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Descendants of Isha Warpack Review

warhammer 40k conquest warpack review Descendants of Isha

Before I get started I would like to thank like to thank the reviewers that submitted their initial reviews in an extremely timely fashion. If you are interested in submitting a review people let me know.
I will 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, use other Warlords as point of comparison, and account for their signature cards in their strength.

For Signature cards, rate them 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
Primal Howl 4.8
Slaanesh’s Temptations4.4
For the Tau’va 3.8
Baharroth 3.6
Inquisitor Caius Wroth 3.6
The Emperor’s Warrant 3.6
Twisted Wracks 3.6
Urien’s Oubliette 3.6
Banner of the Ashen Sky 3.4
Vior’La Warrior Cadre 3.4
Baharroth’s Hawks 3.2
Ichor Gauntlet 3.2

Cry of the Wind 3
Made Ta Fight 2.8
Squiggify 2.8
Urien Rakarth 2.6
Big Shoota Battlewagon 2.4
Space Wolves Predator 2.4
Ancient Keeper of Secrets 2.2
Rakarth’s Experimentations 2.2
The Shining Blade 2.2
Hallow Librarium 2
Doom Siren 1.8
Shrieking Basilisk 1.4

The Reviews
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Baharroth
Milchtee-5/5
2 ATK and Mobile is really, really good on a Warlord. Flip command somewhere, take an easy fight -somewhere else.

Steinerp - 3/5
Mobile is a nice ability but deck building is going to be crucial with this guy. A poor command squad. He will struggle with planet 1 which some say is important and with everyone having access to “ambush” style combat tricks, mobility is much less valuable.

Corvus - 3/5
The ability to pick between one of 3 battles with your warlord and the ability to trump a command struggle then go fight elsewhere are both very powerful. I like Baharroth's mechanics and I hope it leads to a distinct playstyle that will resonate with a specific kind of player - exactly what a warlord in this game should do. Competitively, he seems a little weak on two fronts: finnicky signature cards and competition from Eldorath, who does a better job of playing to Eldar's strengths in the control game.

Killax – 4/5
A great and solid Warlord that despite it’s 2/6 body is very hard to get pinned down and bloodied. Being able to ‘steal’ Command is probably the best aspect of a Warlord and Baharroth does it like no other.

Kingsley - 4/5
Baharroth is a powerful and adaptable Warlord. His Mobile makes him difficult to hunt down and allows him to snipe command very aggressively. Overall he strikes me as slightly weaker than Eldorath, but certainly a legitimate alternative - his matchups look very different.

FedericoFasullo - 4/5
Really a decent warlord. I'm love with him. It's a bromance. Mobile on a WL is so a pain, you can win the struggle and then go to another planet to snipe opponents little units. The mechanic that this guy carry is lovely and both (you and your opponent) need to wide the vision of the potential incoming battle which is not anymore on a single planet. It's a really tricky WL, unlike Eldorath or Ragnar, Baharroth can move every turn so you need to focus a lot.

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Baharroth's Hawks
Milchtee-2/5
Really poor stats. 3-cost for 2 command is alright-ish, but the 2 HP and 0 ATK hurts it a lot.

Steinerp - 2/5
Soaring Falcon has 1 more base attack, 3 more hit points and doesn’t make it into decks. Granted going to 3 attack is nice but it doesn’t make up for this.

Corvus - 3/5
Having additional 2 command units in your signature squad is huge. If your warlord isn't being pressured, their base 0 attack isn't that much of a downside. When your warlord isn't present using mobile to get away from a battle is usually the correct choice anyhow. However, the fact that they get completely shut down in a fight where the enemy bloodies your warlord or forces him to retreat could easily lead to a huge swing for your opponent. The fact that your warlord is the linchpin for these guys means that your opponent knows exactly what he needs to do to crack your army, and that's bad.

Killax – 3/5
A very decent unit. With a downside to keep it fair. However in combination with cards like Death from Above can really make a huge swing in your favour. Obviously their strongest point is not Combat but they are very able to dominate Command.

Kingsley- 3/5
While this unit would have been amazing out of core, three cost two command units aren't as relevant as they used to be, and the 0 attack without your warlord present is a very significant downside, as it seriously degrades your Gift of Isha plays relative to Eldorath. However, it's not all bad - with your warlord there, you're getting a 3/2 mobile with 2 icons for 3, which is pretty darn good, and you can always Mobile away from other fights. All in all a decent but by no means impressive unit.

FedericoFasullo- 5/5
They are like soaring falcon on steroids. Even if without Baharroth himself they cannot fight, they can make a mess if you let your guard down. The Baharroth's opponent need to see how mobile units will fight among 2 or 3 planets and if he's not used he will get confused. The hawks do both a decent struggle and fight. I've played against them and they are really sneaky, I saw them fight only in the very last battle but they were always the MVP.

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Banner of the Ashen Sky
Milchtee-3/5
Essentially a cheaper Catachan if you're willing to jump through some hoops. Disappointing for a signature support.

