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Unforgiven Warpack review

conquest warpack reviews unforgiven

As usual I would like to thank like to thank the reviewers that submitted their initial reviews in an timely and orderly fashion.

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.

Synopsis:

Clearcut Refuge 4.25
Missile Pod 4.25
Vezuel’s Hunters 4
Fulgaris 4
Infectious Nurgling 4
Epistolary Vezuel 3.75
Firstborn Battalion 3.75
Defensive Protocols 3.75
Loamy Broodhive 3.5
Mark of Slaanesh 3.25
A Thousand Cuts 3.25
Average 3.125
Unseen Strike 3
Caustic Tyrannofex 3
Great Iron Gob 2.75
Dark Angels Cruiser 2.5
Gorgul da Slaya 2.5
Seekers of Slaanesh 2.5
Hunting Acanthrites 2.5
Mandrake Cutthroat 2.25
Concealing Darkness 2.25
Grav Inhibitor Drone 2.25
Adherent Outcast 1.5


Reviews:
Epistolary Vezuel

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Whiteblade222 – 3/5
His ability is nice (card draw is always good!) but the real question is how does he compare to other space marine warlords. Ultimately his strength will depend on future deep strike cards, but he isn’t a bad choice right now.

Kingsley - 4/5
Like all Space Marine warlords, I think Vezuel has legs - his ability will generate large amounts of card advantage over the course of a game. One caveat, though, is that he may not be there yet. I think we may have to wait for more Deep Strike cards before this deck becomes really strong.

Asklepios - 3/5
It’s hard for a Space Marine warlord to be bad because of their card pool, but card advantage conditional on deep striking is a mixed blessing, as a deep strike heavy deck is likely to suffer in the command phase. Combine this with some so-so signature cards, and I'd call this the weakest SM warlord to date.

Steinerp – 5/5
I’ve never given a warlord a 5 and he doesn’t deserve it yet but he is getting it regardless. Drawing an extra card a turn or two already one major event (NA champs 2015). This guy does it legally and it isn’t limited to 1 or 2 or 3 but however many you can deepstrike. There aren’t enough deepstrike cards yet to make him excellent but we are only 2 packs into the cycle. Give him 4 more packs and this guy should be amazing. Of course give him no additional a solid 3 but I can’t see that happening.

Vezuel’s Hunters
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Whiteblade222 – 4/5
A 2 cost 2/2 with a hammer is nice as a signature squad, and the lower cost helps off-set the cost of the space marine curve in general. Plus, it draws you a card!

Kingsley - 4/5
The inefficiency of deploying this normally is pretty substantial, but if you Deep Strike it you get a great deal, plus some synergy with the classic Crushing Blow. Further, if we see more "2 cost punishers", this unit's overpriced nature may in some respects be an upside - you'll be Deep Striking most of the time anyway!

Asklepios - 4/5
What we're looking at generally is 2 for 2/2, with the command icon materializing too late to be useful, but with strong ability text for cost and obvious synergy with warlord ability. Vezuel players will rarely be sad to draw this unit.

Steinerp – 4/5
Not a good card to deploy normally. But 2 cost for a 2/2 that does 2 damage isn’t bad. Having it draw you a card makes it even better. And who knows the hammer might be useful someday.

Dark Angels Cruiser
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Whiteblade222 – 3/5
As more deep strike units come out this will be stronger, and a free command stall is nice. Right now, it’s just okay.

Kingsley- 3/5
This seems like an effect that is waiting for stronger synergies. Note, though, you can use this as a "safety net" to put a unit that would otherwise be killed into reserve so as to use it later.

Asklepios - 2/5
For this to have any function, the deep striking card has to have some benefit on being flipped face-up that is worth more than its deep strike cost. With Assault Squad and Scion Strike Force, that's not the case, as a lot of their deep strike cost is paying for their stats. The best thing you can say here is that it's decent for deploy delays.

