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Great Devourer Set Review - Other factions

conquest great devourer warpack review

Before I get started I would like to thank like to thank the reviewers that submitted their initial reviews in an extremely timely fashion. This was a huge set to review and I really appreciate the effort people put into formatting it correctly. I had minimal editing that needed to be done. If you are interested in submitting a review in the future let me know.

Also because of the size of this set, I will be releasing it in four articles. The first will focus on the warlords, their squads, and the synapse creatures. The second will be the units, the third will cover the rest of the nid cards and the final will be the non-nid cards.
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, 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

Indescribable Horror 4.8
Savage Warrior Prime 4.4
Ripper Swarm 4.8
Toxic Venomthrope 4.8
The Swarmlord 4.2
Brood Warriors 4.2
Rohgrax Bloodhand 4.2
Lurking Hormagaunt 4
Stalking Lictor 4
Termagant Sentry 4
Scything Hormagaunts 4
Volatile Pyrovore 4
Clogged with Corpses 4
Spore Burst 4
Solarite Avetys 4
Pathfinder Shi Or’es 4
Bone Sabres 3.8
Virulent Spore Sacs 3.8
Swarm Guard 3.8
Regeneration 3.8
Ferocious Strength 3.6
Great Scything Talons 3.6
Gravid Tervigon 3.6
Strangler Brood 3.6
Tyranid Warrior 3.6
Shrieking Harpy 3.6
Seraphim Superior Allegra 3.6
Old One Eye 3.4
Blazing Zoanthrope 3.4
Termagant Spikers 3.4
Dark Cunning 3.4
Vengeance! 3.4
Leviathan Hive Ship 3.2
Hunter Gargoyles 3.2
Autarch Celachia 3.2
Awakening Cavern 3
Termagant Horde 3
Ymgarl Genestealer 3
Spawn Termagants 3
Digestion Pool 3
Mycetic Spores 3
Veteran Barbrus 3
Venomthrope Polluter 2.8
Adamant Hive Guard 2.8
Heavy Venom Cannon 2.8
Ravenous Haruspex 2.6
Consumption 2.6
Parasitic Infection 2.6
Brood Chamber 2.6
Synaptic Link 2.6
Boss Zugnog 2.6
Ecstatic Seizures 2.6
Subdual 2.6
Drone Repair Bay 2.6
Predation 2.4
Noxious Fleshborer 2.4
Biovore Spore Launcher 2.2
Spore Chimney 2.2
Holy Fusillade 2.2
Burrowing Trygon 1.6
Ork Landa 1.6
Pincer Tail 1.4
Dark Possession 1

The Reviews

Veteran Barbrus
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Steinerp - 2/5
Die alien scum. A nice fluffy card that is closer to what Klaivex should have been just a little too much of an overreaction.

Asklepios - 4/5
Ambush is a great keyword, even if that can waste the command icons. Unlike Klaivex Warleader, the ability doesn't fizzle if you deploy this card conventionally. Unique isn't a terrible problem because you'll be tending to ambush him into battle, and Cato resource-bloat willing, you might even be able to ambush in a second copy in the same battle when the first one dies. However, as always, the strength of this solid card is limited by the sheer quality of cards it is competing with in the SM faction.
The limitation is kind of odd, but this card mildly encourages decks that play Space Marines with AM allies, or mono-chaos. From a design aesthetic point of view, I don't like to see cards that call out specific factions in their effects.

I Fight Dragons – 3/5
Solid stats, if slightly below what they should be. A cost of four is expensive for an ambush, but the effect is potentially battle winning. The restriction on three of the 8 factions makes this card middling for me instead of above-average.


Kingsley - 3/5.
This is a fluffier version of Klaivex Warleader, better in some matches and worse in others. I think the inconsistency means you won’t see this as often as Klaivex (in particular it’s very inefficient in the SM mirror), but in other situations it can be amazing.

Corvus – 3/5
Unlike many other ambush units he's still good value if deployed normally. He also still provides a little value even if routed or killed. He's not as exceptionally strong as Klaivex Warleader or as important for synergy as Aun'ui Prelate, but he could still see a little play.

Vengeance!
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Steinerp - 4/5
Another amazing space marine event. Good luck with deck space.

Asklepios - 3/5
For so many factions, this card would be an amazing combat trick that can turn the tide of a battle with low cost. For Space Marines, it’s just another option, and one which won't displace DPA, Indomitable, Primal Howl or Crushing Blow.

