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Wrath of the Crusaders Warpack Review
Apr 19 2016 12:00 AM |
steinerp
in Warhammer 40k: Conquest
wrath of the crusader warpack review
Chaplain Mavros

Steinerp- 4/5
This guy will immediately become a contender thanks to a solid card pool, good stat-line and a solid ability. Is he better than Cato or Ragnar, I don’t know, but he is probably at least as good which is pretty damn good.
Etaywah – 3/5
His ability, like a weaker Worr, often struggles against the restrictions of unstoppable. Dealing damage in the wrong phase against unstoppable can really slow down the synergy and Mavros in general. Over a 2/7 that can buff units and deploy delay with BAV is not bad, but overall not a game-changer. I think he will be overvalued at first only to find that Ragnar and Cato maintain as top SM warlords.
Corvus – 5/5
A solid ability backed up by the strong existing Space Marine cardpool. My sense is that the resilient units and burst damage he brings will really play to SM's strengths, as few opponents can afford to slug it out with them if they choose their battles carefully and bring the right combat tricks to bear.
Eu8L1ch - 5/5
Being able to choose to trade 1 HP on one of your units for one more damage on an opponent's, especially if the unit is a Warlord, without having to spend cards or resources is a powerful ability to have.
Of course it's limited to Blue planets, but I think this limitation will not prevent it from having a huge impact on the game.
Kingsley - 5/5
Chaplain Mavros seems to be another top tier Space Marine warlord. I suspect that his strength is somewhat overblown in early reports and that he will end up on the same level as Ragnar or Cato - which is to say a very high one indeed!
Kaloo - 4/5
He’s a Space Marine. That means he has access to all of the great Space Marine cards. His ability is definitely nice especially when the blue planets come out, but it’s an almost exactly worse version of Worr’s ability saved by the fact that the Unstoppable units (of which there aren’t enough of) mitigate the downside and are less reliant on planet colours. However, being a 2/7 hale definitely makes him fighty, especially when you add in everything else, and the self-sufficiency of his signature cards means that even if he’s bloodied he’ll still be alright (especially as a 1/6). At best on par with Cato/Ragnar
Reclusiam Templars

Steinerp- 3/5
A powerful ability and ok statline but it will often get triggered in situations where it can’t ready and Space marines have enough good 3 costers that this doesn’t add much to the deck.
Etaywah – 3/5
I’ve always maintained that attacking twice in a combat round is a good thing, but 1/2/3 is a mediocre stat-line for a sig squad. I’d rather have 4 Blood Angel Vets, to be honest
Corvus – 3/5
When they're at blue planets and dealing 5 damage in the first combat round they're great, but much like 'goes fasta' units they need to be carefully managed in order to leverage their ability. Most SM decks are already full to bursting with 3 cost units, and these don't really stand out.
Eu8L1ch - 3/5
Three cost makes it an ok candidate for DPA and grants immunity to Sowing Chaos. The Unstoppable ability will be easier to use when coming from HQ and/or fighting on a Blue planet.
Kingsley - 3/5
Reclusiam Templars are basically a 3 cost 1/2/4 with some upside from multiple Unstoppable triggers or from the readying being relevant. The Templars are great in small fights, especially ones on blue planets - but only with the initiative, and "small fight" units tend to be better when they are favored off initiative. Overall decent but not amazing, especially given the competition from Sicarius's Chosen and Blackmane Sentinel.
Kaloo - 3/5
Decent signature unit that can be tough to kill, but can have its ability cancelled out quite easily by simply being targeted first. It’s also one of the worst 3 cost DPA targets (but still decent to bring in), slightly surpassing Sicarius’s Chosen (but losing to them for overall efficiency)
The Emperor’s Champion

Steinerp- 4/5
I don’t like the rules questions around “if able†although we got a clean ruling on it. Overall, this is a a decent elite. If it wasn’t a signature squad it wouldn’t make all decks but it would also make multiple copies in some.
Etaywah – 4/5
Very solid stats and the unique+elite traits makes this the safest 5-cost unit-investments in the game even without the ability. One of the first units in the game you can almost safely put an attachment on and reliably count on it. It’s only hard counter is (shocker) Klaivex.
Corvus – 3/5
I'm not too happy about having an expensive singleton like this in a signature squad, but this guy does just enough to justify his existence. Forcing your opponent to lead with weak attacks or absorbing his scariest attacks can both be very powerful, the base stats are decent, and as a unique elite he can be tricky for your opponent to interact with.
Eu8L1ch - 5/5
As far as elites go, this one is very strong - its ability is great in a wide array of situations. Being unique adds another layer of protection from noxious effects (Terror, Doom, Exterminatus..).
Kingsley - 4/5
The Emperor's Champion offers some nice control options by forcing the opponent to make bad attacks (once per combat round!), and the stats are decent as well. Unique and Elite status also means many of the typical tricks don't work, though Klaivex is still a big problem for this guy.
Kaloo – 5/5
This lets you dictate battles. Granted, it’s expensive, but it can really hurt your opponent to be forced to attack with their void pirate first, allowing you to sweep their army, especially with initiative. Plus, both elite and unique protection.
Faith and Hatred