Steinerp – 2/5
Where as many signature supports are overpowered. This one seems underpowered as it means there needs to be a deep strikable unit revealed at a planet further down the line. So either you moved it there somehow or a warlord triggered a battle early and you won the battle.

Unseen Strike
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Whiteblade222 3/5
Having the initiative can be a great boon, especially when the enemy warlord isn’t expecting. Unfortunately the timing is a little niche, and doesn’t have as much impact as other signature events.

Kingsley - 3/5
Decent but not amazing, especially since the opponent will likely be considering it as an option. Still, sometimes this effect can be huge, and even if you have the initiative you can use this as a safety net in case your Warlord is elsewhere and they try to surprise you.

Asklepios - 3/5
Being a delayed "cantrip" (a term from another card game that describes a card that lets you draw a card when you play it) helps this card a lot, but 2R is a lot to spend to win initiative in a semi-telegraphed fashion.

Steinerp -3/5
A decent effect but cost of 2 is a bit high. Still gives some nice bluff options.

Fulgaris
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Whiteblade222 4/5
Having a little extra attack for a fight, or deep striking as much as possible for the final fight, this signature attachment is pretty strong.

Kingsley - 4/5
Solidly good. The default case for this isn't that strong relative to some other signature attachments, but if you hit multiple Deep Strikes in a turn this effect becomes very powerful indeed.

Asklepios - 3/5
This is the minimum rating you can give any card with three shields on it. The effect text isn't wonderful, as you essentially have to meet conditions to get to the +1 attack that most 1-cost attachments give you anyway, and additional HP that goes at the end of the phase won't stop your warlord getting bloodied. Yes, it stacks for combo madness, but that's a lot of setup for a moderate bonus.

Steinerp - 5/5
You should be deep striking at least one card per turn so the basic value isn’t bad but as the game goes on and you gain more and more card advantage this card really powers up.

Firstborn Battalion
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Whiteblade222 3/5
This doesn’t cleanly slot into every AM build, but Cortez and some different worr builds would be happy to have him. Being mobile AND ranged is nice.

Kingsley - 4/5
This unit is similar to Sacaellum's Finest, but slots best into different sorts of decks. Hitting this condition is not going to be so easy, but if you do you have an extremely strong unit to play with.

Asklepios - 4/5
Unsurprisingly this Vostroyan unit is designed with the Vostroyan warlord in mind, but most AM warlords can put together a decent support-heavy build. Non-arduous conditions make this 2/3+1/4 Mobile & Ranged for Straken or Worr, which is astounding value for 4 resources.

Steinerp -4/5
The only downside (other than needing a support heavy deck) is the 4 cost. So not protected by elite status but almost as (if not more so) expensive. Still 3 mobile ranged with 2 hammers isn’t bad

Clearcut Refuge
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Whiteblade222 5/5
Non loyal and 1 cost? Oh boy. This is going to skyrocket elite decks. Expect to see this a lot in ork elite decks and Maksim.

Kingsley - 4/5
Even in situations where you aren't playing big units, this card is very solid. When you have big stuff out, it becomes crazy. I expect this to see play in many decks, both for AM and their allies. Orks are especially fond of this thanks to Brutal and cards like Zogwort's Runtherders.

Asklepios - 4/5
Unique and a negative trait bring this down, but a repeatable toughness boost that is potentially sizeable and which can boost your key hitter or warlord for the final battle makes this very easy to run at 1x.

Steinerp - 4/5
A very good card that should see most AM decks but loses the final point for being unique. Not as good as Archon Palace which can justify 3 of so elite decks can’t plan on it but when it shows up it very good.

Gorgul da Slaya
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Whiteblade222 2/5
His ability is too niche, and orks already have two other good unique units to play.

Kingsley - 3/5
I really wish this guy came with a command icon - other than that, he has a very interesting ability. I think he's a little too matchup-dependent to be an all-comers choice, but if you hate facing Space Marines Gorgul is your man.

