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Decree of Ruin Warpack Review
Dec 07 2015 12:00 AM |
steinerp
in Warhammer 40k: Conquest
warpack review decree of ruin warhammer 40k conquest
This looks to be a very exciting pack and if the rest of the cycle lives up to this pack we should have a very interesting game going forward. You'll note a common refrain on the "bad" cards, that even if the card itself isn't great the design looks interesting. Also this is the first time we have had a card get a 1 and a 5 rating (and also a 2,3 and 4) 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
Anxious Infantry Platoon 4.5
Broderick Worr 4.166666667
Forward Barracks 4.166666667
Commisoarial Bolt Pistol 4
Starblaze's Outpost 3.833333333
Deathly web shrine 3.833333333
Striking Ravener 3.833333333
Commander Starblaze 3.666666667
Bond of Brotherhood 3.666666667
Righteous Initate 3.666666667
Wraithguard Revenant 3.666666667
Summary Execution 3.5
Rickety Warbuggy 3.5
Ravening Psychopath 3.5
Average 3.243055556
Ardent Auxilaries 3.166666667
Lone Wolf 3
Searing Burst Cannon 2.833333333
Sowing Chaos 2.833333333
Lucky Warpaint 2.5
Propehtic Farseer 2.333333333
Holding Cell 2.166666667
Acid Maw 2
Accept any Challenge 1.833333333
Stalking Urghul 1.666666667
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)
Broderick Worr

Kingsley - 5/5
This warlord will likely be the "mainstream" Astra Militarum warlord selection from this point onward - his ability provides a very strong buff to all of your Astra units at green planets, even if Worr himself is not present! This effect is very powerful, and when coupled with an excellent signature squad, Worr is a warlord to fear. He does have a few downsides, however - getting bloodied turns your signature unit from an outstanding card to a liability, and allies are a bit less effective here than in other IG warlords. That said, these disadvantages are relatively minor - I'm going to go out on a limb here and predict that Worr will establish himself as a top tier presence.
Asklepios - 4/5
Judging the card by its whole context: signature card, faction and the rest, I have to say Worr looks very promising. Key here is that he's the first AM warlord whose commitment doesn't need to relate to the key battles to be useful, which makes him a lot more survivable than Straken. This is a good time for AM players.
Steinerp- 4/5
He should become AM number 1 warlord immediately upon release. His signature squad isn’t as good as Straken’s, but he offers much more flexibility by being able to snipe while still pumping his units. He doesn’t hit as hard as Coteaz but his can go to planets without support. It will be interesting to see how his deck’s round themselves out.
BaraBob - 4/5
The real benefit of Worr is the ability to prevent units being routed, and can really make both attachments as bigger units much more viable once one know that Archon’s Terror will not simply send them home. The ability being colour dependent will be an issue in some matches, but with his signature event it will be possible to play around this to some extent.
Corvus – 4/5
The rating might be a bit optimistic, but he seems like a modest upgrade for Astra and I'm eager to see more of them in the meta. He essentially packs 3 mini-abilities, none of which is that interesting on its own, but taken together they're enough to give him some clout.
Etaywah - 4/5
I love Broderick despite being just a "better Straken". "Each other" AM unit is what makes him shine, you can commit Broderick anywhere and units at green planets will still benefit from +1 attack and anti-rout. The "no retreating" is of course a disadvantage, however, if you find yourself in a losing fight then your best bet is to just hit priority targets as hard as you can before the inevitable slaughter. That being said, Elysians and staging ground plays can quickly turn the tides, and with the +1 attack your opponent may be walking into a slaughter of their own.
Anxious Infantry Platoon (image here)
Kingsley - 5/5
Anxious Infantry Platoon has a similar power level to the popular "downside units" Snakebite Thug or Warlock Destructor, but is actually even better than those powerhouses while on a green planet (at least while Worr remains hale). When you get right down to it, a lot of the time this unit is going to be 2 for a 1/4/3 can't be routed, which is a pretty amazing deal.
Asklepios - 5/5
A 2-cost signature unit is always welcome, and 1/3/3 is fantastic value, especially when the drawback is so easily mitigated by Worr's card text.
Steinerp- 4/5
Nice cheap, strong unit. AM have had the best signature squad units to date and this fits right in. 3/4 attack is strongest of all the signature units base (although straken is an effective 3/5 attack once the token is generated). Happy to put four of them in there. I also love that they won’t leave green planets where they know there is no risk of summary execution. ïŠ
BaraBob - 4/5
A thoroughly solid unit which fits the AM cost curve nicely at 2 resources. Combined with Worr’s ability and a lot of battles not lasting a whole combat round, the cost will rarely be an issue.
Corvus – 5/5
Among the best signature squad units to date. Even if you can't blank their Forced Reaction with a green planet they're quite good – the first round of combat is the most important by far, and when it's worth paying to keep them you'll know.
Etaywah - 4/5
Very tempted to rate this 5/5. Paying 2 cost for a 4/3 soldier at a green planet that cannot be routed is deadly. The extra cost per combat round takes him down a peg, but with Broderick that disadvantage drops away. Given the nature of the synergy it opens up a seemingly telegraphed committal - which means mind games and fake-outs, which I love. Loses a point because of the green restriction and because there are better sig squad units out there.
Forward Barracks (image here)
Kingsley - 5/5
Forward Barracks is not only a giant boon in extended fights, providing free units every round with which to swing the tide, but it also makes sniping Imperial Guard cappers with a lone warlord (or Savage Warrior Prime) a dangerous game, since if you shield or otherwise protect your capper through the first round of combat, you get a Guardsman token, at which point the warlord can either swing at the capper or the token - but no matter which way they go, you'll have yet another token right after! This card is amazingly powerful and may be on par with the infamous Khymera Den.
Asklepios - 5/5
Just incredibly useful, especially linked to Worr's blocking of retreats. Like all the AM signature supports, I don't think you'll often be sad to draw this card.
Steinerp - 3/5
Guardman are some of the best tokens but there is a delay here that you have to make it to round 2 and many battles don’t, as well as costing two. Now there are certainly battles where this card will win you the game but a lot of the time I suspect this will sit in hand for a turn or two waiting for those larger battles. It is a support that you want to run one of but probably not 3.
BaraBob - 4/5
The key part of this card is that it does not exhaust to trigger its ability, potentially netting you several tokens each round. While Worr can go and snipe command units and seeding tokens on planets further upstream, your opponent will likely retreat an ensure you never get more than one token on such planet. (Would be 5/5 for the jank if you could get Umbral Preacher in the deck.)
Corvus – 3/5
Since you'll always end one fewer combat round than you start in a battle, it does even less than you might think at first glance. The slow trickle isn't much help in a close fight, and fights that aren't close don't last very long. It's no Omega Zero Command, but it might still be okay.
Etaywah - 5/5
Why 5/5? Because of Suppressive fire, Rockcrete Bunker, Catachan outpost, Elyssian Assault Squad, Steel Legion Chimera and (of course) Broderick himself. There's plenty of ways to drag out a fight with AM now, plenty; between their litany of viable 2-shield cards and damage-stoppers like rockcrete and Chimera they can make a fight go to 2-4 combat rounds with ease. Add the damage from Broderick and Catachan and now you have a defensive build with plenty of teeth to back it up and finish the job. Also, support control is still weak in this game - until that changes, 5/5 it is, great card.
Summary Execution (image here)
Kingsley - 3/5
Summary Execution is the only one of Worr's signature cards that isn't great - while it provides a useful way to mitigate your inconsistency, it needs a big fight in a position you'd otherwise like to avoid in order to work. Overall this has a solid part to play in Worr's gameplan, but it isn't going to shine much on its own.
Asklepios - 2/5
This card being a 0-cost cantrip makes up for it having a pretty rubbish effect, and there's some nice synergy with Bolt Pistol. However, units aren't often disposable, so what you're really looking at is a card-tax to get around some of the deck's drawbacks, not a positive effect that puts you ahead of others. Its a pain mitigator, not a pain-inflictor.
Steinerp – 3/5
A decent card if you really need your warlord ability to kick in but the weakest of the signature squad. Unlike Forward barracks which you would include even if you were required, I don’t know that I would include this but still far from bad.
BaraBob - 5/5
This is the card that makes the colour dependent ability a bit less of an issue. And cards replacing themselves in your hand are awesome.
Corvus – 3/5
Just your basic warlord ability-enabling event. It's a good tool to play around rout effects when you know they can ruin your day, and decent in late game fights when you need all the damage you can get and there are always command units lying around to take the bullet.
Etaywah- 5/5
Excellent synergy with Broderick and his whole kit AND you draw a card? This card is pretty much perfect. Still on the fence for 5/5? It's a 0-cost event card that will (often) provoke a nullify. 'Nuff said.
Commissarial Bolt Pistol (image here)
Kingsley - 4/5
This card grants both an attack boost for your warlord (always welcome) and a strong effect for swaying extended fights. The only reason it isn't a 5/5 is because Worr's squishy nature and ability to boost your units from afar makes directly engaging in extended fights a risky move - but when it's time to come in with the Summary Execution to "inspire" your troops and win the key battle, the Commissarial Bolt Pistol is a great thing to have with you.
Asklepios - 5/5
Cheap and cheerful, can give you a 3 attack warlord, and that’s worth the entry price in itself. The reaction is icing on the cake, though may be hard to trigger as your warlord will probably be the primary target of attack, and AM only has a handful of self-destruct for benefit effects.
Steinerp-3/5
A shiny pistol that is great for capping a guardman token with and the +1 atk is useful. The most interesting thing is attach to commissar, are there more coming?
BaraBob - 5/5
Big swarm battles suddenly became the dream for Worr once his attachment comes out. Will be interesting to see how many more Commissar units we get, as at the moment this one can only attach to Worr himself.
Corvus – 3/5
This opens up a few neat tricks, like sacrificing or intentionally destroying superfluous units by retreating them, and direct damage is always nice, but it's a little too unwieldy to measure up to the best signature attachments, like Ku'gath's or Cato's.
Etaywah- 4/5
Good god this warlord is strong. Finishing out his kit is a card who loses a point ONLY because it can be flipped over another commissar unit with Even the Odds and it cannot hit warlord units or tokens, even those little caveats aren't that bad. Not to mention this card synergizes with Captain Markis, Summary Execution, Noble Deed (and unit deaths, of course) AND it doesn't have a limit of reaction per phase. 4.5/5 imo.
Commander Starblaze