Steinerp – 4/5
Not sure how a creed is a support that can be squig bombed, but whatever. Not a game swinger but provides a solid effect that is reusable and free. If you are looking Forward Barracks or Khymera den level of effect, look elsewhere but in general this isn’t a card that you will regret drawing.
Etaywah – 4/5
Aside from “There are better supports in the game.†there is literally nothing wrong with this support. It could be much stronger, but it’s a 0-cost non-location. 4/5 because it’s pretty good, and will see play literally every time it makes it into your hand.
Corvus – 4/5
A Rockrete Bunker that costs 1 less and is infinitely reusable is a very efficient card. The average amount of damage this prevents essentially makes it a premium shield card, but the added ability to shield more than usual from a single attack is a huge added bonus.
Eu8L1ch - 4/5
It's not groundbreaking, but it's a great utility card at 0-cost. Perhaps disappointing for a sig Support but very efficient.
Kingsley - 3/5
This card is a slightly better Rockcrete Bunker (it's free and doesn't die if used repeatedly in a long game, though it only works on attacks). That's certainly good, but not really up to "signature support" standards per se. You'll never be unhappy to see this, but it won't thrill either.
Kaloo – 5/5
Hard to fault a card that’s strictly better than a Rockcrete and is free. This is one of those cards that is immediately useful irrespective of when its played, but is similarly nothing too overwhelming, until it’s combined with the multiple Unstoppable effects.
Vow of Honor

Steinerp – 3/5
Not a horrible card by any means but I consider it similar to Vengeance! Which doesn’t see a lot of play.
Etaywah – 4/5
Works with the kit, acts as a surprise buff that can really throw a kink into the math of a fight, and cheap. The buff only works for 1 attack, but worse events have come out with a steeper cost and a weaker effect (Launch da snots anyone?)
Corvus – 3/5
A reasonable combat trick that will help you swing decisively when needed. Using this, Mavros' ability, and an Honored Librarian to hit for 8 at the start of a fight sounds like a good way to scare enemy warlords off your turf.
Eu8L1ch - 5/5
An untelegraphed ATK buff of three is great, especially for bloodying the opposing Warlord. It does require the unit to take damage, but that doesn't seem like much of an ask.
Kingsley - 4/5
This card provides a solid combat trick that allows you to really spike up the damage. While the timing leaves you somewhat vulnerable to control, a surprise +3 ATK can hit hard, especially if you did the initial damage with Mavros's warlord ability.
Kaloo – 5/5
Surprise ion rifle! Given that this can trigger off of Mavros’ ability (although ironically not on unstoppable units if they prevent the damage) it can lead to some pretty devastating results, and is probably one of the best things Mavros has.
Ancient Crozius Arcanum

Steinerp- 4/5
Turning Mavros’s ability into +1 attack and heal 1 damage is pretty good even if it doesn’t have a default attack boost.
Etaywah – 4/5
The fact that it doesn’t take a relic slot is what stands out the most to me. It’s really well-costed and the effect is brutal. Points lost because it triggers once per round and it is susceptible to even the odds.
Corvus – 4/5
It can heal your warlord, make Emperor's Champion harder to take down, and is easy to turn on with Mavros' ability even when your opponent isn't being accomodating.
Eu8L1ch - 5/5
For a single resource it can prevent up to 2 HP every round, one of those being available as a heal, without taking the Relic slot. Combined with Mavros' ability on Blue planets it could mean as much as a +2 ATK when you need it.
Kingsley - 4/5
Healing is rare in Conquest, and while the healing and defense this provides is meager when compared with cards like Plaguefather's Banner, it's still quite a solid thing to have, especially on your warlord. Note that this card is not a Relic, so you can equip both this and an Iron Halo to turn Mavros into a super tank!
Kaloo - 5/5
This is just good. It either makes a tough warlord tougher, or makes The Emperor’s Champion a machine. Worst case, triple shield
Sacaellum’s Finest