Steinerp-2/5
I like the ability but the timing on it is awful. You have to trigger right after you move so it telegraphed and if they have ranged or initative you are just putting a bullseye on your head. As such this will in most cases target the warlord. That being said, I think seeing this card is key to the deck doing well as it gives your units some decent punch. But combo’ing one bad card with another is rarely great.

Corvus - 4/5
A cheaper Catachan Outpost whose situational trigger can easily be met by your warlord? Sure, sign me up.

Killax – 5/5
This card for Baharroth is basically an Catachan Outpost for half the cost. Which makes it incredibly good for its cost.

Kingsley- 3/5
A conditional Catachan Outpost for 1 cost fewer. I'd rather have a real Catachan Outpost, but this card isn't bad - just not amazing for a signature support.

FedericoFasullo - 3/5
Meh, it's a very poor effect for a signature location. It would have been more useful if you could run more copy of this card.

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The Shining Blade
Milchtee-3/5
I find this really hard to evaluate since it's a mechanic we're not quite used to seeing yet. It might be nice to snipe command units.

Steinerp - 1/5
This card has dream potential all over it. But most of the time you will want to kill whatever is in front of you. Even a lowly rogue trader is better dead than having safely retreated to HQ where it will trigger next turn, despite being exhausted. Should be a 2 but I gave it a 1 because of the ability to play it on opposing units makes 0 sense.

Corvus - 2/5
Assuming playing this on your opponent's mobile units is somehow disallowed, this will be great in a few narrow situations: when you sidestep a fight and get to attack into something harmless like a Void Pirate, or when you're winning a fight decisively and can afford to spend an attack on some collateral damage. Even then it's much less impactful than some of the better signature attachments, and I can sadly see it being tossed for shields more often than not.

Killax – 4/5
I’ve seen a lot of discussion about this card. A single thing that works really well is that it’s only costed 1 and has 3 shields. In my book the effect is also much better as most people like to give it credit for because Baharroth is able to damage ‘set ups’ very well with it.

Kingsley-2/5
The effect is cool but not very useful - the main use of this card is to put it on your opponent's Mobile units, which I think can't have been intended. Thankfully, that's situational enough that I suspect the real main use of this card is as three shields.

FedericoFasullo - 1/5
3 shields. I really don't see a single scenario where I would say something like "oh, lucky me I draw The Shining Blade". And IMHO it's really un-fluffy, this blade can make you attack from a planet to another? If someone have a technology to create such thing he will use that power just to make a plain attack on the very planet he's fighting.

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Cry of the Wind
Milchtee-3/5
Rather limited in its scope, it's mostly an extension of what you can already do with Baha and his Hawks.

Steinerp - 4/5
I love this card because it isn’t limited to your units/warlords but only marginally useful. When used in the right situation however it can be game winning

Corvus - 3/5
A pretty straightforward card. Use it to get your warlord to distant fights, bring a distant mobile command unit into a fight, and occasionally mess with your opponent's Mobile, Plannum moves or Kau'yon strikes.

Killax – 3/5
A free event that allows you to move your Mobile units father away or get Baharroth out of a situation if he’s ‘hunted down’. Additionally you can stop your opponents Plannum plans.

Kingsley-4/5
Cry of the Wind provides lots of versatility to Baharroth and his signature squad's commitments, while also benefiting Eldar staple Wildrider Squadron. Further, it can even be used to counter your opponent's Mobile or other moves, or even with Plannum! All in all a strong card.

FedericoFasullo - 2/5
It's a little bit situational and it's more useful to contrast opponent's card (eg: Sicarius chosen, Kauyon strike or just opponent's mobile units). Most of the times is a shield.

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Urien Rakarth
Milchtee-4/5
Having 8 cards to start with is awesome in a game with one free mulligan. The ability is pretty limited but who cares? 2 ATK and 8 cards!

Steinerp - 3/5
I’m not convinced by him yet. Like Baharroth, deck construction balance is going to be key. Also like Baharroth, he has a very solid existing warlord to compete with. At least he different than Kith whereas Baharroth is just sort of a different Eldorath, but is better? I’m wary.

Corvus - 2/5
None of the 5 existing torture events are outstanding, even at a discount. Foregoing the font of endless Khymeras that is Kith is asking a lot, and Urien doesn't deliver. His signature cards start him at a command disadvantage and investing too heavily in Torture pushes him further in that direction. He either won't get that much use out of his ability (under which case why bother playing him?) or he'll run the risk of being overrun by simpler strategies that put boots on the ground, then subsequently lodge said footwear up his scrawny backside.

Killax – 4/5
Another great Warlord by itself and it allows Dark Eldar players to play a removal game not unlike Chaos in all it’s aspects. A 8-7 start also is very great and the Warpacks have been kind to Urien in order to allow him to build a deck for himself. Watch out for swarm decks however.