I Fight Dragons – 4/5
Another good Space Marine event. Whether it will replace some of the other 4 amazing events is yet to be seen but it’s hard to deny that this is a good card no matter how you look at it.


Kingsley - 3/5.
Another solid SM combat trick, though slightly hampered by the fact that it only hits army units (and thus not your Warlord). I expect several decks to run a copy or two of this as yet another wrench the Marines can throw in enemy plans - it works especially well with Tactical Squad Cardinis or Daring Assault Squad.

Corvus – 3/5
A surprise extra attack in combat is well priced at a card and a resource. The power level is fine, but I doubt it'll make the cut over less situational Marine staples.

Seraphim Superior Allegra
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Steinerp - 4/5
I love the name, hope she can kill some spores. I also love her ability which will make her a common sight in Imp Guard decks

Asklepios - 3/5
4 for 2/3/4 is nicely solid, and most AM decks run at least a handful of supports to leverage her ability, even if she can't double-tap Catachan Outpost on a single attack with just one support, thanks to the timing of combat actions. I think 1x is not too bad to consider here.

I Fight Dragons – 4/5
Great stats, greater effect. While Allegra may be a big drop in the current meta, she brings a really insane effect that synergizes extremely well with the supports AM wants to run. Catachan means she gives you 2 free damage each time she attacks, Staging Grounds lets you ambush in another unit. She’s flexible and powerful and will certainly be run.


Kingsley - 4/5.
Little needs to be said about this card IMO, it’s obviously very good. Allegra has good stats for the cost coupled with an amazing ability. I suspect almost all Astra Militarum decks could benefit from a little Sororitas support - the only thing keeping this from being a 5/5 is that it’s reliant on other cards to be truly effective.

Corvus – 3/5
She's roughly on par with Assault Valkyrie. More Command, less durability, immune to Terror. Less attack without help, but soldier traited and good with Catachan Outposts. She might be an improvement to the right deck, which probably wants to squeeze the most out of Outposts and Preemptive Barrage.

Holy Fusillade
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Steinerp - 2/5
Ranged is meant as a first strike ability. First strike abilities aren’t that useful after halfway through combat.

Asklepios - 3/5
Anything that repeatably messes up combat math at low cost is at least 3/5, but that’s as far as this card can go for me. It’s a move that is wholly telegraphed, and has no use till the second combat round of a battle. Being AM saves it from 2/5 obscurity, because of AM's support synergies.

I Fight Dragons – 2/5
I’m really underwhelmed by this card. I don’t see many combats go beyond the first round without being mostly decided already and then you still need ranged units that are alive to get real benefit from this effect. Maybe in the future there will be a solid AM gunline deck or maybe it will be splashed in Tau with a Warlord that lets you do that. It is niche and not even that good in that niche.


Kingsley - 3/5.
Telegraphed and combo-based, sure, but in combination with Preemptive Barrage it can be crushing, and even without Preemptive Barrage it can be a great way to make somebody sweat.

Corvus – 1/5
If your Preemptive Barrage didn't get the job done, this card can't save you. It's the worst kind of win-more silliness you can get.

Boss Zugnog
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Steinerp - 2/5
Great art and he can move himself which is good. Might be worth a 3 but I already put him down as a two.

Asklepios - 2/5
4 for 1/4/4 isn't amazing, so you need a pretty cool ability to make up for that and his is not that good. Critically this unit only moves Army Units, not your Warlord Unit. Also, its limited to units at the same planet as Zugnog, so you have to massively overcommit in deploy to a single planet. Compare to the other Ork Unique Unit, and to other 4-costs you could include (Assault Valkyrie, Rugged Killa Kanz, Caius Wroth) and you start to ask yourself: why am I bothering with this card?

I Fight Dragons – 3/5
Solid stats and unique so you don’t have to worry about Archon’s Terror. He can target himself with his ability to that he can always go to planet 1 if you need him to and also bring a buddy. Orks are already a bit on the high end of cost, but I can see making some cuts for one or two of this guy just for the little flexibility he brings to a fairy in-flexible faction.


Kingsley - 3/5.
This card offers a Tellyporta Pad-like effect stapled onto a big bruiser. I expect it may replace spare copies of Tellyporta Pad in several Ork decks. Overall not an amazing card, but certainly a solid one and one that will see play.

Corvus – 3/5
Putting pressure on planet 1 without having to commit any resources to it can be good. He contributes to command, can't be hunted down, and threatens 4 'ambush' damage. Add in a unit he can take with him, other self-damaging effects, and brutal from Nazdreg, and he can become a very interesting assassin. Bad against Klaivex.