Steinerp- 4/5
This is a card that will see play but I don’t think is really great. Will have to test to see if losing a planet trigger is worth it. Sometime it will be but sometimes it won’t.
Etaywah – 5/5
Worr’s decks are getting mighty tight. The fruitful rewards of a successful command snipe could not be better. Make no mistake, this card is a monster. Incredible stats, the cost is marginal especially when you can plan it out, and a soldier trait to round it out. Will see play.
Corvus – 4/5
This gives you a money sink while also not interfering with your cost curve when you get to trigger the reaction. It's also a way to make winning a battle relevant even when you're not interested in its ability – especially good when you're forced to defend Tarrus from an opponent with fewer units. It does add to the disparity between AM's fighting strength at green planets and non-green ones, but that hasn't slowed Worr down so far so I expect a couple Finest to make the cut in some decks.
Eu8L1ch - 4/5
This is potentially adding a unit with high HP and ATK to decks that don't want to clog Ammo Depots running high costs. Will its timing/conditions be too complicated to make it worthwhile? Hard to tell, but the potential gain is quite high.
Kingsley - 4/5
Sacaellum's Finest (aside from being another card Starblaze would love to have access to) has solid stats and an ability that lets you sometimes get those stats into play for free. I suspect Worr may prove quite fond of this unit, given his preference for sniping non-first planets - that said, there may well come a point where you have too many planet-sensitive cards and find yourself really in trouble on unfavorable spreads.
Kaloo – 5/5
Now this is a fun one. Makes medicore commitments suddenly become game changers and massively ramps up the usefulness of Y’varn. Plus, it’s still a decent unit if played conventionally. Just a shame that it’s best for Worr/Grigory rather than Coteaz/Straken
Cathedral of Saint Camila

Steinerp- 3/5
I can’t argue with an exhausting of units everywhere. But three cost and other, better, AM supports will keep this in the binder most of the time.
Etaywah – 3/5
I can’t decide if this card sucks or is OP. I think this is a solid 1x in every AM deck, no reason to go crazy with it, but certainly will decide some games when going against the right deck.
Corvus – 2/5
AM already have better, cheaper ways of scaring enemies from fighting at green planets. When this is helping out at two fights in one turn it'll be worth the cost, but once you've played it that simply won't happen the vast majority of the time.
Eu8L1ch - 4/5
Well, rating this is difficult as it looks like its usefulness can vary wildly. On arrays with lots of Strongholds and against opponents with little or no support removal this can wreck the board; in another situation its impact might not be enough to justify the slot and the high cost. The potential payoff is great, however.
Kingsley - 3/5
Repeatable exhaust sounds very good, but given that this is telegraphed, unique, and expensive (especially with all the support destruction coming around these days), I'm not sure that it will find a place. One to test, certainly, but I somewhat doubt it will end up in my decks.
Kaloo - 2/5
Exhaust someone everywhere! Sounds great right? Only, it’s a combat action, so that only matters if a battle’s happening everywhere. In all likelihood you’ve spent 3 to exhaust 1 guy a round (assuming the planets align / Summary Execution) which only provides a good return after the 3rd exhaustion. At least Grigory can bring it in for free, after using it as a shield ….
Salvaged Battlewagon

Steinerp – 2/5
I try to love elites. I think orks have the second best elite deck out there right now. But this card isn’t part of it. It just costs too much.
Etaywah – 2/5
5/5 effect with a 0/5 cost! Can you build a deck around it? Sure! Will you ever see this effect actually work? No! Rest assured your opponent will exhaust every option to deny the use of this unit, and if you every actually get it to go off, the tempo gain will only put a dent in the tempo lost from actually getting this unit out. You can’t rely on Y’Varn to get it out and getting a free 3-cost (if you have one) won’t make up for it.
Corvus – 2/5
This one's for the dreamers, but the good news is they probably like Ork Landa too. The nightmare scenario for this card is as simple as having it die without killing anything first, and that seems far too plausible for me to consider playing it.
Eu8L1ch - 1/5
Stats are low for the huge cost, and you're not getting any benefits justifying it until (and unless) this thing gets to swing and kill something. Even then, unless you fulfill another couple of conditions it's probably not going to matter.
Kingsley - 2/5
Salvaged Battlewagon has huge potential upside, but the stats are bad for the price and the ability relies on favorable conditions to really be effective. Further, there's significant antisynergy between a 7 cost Elite and an ability that is based on being useful for future fights - will you really have the resources to pay for this in situations other than the very late game (where its ability may well not be relevant)? I'm not seeing it.
Kaloo - 2/5
Very interesting card that works best in Nazdreg + Zogwort. If it gets some hits out it quickly pays for itself, but affording it in the first place is the biggest issue as well as dealing with removal effects. Definitely needs testing
Huge Chain-Choppa