Kingsley- 2/5
After some testing with Urien I'm sorry to say that I think he is quite bad. His ability is basically a downside (the regular events at the regular cost are better than the tortures at -1 cost and the regular events at +1 cost), and while he has some cool combos and can provide strong knowledge of the enemy deck, this knowledge doesn't get you very far without endgame power. It's possible that I don't know how to build him or that he hinges on cards that have yet to come out, but as it stands he seems worse than Kith even before you consider the free Khymera tokens.

FedericoFasullo- 2/5
Finally a warlord inferior to Ku'gath. His ability is really a huge drawback since DE's events are so strong. And at the moment Torture events are not that good. So basically you have two drawback and not a single benefit (8 starting cards maybe?). I really don't see a reason to play this WL over Kith.
Maybe you're saing "hey, I can make my opponent bloody Urien so I will play archon terror at normal cost" sounds like a good plan but his bloodied side has very poor statistics (unlike Cato, Kith or Straken).

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Twisted Wracks
Milchtee-1/5
This guy is rather solid at combat but seriously? No command? He gets 1/5 because you only get 2 copies of him.

Steinerp - 4/5
Very solid card. If you had the option of more than 2, you would take it. Just missing that little command icon. But probably too cheap as is.

Corvus - 3/5
A respectable mid-sized combat unit, but nothing special. With only two in the deck he'll have much less of an impact on the game than most signature squads.

Killax – 4/5
They are among the best signature Army units in the game. The only thing that really stops them from being insane is the fact they are only included twice in Urien’s signature cards.

Kingsley- 4/5
This unit has great stats for the cost and a strong ability to boot. The lack of command is all that keeps it from being a 5/5.

FedericoFasullo- 3/5
I mean, no hammers no glory, but they hit hard.

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Rakarth’s Experimentations
Milchtee-1/5
Yeah...this is going to just be 0-cost: Deal 1 damage to enemy Warlord most of the time. Except when you name a card type he actually wants to discard, than it does 0.

Steinerp - 3/5
It is free, it is a torture event but it has a limited effect and allows opponent to decide which of the limited effects is less impactful. But it is free.

Corvus - 1/5
The times in a game when I won't trade a damage on my warlord for a card out of my opponent's hand are few and far between. You could always pitch this card to ready your Wracks, but the same would be true for a blank event with the torture trait.

Killax – 3/5
A free event for Urien with a decent effect that can add up against 2/6 Warlords quite fast (although the 1/7’s aren’t nearly as hindered by it).

Kingsley- 2/5
Repeat after me: opponent's choice effects are bad. Opponent's choice effects are bad. Opponent's choice effects are bad. Under most circumstances this card doesn't really do anything, though it has some use as a deployment stall and as a tool to get Hypex Injector going. If Urien could make a credible hunt deck this card would become much better, but right now that seems unlikely - and honestly, even when the opponent's warlord is low HP this doesn't do all that much.

FedericoFasullo- 2/5
Let's face it: you are going to use 4 slots in your deck for this. The best use of it is to discard that card for the Twisted Wracks.

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Ichor Gauntlet
Milchtee-5/5
This here is the only way to make all the Torture events go from meh to good.

Steinerp - 3/5
Nice ability but this is a case where exhausting your warlord with 2 Att/6 HP in combat is rarely good and half the torture cards are combat only. That said doubling soul seizure during the HQ phase is good value.

Corvus - 2/5
The biggest strike against this card is that it sets you back on the turn you play it - you're getting two torture events for two cards, some resources, and an exhausted warlord. You'll need to get several uses out of this before you start gaining any value from it, and given that you need relevant torture events in hand and exhausting your warlord can sometimes be suicide, that could prove tricky.

Killax – 5/5
Among the best Attachments in the game. The additional exhaust effect seems like a downside but getting double removal/discard in return is amazing. Exhausting your Warlord is also always a process of combat and if doubling up the removal doesn’t get the job done I doubt Urien himself would have been able to do it otherwise.

Kingsley- 4/5
The upside of this card is huge - duplicating a powerful event can be critical at the right moment! The downside, however, is also huge - Urien's squishy, and exhausting him in the middle of a fight is pretty risky (exhausting him in the Deploy phase is even worse). This card is powerful enough in the right situation that I'll still rate it 4/5, but use this carefully!

FedericoFasullo- 2/5
With this attachment you can suck twice! Yay!

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Urien’s Oubliette
Milchtee-4/5
Information is nice to have but not as crucial in Conquest as in some other card games. Still, it's a great support to have when you do draw it.

Steinerp- 5/5
5 is probably too high but 4 is too low. Being able to discard known cards at will is great. Giving the draw when they are getting Ragnar warcamp isn’t bad either.

Corvus - 2/5
At its best it's preventing a single good card from going into your opponent's hand, and if your opponent is drawing 4-8 cards that turn the effect just isn't that impactful. Getting to see your opponent's draws is nice, but not at the cost of having one fewer card and resource to help you deal with them.

Killax – 4/5
Gaining information from your opponent and possibly discarding the bombs out of his deck is quite the effect for a Support with this cost. It isn’t likely to win you your games directly but it does prevent your opponent from coming back or winning the game.