Kingsley - 4/5
Starblaze's warlord ability and deck construction shift are both very strong. Starblaze can construct the strongest command game of any warlord by a huge margin with potentially nine two-for-twos, more one-for-ones than you even want, and access to Recon Drone. That command strength, when combined with some interesting and unusual tricks, makes Starblaze a serious contender. His main weakness is a lack of a strong two-shield card other than Deception, but when and if he gets another solid option there things will look a lot better.
Asklepios - 4/5
The new alliance completely opens up the Tau game, and any warlord ability that allows unit movement is a strong one. Predictability of commitment may be a problem here: in the same way that Swarmlord and Coteaz can suffer against Ragnar, so too can Starblaze. However, that alliance is not to be under-rated, and the sheer command strength that can be brought to bear is incredible.
Steinerp -4/5
I’m guessing this is a repeat of what others will say but his command potential is just insane. If you are losing command, you are doing something very wrong. The question is just how much and how will that command translate into a win. Cause too much command can decrease your combat ability. Expect to see a lot of him early on but I think he and Shadowsun will continue to see equal playing time going forward.
BaraBob – 4/5
Different allies is a bit boring as an ability. Moving units around is awesome! With both the Ratling and the Marksman in combination with Catchan Outpost and Ion Rifle this could be an interesting warlord to try the Ranged game out of.
Corvus – 3/5
The deckbuilding rules open some interesting avenues (lots of cheap ranged units, lots of attack boosting with Ion Rifle and Catachan Outposts), but no amazing new synergies. His reaction does make his commits much more worrying for the enemy. If he plays an Astra combat unit at the first and second planets, not knowing which one he'll go to can make things tough for the enemy
Etaywah- 3/5
I like him, and the move option as first introduced by Ragnar is strong, but the limitations on deck building always make me weary. Don't get me wrong - I think he has potential to be the best Tau Warlord (I rate his overall kit a 4/5) but he is a 2/6 with an ability that only moves one unit. We've seen this "one use per round" effect in Shadowsun and the results are mediocre, and this ability has no use on the 7th planet to boot. He's good, but not that good.
Ardent Auxiliaries(image here)
Kingsley - 3/5
Ardent Auxiliaries aren't bad per se, but compared to some other two-cost signature units they don't really shine. While triggering this ability will likely be very easy (especially since you can trigger it after using Starblaze's reaction to bring an Astra Militarum unit to the planet), getting the Auxiliaries into HQ so you can trigger it in the first place is a little harder. Luckily, there are some strong synergy options - this unit especially shines with aggressive attachments like Ion Rifle or Gun Drones, for instance - but on its own this unit isn't exactly tearing up the tables.
Asklepios - 3/5
Natural followers of the warlord train, all you need is a single deploy to Planet 1 and then you send your warlord there, for ready after ready. Such predictability could be a weakness, however, and 2 for 1/2/2 isn't THAT good.
Steinerp - 3/5
An average unit that you have to take four of. Nothing is truly wrong with them but they aren’t special by any means. One more pip of statline would have been appreciated. Giving them “Astra Militarium†or non-Tau as a trait making them dual faction would also be fluffy and nice.
BaraBob – 3/5
Unimpressive unit, but can let you ready that big AM unit that committed with your warlord.
Corvus – 3/5
I'm still a big fan of Experimental Devilfish, but this card's stats and reaction are a little mismatched. Readying on commit is better on big or aggressive units that can threaten planet 1 then show up again the next turn without breaking stride. Since a 2/2 won't scare a warlord away from a fight, this guy can't fill that role on his own, but he's still fine for his cost.
Etaywah - 4/5
Great ability, helps in command, can follow the warlord to an early win-condition victory, cheap as well. Shows the first signs that Starblaze has some great rush potential.
Starblaze's Outpost (image here)
Kingsley - 4/5
Starblaze's Outpost provides a strong effect that has great synergy with several Astra Militarum and Tau cards - my personal favorite is dropping in an Elysian Assault Team after losing a Tau unit, using the Outpost to swap another Tau unit in after the Assault Team swings, and then sending the Assault Team right back in when and if they kill the second Tau unit! That said, the Outpost is a bit of a combo card. The combos are good, but I always try to stay grounded when considering cards that rely on other elements to be effective.
Asklepios - 4/5
Like Khymera Den, the thing holding back this card is forced x1. Unlike Khymera Den, this is a support you need to build a deck around to get maximum benefit, which isn't a wise move for a x1 card. Still, a sniped Sanctioned Psyker that returns to hand and is replaced by a Bork'an Recruits, thats pretty gnarly. An Assault Valkyrie that becomes a Devilfish, thats not bad either.
Steinerp- 4/5
The only downside here is that it might tempt you to put more Tau units in than you would really like to. Maybe there are enough tau that naturally go in but I’m not sure.
BaraBob – 5/5
Yes, please commit your warlord to the same planet as my Sanctioned Psyker so I can swap him with these Bork’an Recruits. Or return that almost-destroyed Assault Valkyrie for a Carnivore Pack to ensure I have enough resources to play the Valkyrie again next turn. Like most signature Support cards this one appears to be bonkers good.
Corvus – 2/5
It does do a lot things: swap a command-oriented unit for a combat one, heal a unit for free, swap in an exhausted unit for a readied one. The problem is that AM into Tau is one of 4 possible permutations for the non-neutral units in your deck and getting things to line up right between the board and your hand every turn to get a big advantage out of this card will be very clunky in practice.
Etaywah - 4/5
One of the better supports in the game and it's costed appropriately. Imagine this: You have a 4/4 Valkyrie with flying at planet 1. Two combat rounds and a few shields later, that Valkyrie has 3 damage on it so it attacks for 4. First action: Exhaust Starblaze's outpost to put in a ready Carnivore Pack into play and pick up the Valkyrie. Carnivore pack either wins a fight for you, or it dies and you get 3/4ths of the Valkyries deploy cost back for next turn. It loses 1 point because it is draw-dependent so there will be situations where it has no use, but solid deck-building will mitigate this.
Bond of Brotherhood (image here)
Kingsley - 5/5
Bond of Brotherhood is an excellent event that really works well with Starblaze's overall game plan. Many Astra Militarum units have high health but low attack; many Tau units have high attack but low health. This card mitigates both weaknesses at once, providing a huge buff to all elements of your army in a big battle (neutrals aside). Even dedicated command units like Sanctioned Psyker or Iron Guard Recruits can become excellent combat choices when bolstered with this event - and it even gives Starblaze himself +2 HP for weathering those big fights! A standout card.
Asklepios - 3/5
Expensive, but a whole-phase stat boost across multiple units makes it pretty solid. If this were a non-signature card I'd be complaining about the 1-shield, but in its context, this is a reasonable and solid surprise move in a faction that traditionally lacks surprise moves. That context includes Catachan Outpost, of course, so expect good spike damage potential from this warlord.
Steinerp – 3/5
Screw protecting the Tau, give that kroot a bigger gun! If you have a bunch of guardmen, this is a battle cry for 2.
BaraBob – 4/5
Allows you AM command units to swing hard, and your slightly soft Tau units to take a beating.
Corvus – 3/5
Sure, fine, whatever. I think most decks would rather just have +2 ATK across the board but there are ways to leverage the extra HP.
Etaywah- 4/5
Pretty good event, not too costly for what it does. Raising Starblaze to a 2/8 can be enough to dissuade someone from trying to burst him down in a sortie. If you are going for a rush-synergy with his sig army units and experimental devilfish, it can be enough HP to keep all those 2HP units alive through 1-2 combat rounds, which could be enough to win a fight. 6/4 Valkyries are painful, too. Although single-phase events (Battle Cry) can sit in hand and never do anything this can be the huge push you need.
Searing Burst Cannon (image here)
Kingsley - 4/5
Searing Burst Cannon is a great way to force people to play their shields, and if you manage to run them out of shields it does truly punishing damage. While not as impressive as some signature attachments, I expect it will see a fair amount of play - keep in mind that doubling is after any additive modifiers, so if you combine this with Catachan Outpost and the opponent does not have a shield to stop you, you can do some massive damage.
Asklepios - 5/5
A lovely, lovely card that can make your Warlord positively lethal, and force shields to be shed prematurely. Put this in the context of the warlord's strong command game, and it becomes a form of choke, and we all know choke is pretty useful.
Steinerp – 2/5
Compare this card to an ion rifle. Ion rifle gives +3 attack all day every day, this might give more but more likely will give +0. It can be attached to warlord but more importantly it has 3 shields.
BaraBob – 1/5
This is a 3 shields card, which would be great if it was not part of the signature squad. Does not work with Area Effect, so easy for opponent to simply save a shield for when you attack with the attached unit.
Corvus – 2/5
Even without the 'no shield' clause this card would be bad. You need the unit to have more than 3 ATK to make this better than an Ion Rifle, and at that point just how much overkill are you aiming for?
Etaywah - 3/5
Had this card synergized with No Mercy! it would be a 5/5, but alas, it does not. Granted burning shields reliably is pretty great, and this says "unit" which means warlords, so it's got some perks. 3/5 because it's a wargear, which drops its usefulness on a handful of units.
Lone Wolf