Steinerp- 4/5
It locks down units in HQ which is nice. Also obviously good on mortar squads for some reason. Overall not a great card on your units but the ability to put it on others gives it flexibility that will let it make decks.
Etaywah – 2/5
This card will almost never see play, however putting it on a goff boyz on planet 1 or on a flash gitz would both be actually solid uses for this card. Goff Boyz+Choppa is the cheapest way to get to 7 damage in the game, which is kind of hilarious, plus the goff boyz.
Corvus – 4/5
4 ATK is a lot, and you'll find yourself worrying less about later combat rounds when you're swinging this hard in the first one. Obviously best on units that can ready like Cadian Mortar Squad or Nazdreg's Flash Gitz, but still serviceable on normal units in the right board state. Be wary of playing this against factions with exhaust effects or of letting the unit get uselessly stuck in your warlord train.
Eu8L1ch - 2/5
Plus 4 ATK for one resource and one card is nothing to scoff at, but it negates the main benefit of putting an attachment on a unit - if it survives the benefit does too. Probably not worth it unless we get something to ready units.
Kingsley - 3/5
Huge Chain-Choppa is a fairly situational combo piece. While it's terrifying on Cadian Mortar Squad (especially in a Coteaz deck) and can make Nazdreg's Flash Gitz into a unit that threatens two giant hits in a turn, this isn't super functional on its own. Note, however, that you can actually attach this to an enemy unit in order to disable it, which provides some unusual (and risky) versatility.
Kaloo – 3/5
Fun little attachment that can be used to beef up a weak unit into a 1-hit wonder (Sanctioned Psyker), but severely punishes that unit when it goes to HQ. Helps if unexhaustion effects are available, but those are currently rare amongst the factions that can use this. Still, can be used on an enemy unit to lock them down, just make sure they are locked down …
Berzerker Warriors

steinerp – 3/5
A conditional ambush isn’t that good, but Chaos does have the ability to kill things outside of normal attacking.
Etaywah – 3/5
You can justify this is a Zara card, who often runs a solid command game and sees the benefit of spending 2 for a 4-ATK swing – but more than likely this card will be binder-fodder. I would still keep an eye out for it in the competitive scene, though.
Corvus – 1/5
This is no Elysian Assault team; you're always paying 2 resources to bring them in. Add that to the fact that they would often come in when it's your opponent's turn to swing and they're not that appealing.
Eu8L1ch - 3/5
Even if you get to trigger the condition you still have to pay its cost, but even then I think it might very well be worth it. Maybe not a great card, but I think it will see play since it fills a hole in the Chaos card pool (lack of ambush units).
Kingsley - 3/5
Midbattle deployments are very strong, but the condition on this unit makes it worse than Ambush timing-wise In most cases, enemy units die to attacks - which means this unit typically deploys into the enemy's turn to attack, which is fairly unsafe. Ironically, the best place for these guys is probably in Zarathur, who often kills units with card effects.
Kaloo – 1/5
What’s that? A chaos Elysian copy? What, I have to PAY for it? Screw that… In all fairness this does allow for a barrage of units to come out and spill blood for the blood god, but without an easy way to afford them and ok stats it’s really not worth it
Killing Field

Steinerp – 1/5
Ranged is good but not good enough to make a card slot that will do nothing most of the time.
Etaywah – 3/5
Love the effect, hate the telegraph. It’s a location so you’ve got devastators to worry about, and ork-allied AM usually runs a Squigg Bombin’ or two, and if I were going against it I would wait til I had 2 Preemptive Barrages in hand to pull off the Ranged round. Beyond that, some entire factions rarely run ranged. It’s good, not great.
Corvus – 1/5
Too narrow of a silver bullet to see any play, and that's unlikely to change. It even fails at the one job it's meant to do. Most ranged these days comes from Preemptive Barrage, and this just forces them to wait for their second copy (Ranged – Ranged + Ranged = Ranged!) while still leaving them with 2 shields when needed.
Eu8L1ch - 1/5
So now we know for certain Chaos is meant to keep AM and Tau(??) into check. Ecstatic Seizures and Killing Fields both hit Tau the hardest - was there any need of it? And even if there will be in the future, wasn't there a better solution than printing this hard counter?
Kingsley - 2/5
Ranged isn't common enough for this extremely situational card to be worth including IMO. Even if you find yourself often having trouble with enemy Ranged units, I don't think playing a card this conditional is really the best way to deal with it.
Kaloo - 1/5
If ranged becomes more widespread then this will become stronger, but until then this is pretty much just a direct counter to AM and Aun’shi, which is too specific to be worthwhile.
Staff of Change