Kingsley-5/5
This card provides amazing knowledge of what your opponent has going on. It's the best part of Urien's signature squad by far, and if there were a way to get it out more consistently I would be much more confident in Urien overall.

FedericoFasullo 2/5
Knowledge is power, but as queen Cersei once said "power is power" and this card has no power.

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Space Wolves Predator
Milchtee-2/5
Cute effect, but it's too expensive to matter.

Steinerp-2/5
Nice effect but too expensive and doesn’t work with blood claws. Probably better in Cato who can afford it.

Corvus - 2/5
Outside of cheating it into play with Blood Claw Pack, there's not much to be said about the card. The enemy will often be able play around this by not committing to Blood Claw planets, and in that scenario you're left with overpriced units on the board and unaffordable units in hand. That's too big of a downside for me regardless of the positives, so count me out.

Killax – 2/5
This card got his own synergy with Blood Claw Pact and because of that isn’t always the most expensive thing in the world. To add to that, despite its cost, the ability on it is very impactful.

Kingsley- 3/5
Another card that needs further testing to determine its place. It might well be too expensive to see play, and the stats aren't great - but in some cases the ability basically says "You win the game". Time will tell...

FedericoFasullo- 3/5
Well, now we have a reason to play Blood Claw Pack.

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Primal Howl
Milchtee-5/5
2-shields, check. Ancestral Recall when you bump into the other dude, check. Easy 3-of in 95% of SM decks.

Steinerp- 5/5
The only problem here is card slots. Marine decks are built on flexibility and have 50 good cards to put in there decks already.

Corvus - 5/5
Free card advantage that doubles as a 2-shield card in a pinch? This card is great. It'll fit in every marine deck, but against Ragnar it might be even more of a disincentive to commit to the same planet than his Reaction.

Killax – 5/5
An amazing free event in a faction that arguably already has the best events in the game.

Kingsley-5/5
This card is amazing. I suspect all SM decks should play it, and while I'm not sure if the final number will be two or three copies, I am sure we'll be seeing a lot of this in days to come.

FedericoFasullo- 4/5
AUUUH! Scream for this card. Really lovely, draw effects are always welcome and with 2 shields it's even better. This card is designed for Ragnar but also Cato can abuse of it. So few things to say, you just need to pack your Tallassarian tempest blade and go for it.

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Hallow Librarium
Milchtee-3/5
Pretty interesting uses if your playstyle is to spread fights across multiple planets. The -2 ATK actually lasts the entire phase, which makes duelling 1v1 a breeze.

Steinerp- 1/5
A limited reverse Catachan Outpost. I just talked about how Primal Howl will have to fight for a card slot. This card will too, just the fighting will be with Raven Guard Speeders and Blood Claw Packs for best spot in the binder. It deserves a 2 on merit but gets the 1 because of its competition.

Corvus - 2/5
The 'without an enemy warlord' clause means that this card will be useless on some turns. It's obviously better than Catachan Outpost in drawn-out fights but it's also much less proactive. The card isn't terrible in a vacuum but right now there's no deck that needs it.

Killax – 2/5
The implication of this card is very limited due to the fact that it can’t be used if an enemy Warlord is around. Because of that and the fact Catachan Outpost is available to SM this card feels very sub optimal despite its otherwise very decent effect.

Kingsley- 3/5
This card is quite difficult for me to rate. I doubt that it will see much play, but that isn't really thanks to any lack of strength but rather the fact that it's weird. However, an anti-Catachan Outpost that lasts the entire phase can be quite good - the question becomes whether the restriction on the enemy warlord's presence makes it too weak. My view is no - in a Ragnar deck, for instance, the opponent already wants to avoid your Warlord, and this card punishes them for doing so. This is also a good way to protect your own Warlord while they go sniping down the line - Ambush cards, Gift of Isha, Drop Pod Assault, Staging Ground, etc. all become much less potent at putting damage on an exhausted Warlord if you have this waiting in the wings.

FedericoFasullo- 2/5
The effect is really strong but there's a little problem about cost ratio and that supports has no shields. I believe it's a balanced card, I would have rated 3, but in my humble prediction it won't see play so much.

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Big Shoota Battlewagon
Milchtee-2/5
It's an interesting card, essentially 8/8 in stats spread out over multiple units. Having only 1 command hurts, and 6-cost is too expensive.

Steinerp- 3/5
Expensive but the ability to explode is nice. Sadly this is another ork card that is probably better in AM with Coteaz or Chaos with Zara

Corvus - 3/5
This unit is a bit overpriced for the stats and ability it provides, but the opponent can't ignore it, doesn't get much ahead from killing it, and needs a big attacker and Area Effect to deal with it efficiently. Like most expensive units it's very weak to rout, but the synergy with Fall Back/Tellyporta Pad, Battle Cry, and perhaps Made Ta Fight make it worth considering.

