the Nid card pool (and rightly rated the card higher). This is what strongly supported the wide spread on the cards rating. I for one can't wait until I can drop the infestation mechanic entirely from One-Eye and play that deck as a pure aggro deck. This cycle has helped that goal by providing the Ravener and the Gargoyles.
I would enjoy if all reviews looked at each card as it related to the entire available card pool for that faction (and those it can ally with). Another example one of the reviewers brought up was comparing the Gargoyles to Hellion Gang. Which is not applicable for a card rating as you can't play both in the same deck.
This would provide a more complete picture of cards in the current meta, and opens up more interesting reflections back once more cards come out in the future (what once was a 2 is now a 4, or vice versa).
Okay, do you run Black Guardians? I didn't think so. Forget the Hive Mind. An essentially 0/2/4 unit. Not great.
Eu8lIch's comments have been updated.
Mighty- You are missing the flying interaction with shields that makes it quite a bit tougher than guardians. You are also failing to look at it in context of what nids have. Aka they don't have much competing with it for a reliable 2 drop that can fight. That it becomes an absolute beast by adding a regen is a great synergy since Regeneration should already be in all the decks. It makes Swarmlord's support playable (and this is a 2 bad card combo since the support is required). Even though I said don't compare it to Hellion Gang, these are all synergies that Hellion gang doesn't have, and Hellion Gang is a very good card (that doesn't see a lot of play because of other, even better cards). Is 1 hammer worth 1.5-2 health on a fighting unit, maybe, it is close either way? Add in the other synergies and that it gives a small benefit to tokens, makes it even better
Steinerp, I think your reasoning is sound. However I think that a card that's meant for fighting should excel at what it does: this does not, since to leverage its advantage you need to invest heavily in shields.
If you add the fact that you'll most likely play it in SL, which is definetly not a first planet bully, the lack of command will make itself felt.
As for aggressive choices for FP, 'Nids lack them only in the 2-cost slot. The Pyrovore and the Termagant Horde are two awesome cards.
What SL really needs are 3-ATK units, since so far its only (non-elite) choice is the Pyrovore. The Gargoyles, despite the nice synergy with Regeneration, do not give provide that feature.
Comparing it to other cards does have a sense because it gives you a feeling of what it can actually do in a game. If you put this in front of a Warlock you'll win only on initiative (and a shield might still swing the combat in your opponent's favor) while it will clearly lose off-initiative (2-shield needed to win). In all of this, your opponent will also get to win command.
The matchup with the Thug is better, but you'll still lose the fight on opponent's initiative and you'll still lose command there.
Again, the lack of the 3-ATK feature also makes it less dangerous in a bigger fight, where your opponent might be happy to let it sit there while he deals with your other units first.
Put clearly, it's a subpar (even if not terribly so) choice for a FP brawler. So if 'Nids were in desperate need of some FP brawlers it would get a 3; however 'Nids do not, so for me it's a 2.
I'm not considering the Hive Mind part of course, but it looks like 6 out of 7 reviewers more or less agree it's neglectible.
It goes without saying that if we'll see more HM synergy affecting non-termagant units the rating on this could easily reach 3 for me, but I think I'll have to rate for what it is now, as we don't have any hints of such a possibility.
@Mighty
Yep, shielding is applied after halving the damage.
Mighty, you also completely missed the second point I was trying to make. Nids can't run Black Guardians so comparing the two cards for a review of Gargoyles impact is not helpful.
For Nids this becomes a key 2 cost combat unit, particularly for decks that are not trying to infest. This fills a current hole in the Nids cardpool and as such should be rated higher.
so it seems that FFG is determined to make ever DE warlord not named packmaster suck so bad that we're forced to play noone but packmaster...annoying as hell.