Kingsley - 4/5
Lone Wolf is a strong Space Marine choice to deter command sniping, especially against one attack warlords like Eldorath Starblaze who cannot realistically expect to defeat the Lone Wolf one on one. When combined with cards like Eager Recruit or Drop Pod Assault, Lone Wolf can also be the spearhead that lets you win an otherwise-lost battle. While the Lone Wolf will have to fight hard for the extremely competitive 3-cost Space Marine unit slot, I suspect it will find its place. (It's probably good that this one is loyal - it would be obscene paired with Commander Shadowsun.)
Asklepios - 3/5
The main problem with this unit is that its a 3-coster loyal Space Marine unit, and SM already have some great options in that slot. However, win a battle with this unit at planet 1 and you can send it from HQ to wherever the enemy warlord is sniping. Put it upstream, and you can bring it in to planet 1 if the enemy warlord turns up. Movement abilities are really good.
For Ragnar, the extra trait synergies likely make this unit playable at 1-2 copies. For the other warlords, I'd leave it out.
Steinerp – 3/5
Non-support space marine cards have and basic downside in that they aren’t other space marine cards. Will this card beat out BAV, librarians and bikers. Maybe. Definitely worth testing. Really helps deter enemy sniping.
BaraBob - 3/5
The Lone Wolf is a really interesting addition to a SM hunt deck. It can be a significant deterrent against early command sniping. The exhaust to use the ability prevents it being overly powerful, as the opposing warlord typically will have a chance to retreat before this unit can retaliate. Competes in a busy 3-cost slot for SM, so will need more testing whether useful or not.
Corvus – 3/5
This works best if the enemy warlord goes command sniping and you get to take the action after the warlord exhausts to kill your command unit. Later in the game this play becomes harder, and Space Marines already have lots of ways to 'ambush' units, although granted they don't also double as command presence or have Space Wolf synergy. Is it better than Blood Angels Vets for an aggressive deck? I'm doubtful, but it's close.
Etaywah - 2/5
Best thing going for this unit is the Space Wolves trait. I get the appeal - you throw him on a planet for command reasons, or for "Don't commit here" reasons, then you kick him over to a battle to contest the win - but how often is the other player not going to see the telegraphed play and do what they can to get a swing on him before the combat round ends? I don't like him at all because there is a litany of better 3-cost SM units.
Righteous Initiate