Killax – 2/5
This card does give Orks a great finisher. Although it feels slightly overcosted we do see a trend that seems to point towards having +1 Cost for the Elite trait.

Kingsley-2/5
This card has potential, especially when used with Fall Back! Again, though, the stats aren't good enough for the price point, so you need a combo of some kind (Fall Back! + Tellyporta Pad?) to get this one to be worthwhile. Unfortunately, it does not combo with Coteaz in the way that many were hoping, since sacrifice isn't destroy.

FedericoFasullo- 2/5
Me no like it. Wagon coztz 2 much. Orks fights, Orks no collect ta money. Wagon haz poor dakka. Thiz kard needz more dakka.

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Made Ta Fight
Milchtee-1/5
I don't even know why FFG bothered printing this card. It's super restrictive in its use, uses printed ATK instead of just ATK which might have given it some combo potential, can only target non-warlord units at the same planet, only provides 1-shield, and still costs TWO to boot. Toilet paper.

Steinerp - 3/5
It’s not bad and has some combo potential, but not awful either. Getting 9 damage off on up to 3 different targets a humble flamer with one attack phase is nothing to be laughed at.

Corvus - 2/5
Tzeentch's Firestorm is a middling card and good illustration of why 'burn' is okay but not great in this game. To justify playing this card you'll need some really high ATK units, which generally don't stand on their own merits. I look forward to some Possessed-Fall Back-Made Ta Fight combo deck proving me wrong.

Killax – 3/5
An upgrade to Noble Deed which by itself is quite good. Granted both Orks and AM gain little from this effect it does work well potentially for Zarathur ‘upping’ the damage even further.

Kingsley-3/5
A decent but not amazing combat trick for a faction that lacks them. This one might be best in Zarathur - Attack + Sacrifice + Made ta Fight on a single Zarathur's Flamers can clear out an army!

FedericoFasullo- 3/5
It's a kill effect not bad. It costs a lot but it can deal a lot of damages. It's more suited for Chaos of course.

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Squiggify
Milchtee-3/5
The ruling for 'set' is that its constant, meaning you can't buff the unit's attack after it has been Squiggified (it'll still be 1), which makes it pretty alright. 3-cost is pretty steep, however, considering there exists a card for 2-cost that actually removes the unit from the fight entirely...

Steinerp- 2/5
This card just costs a bit too much. For three you could justify turning it into a Snotling. The “set” rule applying last is useful however. I would prefer Staging Ground + unit most of the time.

Corvus - 3/5
The high resource cost makes it very situational, but it's still the best thing Orks currently have to deal with big threats. Since some Ork decks have little use for Battle Cry or Dakka, it'll see some play if only for the two shields.

Killax – 3/5
This card for Orks feels a bit over costed for its otherwise great effect. Granted most Ork cards feel this way even after all the Warpacks that came out. It’s all decent but nothing amazing.

Kingsley- 3/5
Another mediocre Ork combat trick, Squiggify is quite powerful but also quite expensive. However, it also provides two shields, and I think will make it into many Ork decks for that reason and the fact that it probably has more utility than some of the other two-shield options available to Orks.

FedericoFasullo- 3/5
Not bad at all. It's pricy, have to say, but it's really useful against Space Marines, so you need this instead of Waagh/DakkaDakkaDakka if your meta has a lot of them. A little bit underwhelming against Dark Eldar though but since it's loyal you can count on the 2 shields.

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Ancient Keeper of Secrets
Milchtee-1/5
Another Big Dude with poor stats and an effect that's merely okay.

Steinerp- 3/5
Being able to ready a 5/5 is good. Unfortunatly most of your cultists will be sacred bringing her in.

Corvus - 2/5
On the plus side, it's one of the best units to put into play with Y'varn, since it can be readied immediately after you commit with it. On the other hand, it's a 7 cost unit, and if you're rarely going to pay the actual cost Heldrake might still be better in the same role.

Killax – 2/5
I think this card might eventually see some play if we get a Chaos Warlord that is focused around recursion and can bring this card in for something different than it’s orginal cost. Currently it holds no place in any Chaos deck or other faction.

Kingsley – 2/5
The ability is strong - very strong - but the stats just aren't good enough - 3/5/5 is really bad for 7, and in a fight where you can repeatedly activate this guy they'll probably be able to focus him down. I think Ravenous Flesh Hounds frequently pose more of a problem to the opponent, and they cost substantially less.

FedericoFasullo 2/5
Overpriced. His effect is huge and he's a strong hitter, the main problem is that most of the times all your cultist will be sacrificed to deploy this dude so it's ability won't be used. I don't think we will se him a lot, chaos has already better Deamons.

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Slaanesh’s Temptation
Milchtee-4/5
2-shields for Chaos finally! The uses for this attachment are pretty interesting, though it's likely to result in a net loss of resources/cards for the Chaos player overall. The fact that it semi-forces the Warlord deploy, however, is what makes this card pretty great.