Ork Landa
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Steinerp - 1/5
Even better art but an even worse card. 2 cost for an ability that may or may not trigger. And when it does trigger it will trigger for 1 often and the opponent gets to choose where the damage goes. Fun but way to unrealiable to be paying 2 for let alone competing with actually useful cards like ammo depot or ork kannon.

Asklepios - 1/5
This is a card that you can really stack the odds on (ho ho), and could trap us into really janky builds. However, it being unique makes it painful to run three copies of, and you really do want three copies if you're building a deck around this sort of card. Sadly, many of the best ork cards cost 2: Snakebite Thug, Enraged Ork, Evil Sunz Warbikers, Kustom Field Generator, Tellyporta Pad. Likewise, many cards that orks really need aren't ork cards: neutral command cappers, promotions, AM 2-for-2 command cappers. You leave out those cards to allow for Ork Landa, and you're heading for a game lose! Still, in two cycles time come back to this card. There may be a T1.5 deck there.

I Fight Dragons – 2/5
For two resources, you might get some modicum of value from this card; but most of the best Ork cards cost 2 resources. It does work off most of your events and a handful of army units but it’s still a crapshoot at best. What the orks want is consistency, and this is not consistent.


Kingsley - 2/5.
This is just too chaotic for me, and too many of the key Ork cards have an even printed cost. You need to tailor your deck to make this good, and then you probably put a lot of bad cards in it in order to justify another fairly bad card. That said, in the right situation it can be great? One for the future, I suppose - once the cardpool grows enough that you can make a strong deck with almost all odd-priced Orks, this might be consistent enough to see play.

Corvus – 2/5
There are plenty of decent 1 and 3 cost orc cards, and some of the latter are 2-shield events that aren't really hurting your cost curve. Competitive players may not want to deal with the variance headaches this causes, or take on weird deckbuilding restrictions just to make this work, or play Orks, but none of that stops me from liking the card.

Rohgrax Bloodhand
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Steinerp - 5/5
I had him down as 4 until looking at his art, that moves him up to a 5. 1 more cost than a regular beserker for 1 health isn’t a good deal, but can’t be terrored and can hit for a lot more due to blothirst which isn’t that hard to trigger.

Asklepios - 4/5
The combination of Brutal and Bloodthirst is making a lot of players declare this to be an autoinclude for chaos. I'm going to dissent here and say he's strong, but may not always make the cut.
First of all, he's 4 cost for 1 command icon. That’s not a deal breaker, but it’s something worth noting. Second, the timing of his Bloodthirst is problematic. If Roghrax is solo at a planet, he'll never get to use Bloodthirst, as he'll be exhausted by the time it triggers, and it will be expire before he readies again. If Roghrax is accompanied by your warlord, 2 attack is ignorable for long enough that your opponent can just pummel your warlord. Put him next to other units? They'll either kill those units, and leave you with a respectable but not amazing 4 attack, or they'll make the hits on him first, and probably you're also looking at 4-5 attack before he goes down. Yes, the potential is there for 8 attack, but lets be fair: for 1R more Possessed can do more than that without all the combo work. And yes, you can smash together some lovely combos with a Zarathur boosted Plaguebearers, or better still an Ork Kannon.

I Fight Dragons – 4/5
The best unique in the box. This card fits into nearly every Chaos deck with ease due to his solid stats and potential to completely annihilate anything in his way. He will work very well with Ba’ar Zhul when he releases as well. Bonus points for that amazing art.


Kingsley - 5/5.
Roghrax is one of the scariest units in the game - keep in mind that addition comes before multiplication, so even one damage on this guy means that he’ll be swinging for 6 if Bloodthirst is triggered. Khorne Berzerker was already a great card, and this guy is Khorne Berzerker plus.

Corvus – 3/5
Warpstorm with Zarathur present and then swing for 10. 10! He should also dominate any small fight, as the enemy can't attack him easily and can't afford to ignore him. Bad against Klaivex.

Ecstatic Seizures
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Steinerp - 4/5
Other than Ku’gath’s banner Chaos don’t need a lot of attachments so this isn’t going to hitting you back most of the time. Although it will be a sad day when it knocks your doom siren off before you can use it. As a very minor bonus, this doesn’t knock Slannesh Temptation off a planet.