Kingsley - 4/5
Righteous Initiate is a strong and versatile two-drop - it can either be a battle unit or a capper that's resilient to snipes (and can hit back with a nasty punch of its own!). While triggering Unstoppable at the right time will be difficult in large fights, this card is still great in smaller engagements or for taking command - I suspect this will be a near-autoinclude for Chaplain Mavros and will see a fair bit of play in other decks as well.
Asklepios - 3/5
Black Templar trait-synergies are needed to make this unit worthwhile, as otherwise you have an ability that is under your opponent's control to trigger, which leaves this potentially as no more than 2 for 1/1/2. Soldier trait is a nice boon to Straken, but not enough to warrant inclusion there. Generally though, this is not a very playable card as there are better cards to put in the same slot.
Steinerp – 4/5
Unlike the three drop slot, space marines don’t have a lot in the 2 cost slot. This shores it up nicely if you want something beyond your tactical squad.
BaraBob - 4/5
Can often be considered as a 2-cost 1/3/3 unit, which is good stats. Black Templars have increasing trait synergies, and will be a definite card to include if you’re going all-in on that trait with Accept any Challenge.
Surprised it was given the Soldier trait due to synergy with Straken, potentially making him OP…
Corvus – 3/5
He seems good enough to make the cut with Mavros and perhaps a little too weak elsewhere. When he gets to trigger unstoppable he's great but if you have no way to trigger it yourself you can't count on your enemy being accommodating before Initiate is forced to attack.
Etaywah - 4/5
One of the more powerful 2-drops in the game. Synergy with the incredible Chaplain Mavros for extra win. Using Mavros on this guy twice will make him a 5/2 with 1 damage on him. Wut. More anti-Ork Kannon tech (BAV), anti AOE, anti Plaguebeast.
Accept Any Challenge

Kingsley - 2/5
This card doesn't impress me much - you don't generally want to concentrate a bunch of units on one planet unless it's game-winning (in which case drawing cards afterwards is pointless), so under normal circumstances this effect is one that rewards you for overcommitting to a planet - something you normally don't want to do! To make matters worse, the reward isn't even that impressive. The potential upside is high, which is why this doesn't get a 1/5, but I doubt I'd be excited about playing this card even in a Black Templars deck.
Asklepios - 2/5
Obvious comparison point is Primal Howl, which is cheaper likely to give higher yields, gives its cards with better timing, has 2-shields and isn't tied to a trait. Arguably easier to trigger, however. There's an argument here however for a deck that includes 3 Primal Howls and THEN adds 1-2 copies of this, so it’s not a weak card as such, just one that represents an added layer of non-command draw redundancy.
Steinerp- 2/5
Even if you were to get enough Black Templars to run a full Black Templar deck, I still might include Primal howl instead. It costs money, it can only be used at certain planets, it can only be used if you win, it can only generate cards after the battle is done and it only has 1 shield.
BaraBob - 2/5
At the moment there are not enough Black Templars cards to warrant the use of this card. Might become useful once Mavros enters card pool, but even then will be too conditional as you have to stack certain planets and still win the battle. Should possibly have been called ‘Accept only Technology Challenge’.
Corvus – 2/5
It needs more Black Templars units than we've seen so far to be good, but could be playable in the future. Using it to draw 2 cards early in the game, where the most common scenario is having your warlord and one army unit at a battle, can be okay. Kith players use Pact of the Haemonculi all the time when their cards and resources are lopsided. Add in the possibility to draw four or more cards after a big fight and this could be interesting.
Etaywah - 1/5
Card draw is big, but it’s when this effect triggers that makes it a bland card, mix that with the tech (blue) limitation and only 1 shield and this is a bad card. Use Primal Howl instead.
Rickety Warbuggy