Steinerp – 5/5
Testing will show how powerful this is but this card can/will wreck havoc on plans especially turn 1.

Corvus - 5/5
It will do a lot of work even if just costs the opponent a few resources during 1 deploy phase and forces the enemy warlord to commit to an irrelevant planet. If you can actually prevent the enemy from commiting here for a few turns it will probably close out the game. And if there's really no way to attack your opponent's resources with it, or you draw duplicates, it's still 2 shields. Also has great synergy as a follow-up play to Heretek Inventor.

Killax – 3/5
This card would have been amazing if it was in Dark Eldar. Currently it does have its uses but the main strength of Chaos does not lie in Choke options. Despite this it comes with 2 Shields which are very functional for any Chaos Warlord.

Kingsley – 5/5
This card is great. It really messes with your opponent's deployment and commitments, and the only good counter to it is Even the Odds - plus, it's another two-shield card, which Chaos have been desperate for since Core. I suspect this makes it in at three copies in all Chaos decks for the foreseeable future.

FedericoFasullo- 4/5
Pretty brutal. This is a choke card. The most common scenario is this: attach this card to a stupid planet and wait for your opponents warlord to go there. Slaanesh's Temptation costs only 2 so even if your opponent will deploy only two units it's repaid. It's even a good finisher. I'm playing 3 of it due to the number of shields and that it's useful in every turn. You won't play it only when the last planet is Carnath.

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Doom Siren
Milchtee-3/5
There aren't enough good AoE units in Chaos or its allies yet, but it's potentially useful in the future. Right now it's just 2 shields that you won't use, since Slaanesh's Temptation is better.

Steinerp- 2/5
Maybe in the future when there are more targets for it.

Corvus - 1/5
One of the most hilariously unwieldy cards I've ever seen in any game. The cost is prohibitive, both in terms of up-front resources for the unit/attachments and the need to sacrifice, the board states where it's relevant are nonexistent, and the actual effect - Area Effect 2 is the most you can do and that's with Blight Grenades - is fairly minor.

Killax – 3/5
This attachment currently holds no real value. Despite this the card itself can be really good in the future if Chaos will have more AoE units available. This card is one for the future.

Kingsley – 2/5
Cards in the game that this can be usefully attached to: Kabalite Strike Force, a Nurgle unit with Blight Grenades also attached?
Good cards in the game that this can be attached to:

Presumably this is one for later?

FedericoFasullo- 1/5
I don't want to rate this card for its potential because I'm kinda pissed off. Chaos has no decent area effects at the moment. Do not print cards for area effects. But even if Chaos haded a decent aoe unit this card still wouldn't be a good. I mean, you spend 2 resources to destroy one of your unit. Meh.

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Shrieking Basilisk
Milchtee-1/5
Yay, more Big Units! /s Ranged, 3 icons and 3/5 are pretty solid stats, but the ability is all kinds of disappointing. I'm paying 6 and landing an attack, and it only exhausts the support card? Like, not even destroy? It's so easy for enemies to play around this and use their supports before you even get to land an attack.

Steinerp -1/5
Too expensive and most of the time supports will already be exhausted. I’d rather take a Russ for one less.

Corvus - 1/5
Because Preemptive Barrage exists, the mediocre Leman Russ is a better unit than Basilisk in almost every way. It's way too expensive, the reaction is almost laughably irrelevant, and the stats are not what you need from a huge ranged unit - if you're planning on hitting first you'd like more ATK and need less HP.

Killax – 2/5
This card almost is good enough if it actually destroyed the Support card instead of exhausting it. This is mainly true because most Support cards if used at all can be used before this thing can attack. Making it not even that useful against the factions who rely more heavily on Supports.

Kingsley - 1/5
Like all anti-support cards, Shrieking Basilisk is overpriced by one, and the antisynergy with Preemptive Barrage doesn't help. Play Leman Russ Battle Tank instead - honestly, I'd probably do that even if this card cost 5.

FedericoFasullo- 2/5
No, this card it just costs too much, I've read a lot of good opinions about it but, no, it's not a big deal. Even exausting a support is underwhelming because most of the times your opponent just need to use that support before the Basilisk will attack. Nope. A lot of nope.
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The Emperor’s Warrant
Milchtee-4/5
Really strong effect if you ever get to fire it off in the right conditions. Essentially 1.5ish-for-1's by exhausting the high ATK (not printed ATK, so it combos with Catachan Outpost!) dude and killing something else off.

Steinerp-4/5
It’s not broken due to the limitations but it is very, very good. Shuts down 2 enemy units hopefully which will turn 90% of battles.

Corvus - 3/5
A running theme of this pack seems to be situational 2 shield cards, and this one certainly qualifies. A card that often gets pitched for 2 shields is far from a wasted deck slot, and on the occasions where you get to exhaust your opponent's biggest unit to kill something else it will be an all-star.

Killax – 4/5
Great events in AM are a rare sight. This however is one of them and I can’t think of any reason why an AM player wouldn’t play it. The limitation is the only thing from making it insane.