Asklepios - 2/5
4 cost with no command and no keywords makes this an expensive unit, though Unique helps prevent Archon's Terror. A narrow window of effect makes the ability text pretty weak too, even if it does deal with Indomitable. 2/4/5, or 0/4/5 with a keyword would have been a good card. As it is, this is a poor card.

Steinerp – 3/5
If a Stalking Lictor can get 2 command hammers for hiding in the shadows this guy should get at least 1. Good stats and an ability that is limited but affects all your orks still makes this a decent, although not great, card. He is wearing an Iron Gob, give him one built in!


Great Iron Gob
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Whiteblade222 2/5
While two shields is nice, the ability is not worth the two cost, and orks aren’t light on two shield cards.

Kingsley - 4/5
This is a very solid card, combining two shields with a Promotion-like effect that isn't limited! The downside, of course, is that it costs two resources, but I think in some cases that may well be worth it. Note also that this ability works while the bearer is exhausted.

Asklepios - 2/5
Two shields is good, helping win command is good too. But to get any sort of value out of this we need to be seeing at least a trio of ready units in one place, and groups like that usually end up back at HQ after a turn. Orks have great 2-shielders now, this one is no longer exciting.

Steinerp – 3/5
Two shields and good ability make this a three. But cost 2 and plethora of 2 shielders already mean this probably won’t see play.

Infectious Nurgling
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Whiteblade222 4/5
This will see a lot of play in Zara and a bit in Kugath. No command is a fine trade for a 2/1 armorbane with a daemon trait.

Kingsley - 4/5
Simple, but at times exactly what you want. Zarathur bumps this guy up to three damage Armorbane for 1, which is a very good value proposition against almost anything out there. Also works well with The Prince's Might.

Asklepios - 4/5
I'm probably a bit weird, in that I think 1 for 0/2/1 and a keyword is a pretty good deal (vide Sybarite Marksman). Daemon is also a positive trait, and he's a nice addition to the Infernal Gateway arsenal.

Steinerp – 4/5
Another nurgle unit for Zarathur. 3 armourbane is something opponents will need to deal with despite it only being a 1 cost unit.

Seekers of Slaanesh
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Whiteblade222 2/5
Right now this is bad, really bad. In the future when the slannesh warlord releases along with its token generation this card will become better.

Kingsley - 3/5
Setting up this effect will be a little hard, but if you can get it going it can be extremely powerful, and the stats are solid for the cost. May not see huge play thanks to lots of other strong Elite options for Chaos, but it could also be a potential answer for Elite command weaknesses.

Asklepios - 3/5
Add +1 to the score if you have a Slaaneshi warlord that generates cultists. Otherwise, there's many better Chaos elites out there.

Steinerp -2/5
Becomes better after the new warlord but for now I consider him to have basically a blank text box.

Mark of Slaanesh
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Whiteblade222 2/5
At this moment, not good. In the future when the elite daemon build comes together, this might see a bit more play.

Kingsley - 4/5
Move effects are very powerful in this game, and this one costs 0 - providing both a nice deploy stall and a bit of "insurance" for a key planet. Combos interestingly with sacrifice abilities, Gleeful Plague Beast, and the like.

Asklepios - 4/5
Tricksy movement powers are wonderful, and many Chaos units really love to turn up late to a battle. "Leaves play" is Zarathur-friendly phrasing as well, as it allows sacrifices to trigger it.

Steinerp – 3/5
Movement is good but other than flamers there aren’t enough sacrifice effects to control the timing of this making it a little reliable than I would like.


Mandrake Cutthroat
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Whiteblade222 3/5
I think this card is hard to judge, and is really a Meta call. There’s a decent number of ally cards out there, and this might slot into some dark elder builds as a one of.

Kingsley - 2/5
This unit is extremely effective against the more expensive Ally units like Freeboota Kaptain, Flayed Skulls Slavers, or Reliquary Techmarine. However, those units aren't in all that many decks right now, and since you need to have a battle to Deep Strike this in it doesn't provide that good a solution to the more common Rogue Trader and his ilk.