Asklepios - 2/5
A really odd card, with three applications:
First is as a silver bullet to take out key signature attachments, like Glovodan Eagle, Plaguefather's Banner or Tempest Blade. Second is to make targets vulnerable to Warpstorm, though damn that's an expensive combo.
Third is to make Shadowsun players get really worried when playing against Chaos, Ork or DE.
However, opportunity window is narrow, 2-cost is too high and 1-shield is too low.

I Fight Dragons – 2/5
Counters Shadowsun and signature attachments which is nice, but I’m not sure there’s enough strong attachments being run at the moment for this to see a lot of play. It’s nice to have in the game if attachments do get too crazy at some point in the future as well.


Kingsley - 3/5.
This makes a good (if expensive) combo with Warp Storm and it’s one of the only counters to attachments in the game. Against Shadowsun, it can be devastating, and knocking someone’s signature attachment off their Warlord can be very strong to boot. However, attachments aren’t really prevalent enough for this to be more than a situationally good card.

Corvus – 2/5
It could be great against Shadowsun, but there's no sense teching against a currently mediocre deck. It does clear the way for Warpstorm, but I suspect that the times when it's worth a whole card will be too situational to justify putting it in a deck.

Solarite Avetys
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Steinerp - 4/5
Good card with a built in refractor field, just a tad bit expensive.

Asklepios - 5/5
Like the Firedrake Terminators, this unit is tough, and munches through swarms of attackers. However, it’s much more affordable AND harder to kill with attacks, though the timing of the damage is somewhat later, and Unique is definitely more burden than benefit here.
My expectation is for tourney DE decks to run 1x of Avetys, just because of the quality of the card, but no more, as DE decks are hardly lacking great cards already.

I Fight Dragons – 4/5
This guy is rated highly just because he will be a pain to deal with nearly every time he hits the board. In the current meta of playing units that often have 2 hp or less, his Reaction will really do work for you. Add in the lack of flying currently being played and he also has a boatload of hp for your opponent to eat through with attacks. Overall, a very solid card that promotes a more control-oriented Dark Eldar rather than swarm-oriented. Good stuff.


Kingsley - 4/5.
Flying units are almost completely out of the meta right now, so this guy is very strong. Sure, an Assault Valkyrie wrecks him completely, but aside from stuff like that he has the body to take a bunch of hits and an ability that punishes the opponent for doing so. That said, if the opponent isn’t actively hitting him or is using damage effects instead of attacks, paying 4 for 2 attack isn’t exactly a bargain.

Corvus – 3/5
To me it's a more interesting Assault Valkyrie. It's much better when facing off against lots of small units and worse when it's part of a big fight and the enemy has no urgent need to attack it over other targets.

Dark Possession
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Steinerp - 1/5
I’m just going to assume that everyone else will tell you just how bad this card is.

Asklepios - 1/5
Basically only a good card when playing Urien against a Urien deck. At other times it is overcosted, too limited in opportunity to play, and suffers from many great events being phrased to help only their own faction.

I Fight Dragons – 1/5
Dear lords, is this card bad. Not only is it reliant on what your opponent has played or discarded so far this game; but you also have to pay a premium of two resources in addition to its regular cost and there are very few good targets you want to hit with this. The biggest shame here is really that Urien gets no extra benefit from this being a torture event.

Kingsley - 1/5.
This is just so combo-oriented. Yes, there’s going to be the rare game where you Possess someone’s Doom and blow them out, but that doesn’t mean this is a card you want in your deck. Most of the best events are faction-specific anyway - yeah, you can steal someone’s Gift of Isha, but you paid 4 for it instead of 2 and the best you’re going to do is Warlock Destructor, not Starbane’s Council.

Corvus – 1/5
If you leave out all the events that are specific to a non-DE faction in some way (Drop Pod Assault, Battle Cry), all the events that you'd never overpay for by 2, and all the events that can't be played as actions, you're left with absolutely nothing.

Autarch Celachia
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Steinerp - 3/5
The true dividing line between the good uniques and the bad one. Gives eldar a lot of what they need, but very expensive. Will make it into decks but will often be the last card played out of the hand unless a specific reason exists.

Asklepios - 4/5
Look at it this way, if this was 4 for 1/3/3 "Spend 1R to gain Armourbane", would that be worth it? Answer: probably not. However, versatility is worth a great deal, and as a Unique Eldar Unit, is an extra body for Nullify work, which is really important. Expect most Eldar decks to drop 1 Wild Rider to make room for 1 Autarch. Expect the over-enthusiastic to run 3 copies and to weaken their decks by doing so.