Kingsley - 4/5
Rickety Warbuggy has a twist on the popular Honored Librarian ability and combines that with a powerful attack value, especially for the cost - while there are definitely some downsides to this one, you can gain a big advantage with it in the right setting, and I suspect many decks will bring it in for that reason.
Asklepios - 4/5
An easy 3x include if you happen to be getting a synergy with vehicles, even if it sidesteps Gorzod's discounting scheme. Lack of command hurts, but the mini-bodyguarding effect helps lock out unit's ability-based damage as well as attacks when it is active, and 1 cost for 3 attack is never unwelcome. As good as Goff Boyz, in its own way.
Steinerp- 3/5
3 attack for one is good and the goes fasta is solid when it triggers and probably better than the popular honored librarian as it prevents AOE as well. The missing command pip however prevents it from contesting planets like the shoota boy. A very nice filler card but how often it makes the final cut I’m not sure.
BaraBob - 3/5
Three copies in every Gorzod deck. Otherwise I’ll probably stick with my friend Goff Boyz.
Corvus – 3/5
He's almost restricted to being deployed at every other first planet and he needs a buddy at all times. If you're okay with those two conditions, then he's a very competitively priced combat unit.
Etaywah - 4/5
"Cannot be dealt damage by units" means no plaguebeast, AOE, or other unit abilities, damage can be moved to him, however. Loses a point for no command, but this is one of the stronger Ork units to come out in a while because of its persistent effect and its bargain cost.
Lucky Warpaint

Kingsley - 3/5
Lucky Warpaint is a solid first step on the way to Elites and other powerful units being more relevant, protecting them from powerful and commonplace tricks like Archon's Terror, Suppressive Fire, or Fury of Sicarius. That said, it's a combo card that doesn't help you under normal circumstances, and the opponent can always use that trick on a different unit. If we see more "battle-winning" units like Shrieking Harpy in Ork, this could be a great call, but otherwise I expect this to be more of a niche include.
Asklepios - 3/5
Barring the effect of the Blue trait (as yet unknown to have any other benefit) this is still a reasonably useful attachment, especially in a meta where Archon's Terror is everywhere. For the two-cards-in-one-basket investment to be worth it you still need a decent big unit, however, and the immunity being limited to just events rather than triggered abilities in general is painful, as it doesn't stop Klaivex, Inquisitorial Fortress, Markis, Eldorath or any number of other control effects.
BaraBob - 2/5
I love blue, but including a card to stop Archon’s Terror is not enough. Unless the Blue trait starts synergizing with other cards this one will likely stay in the binder unless you’re trying to make big units work.
Steinerp- 2/5
Do I want to include a card to include a card just to avoid Archon Terror, probably not. If elite decks ever become a thing, maybe. But elites will probably need more universal protection from things like Eldorath and unit abilities.
Corvus – 2/5
I have no use for this card at the moment. Protecting a unit from events isn't that appealing when there are so many harmful non-event effects out there, like, say, Klaivex Warleader.
Etaywah
Lucky Warpaint - 3/5
For Elite-themed decks, this card is a top pick; however, Lucky Warpaint loses a point for its cost and that fact that it is not loyal (WHY is it not loyal with two shields FFG, WHY??? Why do you hate Orks so much?!?), loses another point for being an attachment which is arguably the weakest card-type in the game, and I rate my cards based on how likely they will ACTUALLY make it into my decks. LWP also works in congruence with Gorzod's Sig support which makes non-ork vehicle ork vehicles. Slap this baby on a Goff Nob and giggle while he soaks up damage and swings for the fences. Solid card, will definitely see some use, but its deck-value is entirely dependent upon which units you are running and Orks still don't have many great units that deserve this attachment.
Ravening Psychopath

Kingsley - 4/5
Ravening Psychopath is a solid unit with a solid ability. I suspect it will see common play both for Zarathur and for Ba'ar Zuul, though it is unlikely to be a great choice for Ku'gath.
Asklepios - 3/5
Zarathur likes this card, as its more direct damage, though the timing is a little late for his preferences (he prefers combat actions that can happen before the ranged skirmish). Even so, as another cheap unit that feeds his deck's theme, its a welcome sight, albeit one that is hard to make room for.
BaraBob - 3/5
Zarathur wants this unit so bad, but unlikely to make it to other decks. Remember to you can’t shield the damage to the unit as it is a cost.
Steinerp- 4/5
I don’t have much to say about this card other than it is a very good 2 cost unit. Obviously better in Zarathur where it become a snakebite thug type unit. Outside of Zarathur however he become a much more average unit, still not bad but only a 3 instead of a 4.
Corvus – 3/5
He's playable in Zarathur, and being able to dole out your damage piecemeal is quite strong. His stats looks a lot worse when Zarathur isn't at the planet, so don't get too excited about him.
Etaywah - 4/5
Being an avid Zarathur player, this card is a dream. Enough health to withstand the damage incoming from a plaguebeast or an aoe. Sometimes you need to test the waters with a couple different strikes with Zara, just to test their hand and see how many shields they have or to burn through them - this guy lets you test their hand with 4 damage spread over 2 effects, sometimes 4 damage from 2 effects is way better than 4 damage from 1 source.
Sowing Chaos

Kingsley - 4/5
Sowing Chaos is another card that promises a game that moves more in the direction of bigger units. It's too early to tell on this one, but IMO it has the potential to be really big - in many respects it is similar to Calamity but with the downsides removed. However, if it does become popular it will likely also prove easy to play around in many planet setups. Time will tell, but I'm optimistic.
Asklepios - 3/5
Its like Exterminatus, only with different restrictions. Like that card, despite its ability to massively swing a game it is just too narrow in its opportunity to be a multiple include for many decks. I'm not keen, but maybe x1 copy is a reasonable splash for players who love to keep their options open and their surprises varied.
Steinerp- 4/5
A very nice card with a reasonable cost that Chaos opponents are going to have to play around for a long time. It will gain and lose popularity as it can be played around but don’t be surprised when it is a surprise play at world’s a couple years from now when everyone has forgotten about it.
BaraBob - 2/5
Interesting to see what this card could do to the command struggle for Chaos, but unfortunately it will be relatively easy for opponent to play around this card. Would the card actually be better if it was cost 3 in a Throne of Vainglory deck???
Corvus – 2/5
It will be a fun card the first few times you catch an opponent by surprise with it, but if it becomes commonplace people will learn to play around it and it will go back to being mediocre.
Etaywah- 2/5
I've heard a lot of positive reviews on Sowing Chaos, but I don't buy it, I hate conditional events. I can see some reasons why it could be pretty good against the right decks, and terrible against the wrong decks and the wrong planet flop. I won't run it personally.
Stalking Ur-Ghul