Kingsley - 4/5
This is a strong trick, and the downside of the opponent's warlord blocking it is broadly mitigated by IG (especially Coteaz) being good at threatening a bloody/kill with cards like Preemptive Barrage, To Arms!, and Catachan Outpost. Two shields means this one will probably see a lot of play.

FedericoFasullo- 3/5
Its effect is good and the cost is fair but it's still hard to fit this event a deck. You cannot go straight to 3 without thinking but I will consider to add at least one copy of this. This mechanic of "a planet without enemy warlord" is a good thing to balance the cards but let's face it: the most important battle is always the last and most of the times both warlord will be at the same planet. It could have been more strong without this rule.

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Vior’la Warrior Cadre
Milchtee-3/5
Nice alternative to Stingwing Swarm for Aun'shi, though Aun'shi's 4-cost slot is pretty crowded with Prelate already.

Steinerp-3/5
A decent card, nothing to write home about but far from bad. Unfortunately another Aun’shi only card.

Corvus - 3/5
It's fine, and Aun'shi decks could run it if they wanted to, but it's not necessarily an improvement. The 4 cost slot is already crowded by Aun'ui Prelates, which are arguably better if only because of the synergy with Orbital City.

Killax – 3/5
The card itself is great for Aun’Shi but otherwise holds less ground. However due to Orbital City this card isn’t even that much needed for Aun’Shi anymore. Despite this in the right deck it can be really good.

Kingsley - 3/5
A strong upgrade to Stingwing Swarm for Aun'shi, a strong downgrade to Stingwing Swarm for Shadowsun. If you were playing Stingwing Swarm in Aun'shi, play this - the extra damage matters a lot - if not, don't worry about it.

FedericoFasullo- 5/5
This card is nuts. I've played against it (if you had the chance to play against Killaszit
you will know) and it's really strong. The main problem is that Aun'shi is still not so competetive at the moment but ranged 4 is really huge. It combo with Ethreal wisdom (yay, even that card is not useless anymore).

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For the Tau’va
Milchtee-3/5
FFG, would you please stop printing cards with 'Exhaust your warlord' costs? Granted, this card is likely to be used in combat where you won't lose out on command from exhausting your warlord. If my understanding is correct, you should be able to exhaust your Warlord (as a cost) and then ready it again if it has an attachment.

Steinerp- 4/5
Expensive cost but potential game winner. Most decks I think will find room for 1.

Corvus - 4/5
The least costly 'exhaust your warlord' card yet, since you can put attachments on your warlord. It's worth it to play this even if you're just readying a single relevant unit like a Marksman with Gun Drones. In bigger fights the effect could be absurdly strong.

Killax – 4/5
Another Tau card that can be really good in the right deck. I feel for Shadowsun this card is great but for the others there is way less reason to include it. This rating is for Shadowsun’s deck.

Kingsley - 5/5
This is a great late game event for the Tau and may serve to reinstate the somewhat obsolete "gunline" ranged build. Shadowsun obviously loves this, but it's not bad for Aun'shi either - and while exhausting your warlord is still rough, Tau have 7 HP warlords and lots of shields with which to weather the punishment.

FedericoFasullo- 2/5
Even though this effect seems so devastating, it costs too much (and you also need to exhaust Shadowsun (yes, Shadowsun)) because from what I saw from my experience you won't have too much units to ready at the same time. What I would really love to do is to ready my marksman + ion rifle, but there are very few chances I have 2 of them at the same planet so this event will be wasted. Tau has already a good pool of very strong events/attachments, I don't really know what to remove to add this card.

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Inquisitor Caius Wroth
Milchtee-5/5
It's unique! Immune to Doom, immune to Archon's Terror. The reaction is really nice in situations where the enemy is way up on cards against you. 4 for 3/5/1 is also really solid for something you know is safe from Archon's Terror.

Steinerp- 4/5
Compare this guy to the basilisk. Same stats but no ranged and costs two less. Basilisk comes with a very marginal ability. This guy comes with a better ability that is still marginal but is also unique and costs 2 less. Compared to Leman Russ, he gets same stats for 1 less but 2 less icons and an enter play effect. Unique makes him immune to some key cards and reaction is not forced.

Corvus - 3/5
I don't think that the mechanic has much 'comeback' utility. If the opponent has a huge card advantage it's because they have a huge board advantage, and Caius does nothing about the latter. However, in close games having Caius in hand lets you set up a slight advantage; you can prioritize resources over cards in the command struggle then deploy him next turn. Add in some synergy with cards like Ammo Depot and I think Caius will be a reasonable inclusion in the right decks.

Killax – 4/5
In the right deck this card can be backbreaking, the real challenge here is to find the right deck. Once we see more 6-6 Warlords this card can become really dangerous.

Kingsley - 3/5
This is another card with substantial uncertainty for me. I could very well see it seeing play as a "safety net" against losing command really hard, and it also has good synergy with Ammo Depot. However, there are other times where playing this card hurts you, and it's pricey for a situational card. Ultimately we'll have to see more testing in order to determine whether this card is strong, but I could potentially see it being a great way to even the odds if you find yourself high on resources but low on cards.