Asklepios - 2/5
A printed 2-cost for 1/2/2 plus this ability on entering play would arguably be stronger than a split deep strike cost and this timing, because of the command implications. With a few notable exceptions, the ally trait is associated with command presence rather than combat presence, which makes Mandrake Cuthroat hard to include over other DE 2-costers.

Steinerp -2/5
The timing on this card is really bad as most allies are command based especially those that see play and if a battle is going to be triggered your warlord should kill them anyways.

A Thousand Cuts
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Whiteblade222 3/5
Ignoring the Urien synergy (don’t let this card fool you, he’s still awful if you’re not Seth Rosen) it’s interesting. It’s basically a 1 resource ping to trigger stuff like warleader, or get kills. It’ll see some play.

Kingsley - 4/5
Great for Urien, worth looking at for Kith, Morn has better options. Overall quite an interesting design, however.

Asklepios - 2/5
Rating this purely with Urien in mind, at base a 0-cost point of damage with 2 shields and the torture trait is quite handy. However, the reshuffle is a little double-edged, keeping torture density high when you want it high, but failing to empower Soul Seizure, or clogging up your deck when you'd rather be drawing something more expensive and decisive in the late game. If this were playable as a Deploy Action, it would feed into the deploy delay game that Urien is good at. As it is, this is not a card worth running even for Urien.

Steinerp – 4/5
Great for Urien. Probably better options for the rest. But Urien needs another torture or two and this is a big step towards that.

Adherent Outcast
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Whiteblade222 1/5
Yes the effect is strong, but three issues stop it from being good. Poor statline, easy to target, and in a faction that neither has a viable elite deck nor allies that have a viable elite deck.

Kingsley - 2/5
Elite units usually don't need help with having "big stats" or stat-like effects, so I'm not too impressed by this ability - it covers a weakness that isn't really there.

Asklepios - 2/5
Probably one of the worse of the cycle of Elite-enhancers, this card only has a role in Necron scout-themed decks alongside a gloriously unbreakable Lychguard. Other Elite decks will likely not want a 2-coster with no command, as deck space will be too tight.
Steinerp – 1/5
Elites need protection from effects more than they do damage and they need help with command. This unit strikes out on both counts. And one of the eldar elites already is a flyer.

Concealing Darkness
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Whiteblade222 2/5
This card is okay, but Isha beats it out. Often Eldar units have a high cost, and paying a two resource premium to ambush them in isn’t worth it.

Kingsley - 3/5
Another good "insurance policy" card. A lot of the time, I suspect you'll place this and not need to trigger it, but at other times it can be just what you need to prevent a surprise attack. The only reason I'm not giving this a 4/5 is because Eldar have many strong "insurance policies" already with their various move effects.

Asklepios - 2/5
Gift of Isha is a great card, because of its 2 shields, its untelegraphed combat trickery, and its efficiency in generating a unit out of the discard pile. This card is a much weaker version, gaining permanence on the unit, and allowing freedom to drop in a discounted Elite or to pick and choose the right unit for the job, but losing out with more telegraphing, more resource cost, and fewer shields. Space for Eldar events is so tight that I can't imagine running this.

Steinerp -2/5
2 cost is too high to ambush a unit or two for no discount. It will see play in casual decks as ambush is fun but not competitive decks.

Grav Inhibitor Drone
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Whiteblade222 2/5
Lack of command icon and being targeted by events/warlords/higher costed units makes this not very good.

Kingsley - 2/5
4 HP for 1 cost is pretty great, but this ability isn't too impressive, since the units will just get to attack after bigger targets exhaust anyway. If it only hit the opponent, this could be great, but as it stands I'm not sure this is worth including.

Asklepios - 3/5
This card is cooler than my rating suggests, with a great trait, superb cost-to-HP ratio and a potentially disruptive passive effect. However, it will take some finesse to use, and it competes with a lot of excellent 1-cost Tau units.