Kingsley - 2/5
Stalking Ur-Ghul is very strong against big units or when paired with Twisted Laboratory, but its downside is too severe for it to see play in mainstream decks at this phase, at least IMO.
Asklepios - 1/5
It feels weird rating a 3-cost 5-attack card badly, but those restrictions, man are they restrictive. Why bother fielding 5 attack if you can't use it as an opening strike to remove a threat? Why bother fielding 5 attack if you can't threaten bloodying a warlord? Maybe some Baharroth or Urien decks will field this to try to boost combat presence, but I think its a trap.
Steinerp- 2/5
I’m giving this guy a 2 only because he isn’t loyal and maybe Zarathur or Kugath can do something with him. 5/3 for 3 is a very good statline but that drawback is awful. Sure there are combos out there, but there are enough units with similar (if not quite as good) statlines (Chaos and Eldar warlord buddies, wraithguard, starbane council, berserkers?, that these just aren’t worth it)
BaraBob - 1/5
Unless giant Elite units miraculously become a common occurrence on the table, this unit is just not worth the cost. A 3-cost warlord groupie which also have a command icon will be a much more appealing card to include in almost all decks.
Corvus – 1/5
Abysmal. The stats on this would be middling even without the text. I've seen the argument that it 'combos' with Twisted Laboratory. Given how much worse the result is than, say, a Blood Angels Veterans and Catachan Outpost, and given how much worse Ur-Ghul is on his own, that's not enough reason to play him.
Etaywah - 3/5
3/5 for me is a half-and-half score, but don't get me wrong, this card is cool. Twisted Lab is a great card that suffers from underuse because sometimes it’s just not that useful if there are no worthy targets - but what if your deck has solid targets, too? Enter Stalking Ur-Ghul. I will be trying out a twisted lab deck with this guy - shutting down all their unit's abilities and simultaneously setting up your own 5/3 at 3 cost is worth a shot. Should be an interesting deck, I hope they put out a few more guys like these for twisted lab. Points lost for obvious reasons: No command and the big drawback if you can't blank him with TL.
Holding Cell

Kingsley - 3/5
In the right situation, Holding Cell can be incredible (imagine capturing your opponent's signature army unit on the first turn!), but if the opponent doesn't draw more copies of the imprisoned card the Cell does nothing whatsoever. Keep in mind that the reaction is not Forced, so you can save it for that Eager Recruit rather than wasting it on a likely-1x Veteran Barbrus - but also keep in mind that this only affects deploy, and not put into play, so cards like Drop Pod Assault or Veteran Brother Maxos can still send in an imprisoned unit.
Asklepios - 1/5
Sorry, no. This card doesn't work. The earliest you'll capture a card is turn 1's battle phase, and even then you're looking at a relatively low % chance to turn the effect into virtual card advantage. Say you take out 1 copy of a 3x on turn 1, the odds are something like 70% of your opponent seeing one copy in the next 20 cards, and 20% chance of seeing 2. That sounds ok, till we think about multiples of a card entering play at once, about the tempo of the game (where early game units are rarely as useful in late game) and the fact that you're costing yourself 1R1C in order to deny your opponent 0R2C under best possible circumstances, 0R1C in most circumstances and 0R0C in some circumstances.
Steinerp- 2/5
This card is just a little slow, can’t start working until the turn after it comes out in most cases. If you can capture a key unit it is great but then they have to draw it again. If it could be combo’ed with deception or something like that I can see it getting better and it will hurt Kugath’s 13 unit deck but it isn’t worth a slot most of the time.
BaraBob - 2/5
Great card that will encourage players to stop running 4 copies of the signature army units… oh wait… Yup, I hate the design of this card in a game where you are forced to include a large number of one unit.
Also the variance is just far too big for cards like these. There are just too many other good cards you want to have in your deck.
Corvus – 1/5
This card comes as close to doing nothing as any card with rules text can. It will do nothing when you fail to kill a relevant unit, when your opponent fails to draw extra copies of the unit you killed, or when your opponent has enough potential plays in hand that blanking one unit isn't holding him back.
Etaywah - 4/5
Clutch card that is very worth a place in plenty of decks. Capture a Klaivex or a Plaguebeast or a signature unit and holy crap. This is the type of card (let’s not forget orbital city) that makes me wish support-control was a bit more cost-effective. I think this card will be underestimated at first then find its way to the winner's circle after a period of under-valuation.
Prophetic Farseer

Kingsley - 2/5
This is a choke card that doesn't choke the thing that people normally care about choking (units). Stripping an opponent of their shields can be useful, and this effect does let you screen out powerful attachments like Plaguefather's Banner, but I seriously doubt this will see very much play, especially since its ability relies on deploying (and therefore doesn't work with Gift of Isha). Pairing it with Visions of Agony to remove people's tricks might be fun, I suppose?
Asklepios - 2/5
The Psyker trait looks to be signposting us to the new Eldar warlord at the end of the cycle, but the card isn't good enough to justify this. It’s also a shame this card doesn't interact with Dome of Crystal Seers.
The real role? A slight boost to a developing Urien mill-deck. The tools aren't sufficient yet, but it’s a good card to see in the card pool, and one to stash away for future re-visiting.
Steinerp- 2/5
Would be great in Urien if it hit units instead of shields. Unfortunately it does the opposite. It might still have a place but will require testing to see if it actually helps more than it hurts (I suspect strongly it will hurt more than it helps). Stats just aren’t worth it for everyone else.
BaraBob - 2/5
We’re all dreaming of that play when we manage to discard the opponent’s 3-shield card. Unfortunately the 3-cost slot is currently busy with units that have better combat stats. No, just because this card is released, you still can’t build a mill deck.
Corvus – 2/5
3 cost for 1/2/4 is just a little too weak to see any play. The reaction is such a minor bonus that it really doesn't change that.
Etaywah - 4/5
I can see that as being the unit that actually pushed Urien to the next level. By next level I mean Urien being slightly less tragic then he currently is. In Eldar, meh, there are better options going around, not to mention No Mercy! being a viable card for Eldorath. In Urien, however, there's a deck-control theme that is getting stronger and stronger every time a card like this comes out. If we get 1-2 more units with deck-control (that have command icons, mind you) we may see Urien start being able to compete. The stats aren’t terrible, either, I would have liked to see 3/4 on this one, but whatevs. In an eldar only 3 stars.
Wraithguard Revenant