FedericoFasullo- 3/5
The first time I saw him I was thinking that this card would have changed the meta. There are a lot of problems:
- a lot of deck won't see this guy as enemy
- his cost is high and if doesn't trigger he's a waste of resource
- it's not something you want to draw in late game if you are outnumbered
- you cannot afford to play multiple copies since he's unique
Though pretty strong effect and a lot of potential. I won't rate this card lower than 3. Let's see if the future is brighter for him.


17 Comments

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theamazingmrg
May 08 2015 01:14 PM

Perfectly accurate and correct.  Except for The Threat Beyond picture at the top...

    • CommissarFeesh and Zilvake like this

Why do Davis' comments have a different text color?

Yep noticed.  But for now we have to live with it.  The website won't let me edit it for some reason without claiming that there is no text in the main part.

For the Tau'va: Kingsley is right.

 

Late game or not, its just fantastically good for Shadowsun. A Warlord Exhaust cost is a big thing for sure, but not so much so during the Combat Phase as during pre-Command phase.

 

This is an untelegraphed messer-upper of combat math, and as Shadowsun's free attachment is untelegtaphed too, you can generate a big ass combat surprise that can easily bloody an enemy warlord before he strikes, or wipe out tough opposition.

 

Yes, you need Ranged to make best use of this, and yes, we're looking at complex combo territory. However, Shadowsun is all about strong command moving into complex combos. Before, Ambush Platform and drawing shields were the only real means Shadowsun had for turning command strength into battle wins. Now, this card boosts her as well. This is as big a deal for Shadowsun as Kau'yon Strike is for Aun'shi.

 

As Kingsley says, this revitalises an "obsolete" build. In fact, it does this to the degree that its not obsolete any more: its Tier 1.

    • Kaic and GKZhukov like this

deazra-  becasue the article writer is acting up and won't let me edit it for some reason.  I'm trying to fix it but don't have a lot of time

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FedericoFasullo
May 08 2015 01:25 PM

It seems I've mentioned killax in a comment but it's not him, I was meaning Killaszit 

 

Yeah, maybe I underrated the For the Tau'va.

    • Killax likes this

I have played over 15+ games with Barrath and his Hawks and I feel that even though I feel Starbane is still stronger he is still a warlord you cannot underestimate. He is designed to rule the command phase (the 2 hammer exclusive units is clear for that). I have my deck set up that I spend as much on command units as my opponent (hawks and guardians) and their command is practically impossible to kill because of mobile. I can take my warlords and snipe their command all day. you try to kill mine at most you are spending a turn killing a 1 resource unit and my other ones are safe next door. over the course of the game I spend less on command then my opponents. He is one mobile unit away from being tier 1 deck. 

    • Killax likes this

Very nice guys. Seems like the ratings are pretty accurate. Sadly, that means my hype for Urien was misplaced. 

 

Thanks for the hard work.

Well both Urien and Baharroth are far from being bad. In any case people should also not underestimate strenght that grows from playing a specific Warlord a lot!

Kingsley, I think Even the Odds does not work with Temptation since it needs to be attached to a planet. Or am I wrong?

Kingsley, I think Even the Odds does not work with Temptation since it needs to be attached to a planet. Or am I wrong?

You're right, he was mistaken. They already humilliated him enough in the forums :P

 

Limited to work on attachments on units.

    • FedericoFasullo likes this
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FedericoFasullo
May 10 2015 12:22 PM

Well both Urien and Baharroth are far from being bad. In any case people should also not underestimate strenght that grows from playing a specific Warlord a lot!

 

I totally disagree (in the Urien side), and saying "if you play a lot the same warlord eventually you'll achieve something" it's not a good point if you think you can do the same with a good warlord instead (I mean, imagine someone with a lot of effert how much can be good with Kith or Cato?). Am I wrong?

If the meta changes to where a previously tier 2 warlord becomes tier 1, yes. The players who stuck with said warlord will take less time to adapt and will know the matchups better than those who haven't really tried them.

I have this War Pack in the mail, and am very really looking forward to getting it.

 

How does Baharroth's Mobile skill work with his warlord train?

 

Does he Commit to a planet, do the command struggle, then Mobile next door for Combat, but leave his Warlord train behind (exhausted)?

 

Unless his train includes Mobile units who can stay put, can follow him, or could Mobile in the other direction instead?

 

Cheers.

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FedericoFasullo
May 11 2015 07:16 AM

Yes he leaves the WL train behind exausted 

 

If they have mobile they go in any direction they want (but still exausted)

Yes he leaves the WL train behind exausted 

 

If they have mobile they go in any direction they want (but still exausted)

 

Thanks

This pack is in the mail for me!

 

Shadowsun is still my favourite Warlord, so 'For the Tau'va' is a VERY welcome addition to my deck.

 

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