Steinerp – 2/5
Like concealing darkness, this is a cool effect not a good effect. If it had a hammer its HP would at least be worth something.

Missile Pod
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Whiteblade222 3/5
This is very strong in Shadowsun but weak everywhere else. It’s broadcasting that you can kill a support, and if you fire it for damage then they play out the support. Recursion with shadowsun can get around this.

Kingsley - 5/5
Perhaps the best support destruction card in the game, this provides great versatility and can act as a double deploy stall. I expect Missile Pod will be a staple for Tau and Eldar decks for some time to come, and while current Space Marine decks don't have too many strong Vehicle or Pilot options, they'll want to bring this in if that changes.

Asklepios - 4/5
The limitations make this specific to a particular deckshape, but the versatility of options make this a very strong card in those decks, as it lets you run support-hate with no stress over a potential "dead card in hand". Shadowsun/eldar Elite decks just gained a very useful (and reusable) control trick. This is probably the best card in the pack, held off 5/5 only by the fact that it won't fit most Space Marine decks.

Steinerp – 5/5
Marines don’t have the vehicles needed to run this but they have enough good cards already. This is the best support destruction/direct damage that Tau and Eldar have and fills a big hole for them.

Caustic Tyrannofex
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Whiteblade222 3/5
While a bit comboey, the ability is really strong, and this might see play in The Swarmlord, Elite build or no elite build.

Kingsley - 3/5
This has really solid stats for the price combined with an ability that's kind of "whatever". All in all a solid option, especially for Swarmlord, but not a slam dunk - I personally like Striking Ravener a fair bit better.

Asklepios - 3/5
5 for 3/4/4 and an okay ability is okay. Can accept attachments freely, which is nice. So yeah, okay but underwhelming. Very tyranid.

Steinerp – 3/5
Good stats and ability if you are going a termagant nid build. Gets a 3 as I’m not convinced that is viable at this point. But maybe.

Loamy Broodhive
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Whiteblade222 3/5
This support slots really well into Tyranid elite builds, and the low cost + easy way to trigger it makes it strong.

Kingsley - 4/5
In a Tyranid Elites deck, this can be great. I'm not sure if that deck is valid, but if it is it probably wants to run this card.

Asklepios - 3/5
Tyranid Elite decks are lagging a bit behind the elite decks of other factions because they don't have as much discounting, they start with 6/6 cards and resources and most importantly of all, they don't have access to enough 1-for-1 command cappers. That makes Loamy Broodhive a card specialised to a deck archetype that is currently subpar.

Steinerp – 4/5
A great step towards making my review of the tyrannofex out of date but I need to play it more to figure out if a nid elite deck is viable.

Hunting Acanthrites
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Whiteblade222 3/5
Being a drone, it fits right into a future Szeras master program deck, but right now the ability is strong enough to see play as a one of in Necron decks.

Kingsley - 2/5
These stats are awful for the price, but the ability can be devastating in the right situation. I don't think this at all makes the grade right now, but it might do well with the upcoming Necron warlord (or at least his signature support).

Asklepios - 3/5
Intended Warlord synergy is obvious. If this had 1 command icon, it'd be a decent command play. As it is, it’s a combat trick that cuts both ways. Not too impressive, though -X HP "burn" effects get better the more of them you run, so may fit in some deckshapes.

Steinerp – 2/5
Minus HP effects are good but the awful stats are awful.

Defensive Protocols
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Whiteblade222 4/5
Yes, there’s harbinger anti synergy, but the effect is incredibly strong. Surviving a barrage of attacks or big swings from elite units, this event is a good asset in the necron arsenal

Kingsley - 3/5
Defensive Protocols is a weird card, but it can really turn the tide of a battle under the right circumstances. That said, Mechanical Enhancement offers a similar effect with two shields and better synergy - so in the end this seems like an effect that may not make the cut unless you expect lots of Elites or want to bluff with other Deep Strike options.