Kingsley - 4/5
Another strong early game combat option - just what the doctor ordered for Eldar! There are a lot of situations where I would prefer a free 3/2 unit to a card and resource, and I suspect I would prefer playing or recurring this unit to taking the one resource from Y'varn or the one card from Iridial basically all of the time. Note that this also buffs both the Eldar/Tau alliance (since Earth Caste Technician can grab it) and the Mighty Wraithknight combo.
Asklepios - 3/5
A hard call, as 2R for 0/3/2 is pretty poor really, and the ability text doesn't give that much advantage beyond what command rewards would normally give. Worth it on an Y'varn or Iridial command win, not so much on other green planets. If this was a bonus effect rather than a replacement effect, I'd call this a 5/5, but as it is its hard to include at all, and even harder to include past 1 copy, as its effectively once per planet per phase.
More than any card in this pack, however, I find myself uncertain in approaching this from theory alone: testing is required.
Steinerp- 4/5
Statline isn’t much but if you are trading a 1 resource planet for this it is a great value. Winning command is something eldar are fairly good at so triggering it shouldn’t be the difficulty. Once it gets into your discard pile the value becomes even better. Probably a 2 of instead of a 3 of.
BaraBob - 3/5
Without a command icon you don’t want to deploy this unit, as a Destructor, Reaver or Broken Recruit is just better. Without a way of getting this card into the discard pile for some benefit
Corvus – 3/5
It's interesting, but it might prove very unwieldy. It's only providing a big advantage if it comes in from your discard, and getting it there in the first place could be tricky. Limiting the planets to which you can efficiently deploy a combat unit also isn't great.
Etaywah
Wraithguard Revenant - 5/5
If this did not have a Strongpoint (green) limitation then it would be the perfect card, 5/5 because it's almost the perfect card. The reaction's cost is not too bad, especially considering if you win command at any tri-con then this baby is an obvious choice opposed to the 1c or 1r. It is also a direct counter to the Archon's Palace. The stats are fantastic for the 2-cost already, getting a 3/2 for "free" makes it one of the best cards in the game. I deducted a half a point for the green planet limitation, then gave it right back because it's a drone and can be found with an Earth Caste Technician.
Deathly Web Shrine

Kingsley - 4/5
This card is an amazing autoinclude for Baharroth, but a situational combo piece for everyone else. I really like seeing this, both because it's a cool card and because it gives me hope that we'll be seeing continued support for warlords and themes introduced in the first cycle but not necessarily successful yet - I'm not sure how much play it will actually see, but as an indicator of the design team's intentions for the cycle it's a very good sign.
Asklepios - 4/5
A must-have for Baharroth, and worth considering even for other Eldar warlords, this support brings the Phoenix Lord back into the game. While it's not as revolutionary as Orbital City for Aun'shi, it gives Baha exactly what he's been crying out for: a repeatable combat boost that is good in any stage of the game, whether in the first battle or the last.
Steinerp- 4/5
Is this card what Baharoth needs to compete, probably not. But it is a good step forward. And unlike AM supports or SM events, there isn’t a lot of competition in the Eldar support category.
BaraBob - 4/5
Aka ‘the first non-signature Eldar Support card’. This card will definitely see play in most (or all) Baharroth decks. If using Tau allies the Trailblazers and Wildriders may be enough to include a copy of the support in Eldorath. Best part: Once Talyesin is released there will be a Warp-Spider with an ability that involves Move.
Corvus – 3/5
A reasonable addition for Baharroth. His lineup is somewhat fragile, and he needs to protect himself to keep his signature squad online, so a card that exhausts the biggest threat at his planet could be exactly what he needs.
Etaywah
Deathly Web Shrine - 4/5
Quite obviously a Baharroth card, but can be used in Eldorath as well due to his mobility attachment along with Wild Rider Squadrons and Vash'Ya Trailblazers. The cost is high-ish, but in a faction with great command, this is not an issue. In fact, I was tempted to give it a 3/5 for the cost, but exhausting units is no joke, especially in the case of Wildrider Squad because you can pick when. This is the archon's palace for Baharoth, and a deadly card, 2x in every Baharoth deck for the rest of time.
Striking Ravener

Kingsley - 4/5
Striking Ravener is probably the best Elite that Tyranids have access to, capable of destroying entire armies on its own. The synergies with Heavy Venom Cannon and Dark Cunning are obvious (and impressive) - I suspect the existence of this card will be a substantial power boost for most Tyranid decks. If this is what the future of Elites looks like, I'm quite enthusiastic!
Asklepios - 4/5
Another great elite: something that Tyranids are making something of a theme out of. Its not as overwhelming as Shrieking Harpy, but its definitely up there as second best Tyranid elite, and isn't infestation-dependent. Few factions can work elite-centered decks, but between easy Fall Back, Regeneration and (yep) Heavy Venom Cannon, tyranids are a faction that can. Be on the lookout for this card in Old One Eye decks.
Steinerp- 4/5
Nids, OOE in particular, need support from there heavies. This guy does that very nicely. He will quickily jump into the number 1 or 2 slot in the nid elite along with the genestealer pushing the Haurospex and Harpy out of decks if they are still in there.
BaraBob - 3/5
The card that makes you want to play Heavy Venom Canon or Acid Maw. A card that can seal the deal in the final battle, but requires a big setup. Will enjoy munching through hordes of AM weenies, but could struggle with tougher opponents such as SM.
Corvus – 3/5
This guy requires some setup to be good, but some of that setup plays into the Tyranid's strengths – using Regeneration to keep him alive and making sure his reaction triggers with cards like 'No Mercy!'. He still suffers from the problems common to all big units, but at least in this case there's a potential payoff.
Etaywah- 5/5
5/5 will use in my 3x No Mercy/3x Fall back elite Old One Eye deck with Stalking Lichtor for months to come. 4/5 if it had one less command but the 2 command put it over the top for me. This is a fantastic card - ESPECIALLY in tyranids - the faction that uses No Mercy! the most. To any detractors to a 5/5 rating, take a look at the limit once per phase limitation... oh yea, there isn't one *drool*. Under the proper circumstance, you can clear out an entire army with this one unit... in one combat round.
Acid Maw