I Fight Dragons – 3/5
Versatility for a premium. There is no doubt that this guy is going to cost you an arm and a leg but he can act as a silver bullet for whatever ails you for that cost. He also gives Eldar a playable answer to swarm decks, which has been their main weakness since the beginning of the game.


Kingsley - 4/5.
Eldar have been wanting AoE for a long time, and now they have it - on a unique unit, no less (so no worries about Archon’s Terror). The price isn’t efficient for what you get, but it gives you both versatility and a capability you can’t get elsewhere. I expect this will see a lot of play to help combat both Khymeras and Termagant hordes.

Corvus – 2/5
Versatility gets much less exciting when you're overpaying for every single option. You're much better off running the appropriate specialized units (Iyanden Wraithguard, Wildrider Squadron, or Kabalite Strike Force) according to your deck's needs than this mess of a card.

Subdual
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Steinerp - 2/5
Same cost a squig bomb but doesn’t destroy it. If your event is a worse version of an ork event, that says something.

Asklepios - 3/5
I like this card a lot, in that it provides spot board control and is card advantage neutral, and in most cases likely to be resource neutral too. However, the Eldar and factions that ally into Eldar already have a lot of nice event options, so this can be a 1x at best, and a matter of personal taste

I Fight Dragons – 3/5
As I’ve said before, rarely does a deck not have some sort of troublesome support you want to get off the board and now Eldar and its allies have a way to deal with them, albeit temporarily. At worst, this card just gives tech choices against supports to more factions which is good for the game. Comparing this to Squig Bombing is appropriate but this card would probably be too strong if it was as good as Squig Bombing.


Kingsley - 2/5.
There’s a decent choke effect here, but aside from that this card has very little to recommend it. 2 to destroy a support (Squig Bombin’) is overpriced, and it seems unlikely that 2 to stall a support will be much better. Yes, it works on attachments too… but so what? I really wish this card placed the target on the *bottom* of the deck instead, as that would mean that it was no longer an annoying choke card and that it might actually get rid of the thing you’re trying to take off the field.

Corvus – 3/5
This is great when you're ahead, since it makes it harder for your opponent to draw something relevant. It's also good at disrupting your opponent's combat plans. Obviously most of the relevant cards on the board are usually units, so there's an upper bound to how good this can be, but it's still a neat trick.

Pathfinder Shi Or’es
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Steinerp - 4/5
Cheap and can attack multiple times if attached. I’ll take it.

Asklepios - 4/5
Actually pretty decent, as despite the seemingly high card cost of his ability, we're looking at a 3 for 1/3/3 that can't be an Archon's Terror target, and in the current meta for Shadowsun-voltron builds thats a valuable thing. I'm not expecting AM or Tyranid dominance for this meta, so I dont' think the other two rout effects are as important to counter.
As he's unique and not overwhelmingly awesome, call him an easy 1x in the deck, along with 1x of the equally but differently strong Kais'vre.

I Fight Dragons – 4/5
Shadowsun is getting more love, and mark my words that she will become a top tier warlord if it continues. I originally rated this guy a 3 but after playing with him I realized that a Blood Angels Veterans that I can Ready at will for the cost of an attachment I can recur is actually insanely good. Shocking, I know.


Kingsley - 4/5.
Tau players have been clamoring for a solid 3-cost combat unit for a while, and this is just what the doctor ordered. For three resources, you get efficient stats, Unique status, and a strong ability, especially in Shadowsun decks. I expect to see this guy a lot.

Corvus – 4/5
Unassuming, but rock solid value. Most attachments are worth discarding to get a crucial extra swing in. He's a threat that your opponent needs to deal with even when exhausted. He's the best target for promotion in the game, and along with Even the Odds he protects your entire team from negative attachments.

Drone Repair Bay
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Steinerp - 3/5
Timing is the only issue here. Since it happens during deploy unless you have an earth caste technician or ambush platform, you aren’t going to see the card until next turn. But definitely a card to keep in mind.

Asklepios - 2/5
This isn't recursion in the sense that it creates card advantage, but rather better seen as deck manipulation to improve quality of draw.
Personally, I can't rate it. I already can hear fans of this card pointing out how it could get back a Recon Drone, or a Gun Drones or an Ion Rifle, or pointing out that on the turn you play it, that’s 2 deploy turns used up right there. The deploy delay is what rescues this card from absolute mediocrity for me, but even so, in the current card pool available to Tau decks, space is tight, and I don't believe this card makes the cut.