Asklepios - 4/5
The great thing about Necrons right now is that they're the one faction where you can't really have any idea what their facedown card is. This card is broadly synergistic with Praetorian Ancient and with build-up cards like Monolith and Resurrection Orb. However it is anergistic with Harbinger of Eternity, and dislikes the faction dilution of Nahumekh (though benefits from his variety of deep strike cards). All in all, this is a card that will need a lot of testing to see if it is a strong one or not, but my instinct says yes.

Steinerp- 4/5
Can’t be used by the harbringer which is just fine. Reducing damage to 1 instead of by 1 will really neuter some decks and make your lychguard even more invincible.
  • Zouavez likes this


16 Comments

Thumbs up for Paul's Pierson joke.

    • Friman likes this

I just got these from fanfan who was thinking about writing them but I pulled the trigger before he finished.  
 

  Epistolary Vezuel

Fanfan - 4/5
Difficult to attribute rating on the warlord or his deep strike signature cards. His power is certainly strong, but I feel his whole signature squad partly pays the price.

    Vezuel’s Hunters

Fanfan - 2/5
This unit would not make the cut if it was not a signature card.

    Dark Angels Cruiser

Fanfan - 2/5
There certainly are shinier signature supports. The main value of this one might be its strong stalling power it has (1-deploy it,2-deep strike,3-take back,4-deep strike again)

    Unseen Strike

Fanfan - 1/5

Another card that you would not consider playing in any non-Vezuel deck if it was not a signature card. It looks very week in comparison to most 2-cost tricks, and it's less flexible.

    Fulgaris

Fanfan - 4/5

It turns your warlord into a 4-8 or 5-9 on the big battle turn, which is quite decent. Nothing to compare with Tallassarian blade, but a card that should see occasional play besides the 3-shield.

    Firstborn Battalion

Fanfan - 2/5

The competition is fierce among Astra Militarium units, and this one should not see his power on before turn 2 or 3 even in a suppport-heavy deck.
This card would just be OK if he had one of these keywords with no condition.

    Clearcut Refuge

Fanfan - 5/5

By far the most game-changing card of the pack, it will single-handedly make orks and marines re-consider their alliance choice. Crazy cost value,
global presence, and amazing synergy with multiple cards like Nazdreg, Black sword, Firedrake terminators ...

    Gorgul da Slaya

Fanfan - 3/5

This card could significantly help in the space marine & astra match-up, as it affects many of their popular tricks. Orks have been cursing indomitable since day 1. But it has almost no value against other strong factions like chaos, and eldars of any color. I am pleased orks got that option.


    Great Iron Gob

Fanfan - 1/5

Even if the potential of this card is probably not revealed yet, I don't expect to ever see competitive play unless there are
new concepts in the future packs

    Infectious Nurgling

Fanfan - 4/5

Another Nurgle card for ... Zarathur. You need a lot of cosmetics to make a low-cost hammerless unit see play, and this one might have what's needed.

    Seekers of Slaanesh

Fanfan - 2/5

The 'at this planet' condition is the major deal-breaker for the seekers. Cultist already have decent built-in powers, and the power-level of these deamons looks
so far behind the one of the fiends for a similar stat-line.

    Mark of Slaanesh

Fanfan - 2/5

This card is intriguing, especially for its 0-cost, yet it is conditioned specific. I'd rate it higher of it was not in a faction having access to the best moving device in the game (corrupted teleportarium)

    Mandrake Cutthroat

Fanfan - 3/5

The cutthroat is fairly interesting. Yes, it's frustrating to only activate it after the command phase
where allies will provide most of their benefits. But for only 2 resources spent, destroying a freeboteer
kaptain or a reliquary techmarine at an early planet could be a power play.

    A Thousand Cuts

Fanfan - 3/5

This one should be rated for Urien, and I am not convinced yet Urien can compete with Kith.
Otherwise, a flexible two-shield, free-ping and hypex injector activator is a decent card.