Kingsley - 2/5
This card grants you super-Armorbane, piercing even effects like Indomitable or Glorious Intervention. However, I'm not sure that paying 2 resources for this effect is worthwhile. While putting it on a unit like Virulent Spore Sacs or Volatile Pyrovore can be pretty awesome, I don't think that is worth the card slot and 2 resources under normal circumstances.
Asklepios - 3/5
Notably bypasses Indomitable, Glorious Intervention and KFG, so its kind of like "Armourbane plus". However, as a point of comparison Venom Cannon might cost more, but has 2 shields for those times the card isn't useful, and packs more punch. This makes Acid Maw hard to include, if it weren't for Striking Ravener, but we'll likely see some decks that run 3x of both, plus all the pro-Elite tech the game can offer. Likely this will be an Old One Eye deck, as Lurking Hormagaunt with Acid Maw isn't at all bad either, if expensive.
I can see this being a divisive card: one that you can't include blindly, but which you might build a solid combat aggro deck around.
Steinerp- 2/5
I was going to give this card a 3 and compare it favorably to Heavy Venom Cannon. You lose the AOE option but it costs less and it can be attached to anything. Then I remember the cannon has 2 shields and gives plus 2 attack in addition to the armourbane/AOE option. Still I wouldn’t entirely dismiss this card it shuts does forcefields, indomitable and other non-shield damage reducers.
BaraBob - 2/5
This card could see some use if the new Unstoppable specialization becomes a big thing. Until then it is too little benefit to warrant the inclusion of a one shield card you will most likely not play.
Corvus – 1/5
Nope. Feel free to revisit this card if, at any time in the game's future, murdering big units becomes harder. Since armorbane prevents the enemy from shielding 3 damage at most, this card seems like a much worse Ion Rifle unless you're really worried about Indomitable and the like.
Etaywah
Acid Maw - 2/5
Good in some decks, a total waste in others. If it had 2 shields I'd give it a 4/5 because it would be clearly better than the heavy venom canon. It turns Haruspex and Striking Ravener into monsters, but they are so easily retreated by archons, etc, so "doubling up" on elites with solid effects is still not a viable strategy, 7 resources for an elite with an attachment is wayyy too much to be spending on something that probably won't even get to happen.
- MrWizard likes this
28 Comments
I always breathe a sigh of relief when my ratings more or less match Kingsley's.
The main thing I notice here is that Worr and his signature squad have four out of the top five slots. Methinks we'll be seeing a lot of him as the game progresses...
Ok, this is the review I sent to Steinerp before seeing this article was already up.
Warning: wall of text ahead!
Assuming replies to articles work like forum posts he could edit his reply to mask the review for those who just want to scroll through like so:
Because the actual article was posted too quickly, and we weren't ready. Mine come tomorrow.
Right, plus for brevity its good to limit the number of reviewers.
Me, I like dancing around in the centre of attention, so I got mine done double quick
Rightfully so. You deserve the attention for your work. As for too many reviewers, I get your point. Taking a look over at the Core Set reviews for 2nd Edition makes my brain spin from so many reviewers.
@Corvus
Thanks for the advice about putting in between spoilers, I didn't think about that.
About the length, well I didn't fathom it could be a problem, but if it is I'll try to be briefer. I just wanted to add as much insight as I could.
Because more for me to read. Score.
I wonder if Stalking Ur-Ghul would have been better with like 10 ATK. It would still be mostly pointless, since being limited to already-damaged units means it's usually no better than like 2-3 ATK with Armorbane, but at least then it would be certain death to what it gets to swing at and an actual reasonable combo with Twisted Lab. It'd be kind of like having a telegraphed Klaivex that only gets to kill one unit instead of two and doesn't have the command hammers in case he sticks around. (Man, I always get depressed when I remind myself how overpowered Klaivex is.)
It contradicts a little what I posted in my own review but I've been thinking about Searing Burst Cannon a lot and it's really starting to grow on me. One Catachan boost means your Warlord is one shotting any other warlord in the game (even Ku'Gath with Banner) unless a shield gets used. Even without a Catachan boost, your warlord can pop any command capper in the game in one shot if a shield doesn't get played (even Sanctioned Psyker). It can create some real battle math issues for your opponent when they're trying to decide if they have enough shields in hand. It's a subtle psychological effect + event/attachment choke rolled into one and I think it's going to be a lot better in practice than it's being reviewed for.
Commisarial Bolt Pistol links to Anxious Infantry Platoon. just saying...
By the parameters in the article (would you include it if it wasn't required), it's 5/5 for me because 3 shields and can attach to the warlord (boosting warlord's attack is good, even if your opponent can cancel the boost; plus For the Tau'va is a thing, though not in every Starblaze deck). Compared to other signature attachments, it's maybe 2/5 or 3/5 IMO, only because not every sig attachment can attach to the warlord, and it's not terrible.
Searing Burst Cannon is only good if your opponent plays poorly or is unlucky and isn't drawing shields. A single one shield icon completely turns it off and any competent player will see it coming a mile away and plan accordingly. In my testing it has NEVER worked, either against me, or against someone else.
Bottom line for me is that it's a card that punishes bad and unlucky players. So the question becomes, when you're playing against a skilled player, do you play this card and hope they are unlucky and aren't drawing shields...or just play it as a three shield card yourself? Which seems like a more reliable play?
Searing Burst Cannon is good in some board states and not in others. That seems like a fairly balanced card.
With that said. Do I suspect I will be playing it more for shields than for its effect? Yes.
My read on it is that if this card was for a command weak warlord, it'd be poor, as even a 1-shield negates it. However, you put in the context of a warlord that has perhaps the best command strength in the game (ok, maybe Eldorath comes close) and you can very much limit your opponent's card draw, and force them to burn shields to avoid big damage, which in turn leaves them short of shields at other times, and leaves them short of events for affecting the combat in other ways.
Its the context that makes Searing Burst Cannon great.
I'm personally confident that this card will be used mostly as an attachment. Perhaps not as often as Tempest Blade or Glovodan Eagle, but certainly more than most signature attachments.
I'm really sorry I've missed this thing, damn. Great work guys
nothing to add.
Its en route. They take a while longer, of course.
Oh, btw Steinerp, re: image limit, Pipes messaged me just after a my last splitting of Chime of Eons and let me know the image limit is now 35 images per article, so you may be able to add these on if you like.