I Fight Dragons – 3/5
More of a Shadowsun card than an Aun’shi card, but this is generally a solid choice if you can squeeze it into your Tau deck. You can recur your best command units, Recon Drone and Vash’ya Trailblazer, as well as Gun Drones so that you always have an Area Effect option on hand. It being a Deploy action means you can put Gun Drones on top of your deck, draw it with command, and then use Ambush Platform to put it into play. Awesome.


Kingsley - 4/5.
In most situations, I want to either draw Gun Drones or Recon Drone as a Tau player. This card lets me do that and makes me feel safer about deploying Gun Drones as a unit early in the game. Having more than one of these isn’t great, but having one is really good.

Corvus – 1/5
You're down a card and a resource once you play this, and the relevant cards need to be in your discard pile before it does anything. Repeatedly shielding with Shadowsun's attachment might seem tempting, but that's a fringe case, and you're seriously undervaluing the average card in your deck if you'd rather continuously draw the same specific card over any of them.


9 Comments

Repair Bay is nicely divisive, I see!

I'm with Kingsley on that card. Any card that lets you draw Gun Drones is a good one. I also agree its a 1 of card however.

Not seeing how Veteran Barbrus rates above scraping a 2 though. Stats are not great for cost (some Ork cards with that and a better ability don't see play) ability is OK and not much more. I'd be interested to know what card people are taking out to put him in. Vengeance! is a much stronger card imo.

I think Gun Drone recursion in Shadowsun makes Repair Bay worth it. I actually think Barbarus would be pretty solid if not for the faction-restriction.

 

I'm surprised the Chaos dude didn't pull straight 5s tbh, he's terrifying in a lot of situations. Whilst I think the DE one can be strong, it can also be pretty over-priced in some situations and DE aren't generally fond of expensive units (at present) since they like drawing lots and already have to pay for Klaivex, Destructor upkeep and keeping Sslyth's loyal. Of course sometimes they lock resources and don't care about cards in which case he's great (assuming the opponent doesn't just use direct damage to splat him).

Pretty much agree with everything said. The Chaos dude is pretty nuts at first glance, but can also be ignored. I'm thinking you run him with the Plaguefather and just damage him yourself while turning on his ability at the same time. Also, his art is not nearly as great as you guys are raving about.

The best card in the pack is easily Seraphim. She is two command and helps her faction at the same time. Her event is lame, but she more than makes up for it.

Chaos has many actions that can kill a unit so bloodthirst can easily trigger even when Roghrax is alone on a planet... So yeah he's pretty scary!

Just saw the Zugnog reviews also - seriously underrating him imo. You only have to put a Goff Boyz plus him at his planet to basically force the opposing warlord to go to planet 1 unless they want to lose it. I wouldn't call that a huge commitment. Being unique, the most natural counter to overcommital to a non first planet, Exterminatus, has a tiny effect - killing a 1 coster!

Compare him to Wildrider squadron for example, you have better stats, are unique, and a better move ability. Or, within Orks, compare to RKK. Out of Nazdreg the brutal on RKK means less, and his statline is better - he is an easy switch inn for them. Definitely a 4/5 card, might even be a 5/5.
    • Asklepios likes this

I don't think Zugnog compares favorably to Wildrider. Wildrider can threaten three planets at once instead of just two. He can move downstream when needed, which is huge. Whenever Zugnog actually uses his ability he'll come in exhausted next round. Wildrider can also use its action without instantly dying to Klaivex.

 

The fact that Zugnog can move other units too is neat, but it often won't matter - how many big expensive combat units is it really productive to pile onto one late planet?

 

I know talking how about expensive units are bad because they die to Klaivex is repetitive, but it's a sad reality of the current cardpool. It's basically a test you need to apply to every card - "how bad is it for me if they play Klaivex on this? How easy is it for them to do it?". If a card doesn't pass that test it can't really be more than a 3/5.

I don't think Zugnog compares favorably to Wildrider. Wildrider can threaten three planets at once instead of just two.


The 1st planet is the important one to win, so the Wildrider getting 1 more direction means little. And who said he had to move expensive units? - Enraged Orks or Bikers seem fine to me.

Just saw the Zugnog reviews also - seriously underrating him imo. You only have to put a Goff Boyz plus him at his planet to basically force the opposing warlord to go to planet 1 unless they want to lose it.

 

Or you could just put the Goff Boyz on Planet 1? Its not as if they do anything on any other planet, is it?

 

I like the Wildrider comparison, but I'd say its actually a worse movement ability as its only one-way. One of the best uses of Wildrider is to strike at Planet 1, then to move up to Planet 2 before retaliation can happen.