    Adherent Outcast

Fanfan - 4/5

I think this one should find room in several decks. It works as well when coming from HQ, it can
sustain a warlord strike when used on a remote planet and it strongly supports your elites in medium-large size combats

    Concealing Darkness

Fanfan - 1/5

A card that is arguably quite bad in the several early turns, and then it's two resources just to be allowed to play units in a reactive manner ...
in the faction that is the most mobile. At least it's well named, because it should never see the light after opening the pack.
    
    Grav Inhibitor Drone

Fanfan - 2/5

A really original card. It kind of makes the big ones attack in the ranged step. Is the most similar card preemptive barrage ? Then this one is certainly not as strong and flexible. I don't exclude a future combo, but for now, I can't see a home for this drone.

    Missile Pod

Fanfan - 4/5

The game is finally catching up with decent support destruction cards. Everything pleases me with this card, with the decent consolation prize against a supportless ennemy, and the possibility of very efficient prototype crisis suits.

    Caustic Tyrannofex

Fanfan - 2/5

Termagaunts are usually the last units to strike, and are rarely shielded anyway.
I guess the convoluted fact this marginal effect also requires a command win condition is so that the gaunts keep their effect even when their loving father goes down. I guess the design concept here is decent,
but the overall result looks rather weak in comparison to other elites.

    Loamy Broodhive

Fanfan - 4/5

Not bad. This card is half a 'snotlings' on its first activation, but 2 units is a fairly good bonus for a repeatable use small cost support. I also like low cost support cards in tyranids as "consumption" stallers.

    Hunting Acanthrites

Fanfan - 1/5

No icon and miserable body for a three coster, you would expect something huge. Yes, it kills an incubus warrior immeditaly, but then ?

    Defensive Protocols

Fanfan - 3/5

You need to be very focused on necron units to use it properly, but this event can certainly turn the tide of battles.
And necron have card manipulation tools to dig for it when needed.

Glad to participate to the exercise, even if I got a bit late.

 

So, it sounds I disagree with the group on two cards :

 

Vezuel's hunter sounds like an icon-less 2-2 for 2 who deals 2 damages - it does not seem that amazing to me compared to cards that could compete for this slot like if it was not a signature card, like a borkan recruit 4-2, but with an icon. Again, I decided to attribute the deep strike draw to the warlord, not to him, even if you need both pieces to get the effect.

 

And for the adherent outcast ... I thought he had an icon like all the other 1-3 for 2 'protect my elite' guys ! I'd review my rating lower :)

    • tacullu likes this

I agree that Adherent Outcast is primary a necron card, but I also see the need for other decks to fight opposing flyers in this elite-heavy meta. 

 

Fulgaris doesn´t seem like a powerful card to me. How many times per game will it really matter?

 

Both orc cards are near 1/5 for me. A 4-cap without command in orks is near unplayable. And the Iron Gob seems like an expensive promotion.

    • Asklepios likes this

fanfan- I would attribute the draw mostly to the warlord (just like torture to Urien) for non-signature cards but this guy will never be in a deck that isn't run by Vezieul.


I miss Corvus, as those Ork cards really needed a 1/5 rating to balance out the optimism.

On the flip side, "In the future when the elite daemon build comes together..." made me laugh.

Regarding Vezuels Hunters the command Icon is only not available when you deploy. Remember that if the unit stays on board after deepstrike , the command icon becomes real. So it is just a command delay.

Fulgaris doesn´t seem like a powerful card to me. How many times per game will it really matter?

 

Glad I'm not alone on this. It irks me that you need to DS one card to get any bonus at all, otherwise its a blank attachment.

 

People love the potential of spike damage plays, of course, but this is a spike damage play that is telegraphed in size, as you can see exactly how many cards in reserve the SM player has, and see how many resources they have. Telegraphed spike damage that isn't particularly efficient doesn't sound that great to me.

 

I think though, that its the 3-shield baseline that distorts the scores, plus the hope of future strong deep strike cards. That's why the ratings vary so much.

On the flip side, "In the future when the elite daemon build comes together..." made me laugh.

 

Heh, yeah.

 

Come on now, we've got easy to include two non-limited cards that discount daemons (Promise, SPA), plus STC fragment, we've got a load of clever tricks for elites in chaos (rift, teleportarium), we've got great non-loyal daemon elites that benefit from movement abilitites (venomous fiend at the top, with possessed and soul grinder close behind). I mean, what more do we need?

 

I'd be very inclined to Zogwort/daemons to the Nationals, if it weren't for the UK's apparent love affair with Cato.

    • Caldera likes this

As someone that rated Fulgaris high, the damage spike can be nice but I'm really finding the HP spike to be of greater value.  It has kept me in a number of final battles that I shouldn't have been.  And I'm only a half dozen games into him

    • Skyknight likes this

Asklepios's rating on Thousand Cuts is the biggest head scratcher for me.  "Not worth running even in Urien"?   It's quite good in Urien actually and really assists in his Power From Pain plays, Injector plays, and set ups for a Klaivex.  If it were a deploy action it would be too good.  It's a minimum 3/5 for Urien, and that's landing on the skeptical side of the card.

Yah, that was a gut instinct review.

 

I've seen it in play since, and may revise it up to a 3/5 mentally.

 

However, here's the problem in Urien:

 

You're running 4 crappy sig events already. Add 3 events like this in, and you've got a deck that's already quite dense it event cards that don't win you command OR combats. I've played against Urien a few times since this card came out, and people keep bemoaning how they haven't drawn any units, or how they have resources they can't spend.

 

If Urien had access to Ammo Depot, I'd likely nudge this card up another spot. As it is, I really feel the reshuffle is more of a detriment than a benefit: every time you draw this card, you're exchanging 1C for 1 damage dealt. Reshuffling in means this keeps happening.

 

Me, I'd rather run a Suffering. That card can act as a small deploy delay, it can negate or trivialise a combat threat, and its got the same trait and 2 shields. 

Thank goodness Chaos cannot ally with AM, yet.

 

Since Clearcut Refuge targets a Unit, I am assuming you can target your Warlord.

 

Just imagining Ku'gath with a Banner, and a Bloodthirster out giving Ku'gath 18 Hit Points, then using Fetid Haze at some point wiping an army.

Heh, yeah.

 

Come on now, we've got easy to include two non-limited cards that discount daemons (Promise, SPA), plus STC fragment, we've got a load of clever tricks for elites in chaos (rift, teleportarium), we've got great non-loyal daemon elites that benefit from movement abilitites (venomous fiend at the top, with possessed and soul grinder close behind). I mean, what more do we need?

 

I'd be very inclined to Zogwort/daemons to the Nationals, if it weren't for the UK's apparent love affair with Cato.

 

I think Demons, or at least Slannesh, could use one more way to generate Cultist if they ever really want to get the Sacrifice function to work for them consistently that is.

 

Throne to Vainglory is just not cutting it.

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Abyssalfury
Jul 15 2016 09:40 AM

I'm kind of surprised for the dislike for Fulgaris. People want to build decks with various Warlords being a one man army, yet Vezuel with Fulgaris beats the crap out of pretty much all of them with only a couple of DS cards (especially because he's got access to two of the best combat tricks in the game). I don't think you're playing him unless you're DSing at least one card a turn, and even at this point I don't think it's unreasonable to drop a couple of units or Jump Packs before a big battle. As we get more good DS cards, that just pumps it up further. While you can't really build around him being a one man army, the fact that it's there as an option seems pretty damn powerful as long as you don't have to completely compromise the deck build to do it.

Some interesting ratings here, there seems to be a decent amount of consensus though.

 

Here is my review:

Spoiler