Steinerp – 4/5
The problem with this card will be card slots. But 1 cost for 3 damage with Zarathur is solid, if you are winning command.
Etaywah – 4/5
I predict this as being undervalued at first. Running cheap, powerful attachments like this and promotion in a Zara deck can mitigate the warpstorm damage on your side. Note the staff can hit the enemy warlord – which is probably why they made it limit 1 per unit. Also dealing damage in command is always powerful. I like it a lot.
Corvus – 3/5
This card is somewhat awkward in that it will often require you to use your warlord to babysit a command struggle you're already winning in order to guarantee the effect. Not every deck wants it, but if you can deploy and commit to effectively use it, the repeated direct damage could be brutal.
Eu8L1ch - 3/5
Interesting card for Zarathur to crush the opposition when a FP commit is obvious, with the option of damaging Warlords with it. Deploying it on a capper dowstream will not be worth it 90% of the times, I suspect.
Kingsley - 3/5
A bit of extra damage from winning command is nice, I suppose - and decks with Chaos cards like attachments to protect from Warpstorm. However, the fact that you have to win command for this to do anything may make it insufficiently reliable. Time will tell.
Kaloo – 4/5
This makes command cappers deadly. Can even fuel brutal in an Oak deck. Only downside is that, again, this is a Chaos card that’s best in Zarathur ...
Shadowed Thorns Venom

Steinerp- 4/5
Nice late game when you have a couple of kabilites in HQ that you want at planet 1. Or maybe to redeploy them from places they got a 2 hammer unit played across from them. Costs 4 in Morn which is reasonable for a 2/4/4.
Etaywah – 3/5
Moving is so strong right now, and getting this for 4 gold in Morn at a Red planet is nice, but I just think it’s cost-effectivity vs the reward will defeat its own purpose. I can see running 1-2 in Morn, but I would rather slot other cards.
Corvus – 3/5
The most useful thing this can do is bring Kabalites in HQ to planets, unexhausted, during the deploy phase. The Venom is poor without its reaction, though. Having Kabalites in unwanted places and at least one red planet worth sending them to is awfully situational, so the average case scenario for this seems middling.
Eu8L1ch - 3/5
In Morn, this will be often played for 4 and get to shuttle some Kabalites around, but it's a dead card for everyone else. I doubt that even in Morn this will be a power play, but it might still do its job.
Kingsley - 3/5
Shadowed Thorns Venom represents a cool way to "redeploy" your Kabalites to a new planet while also packing a decent body (especially if you play it for 4 with Morn). That said, how often will you really want to do this? The dream scenario is to play a bunch of units to win the second-to-last planet before your win condition, then play this to move those units to the win condition planet, but I'm not sure if everything will line up enough for that to be strong.
Kaloo – 4/5
This is a Morn card and has been rated as such. The ability to rearrange your army is amazing, with the main issue being whether or not enough Kabalites are in play when this is deployed. Regardless, it’s a great way to re-use HQ units
Rapid Assault

Steinerp- 5/5
Ambush any kabilite and ready units, sold. That being said at least some of the ready units are likely to get smacked around prior to attacking.
Etaywah – 5/5
The “Orbital City†of Morn, her coup de gras as it were.
Corvus – 4/5
A big combat swing at red planets and another way to trigger Morn's reaction in the combat phase. This gives Morn enough different ambush and readying effects to threaten a lot of damage out of nowhere, and helps cement a new and different Dark Eldar playstyle.
Eu8L1ch - 5/5
This is another powerful ambush-like option for Morn, with lots of interesting synergies. If you're going heavy on Kabalites this is a must-include.
Kingsley - 4/5
This is multiple tricks in one, none of which are much good outside of Morn - but in Morn, this card can be a potent trick. I don't think it's versatile enough to be a 3x, but expect many Morn decks to play one or two copies of this.
Kaloo – 5/5
This is a Morn card and has been rated as such. They should have just renamed this the “Morn Booster Packâ€. Effectively 1 cost on a red to drop in a unit and to have it readied + something else? Crazy stuff. Plus, whilst it’s a poor choice at a non-red at least it can still be used, which has some fringe benefits at the ends of combat rounds
Saim-Hann Kinsman

Steinerp – 4/5
Shrine Guard have shown us this is a solid card. The new warlord isn’t as good as Worr so it doesn’t have quite the synergy. The question that I was asked by Kingsley back when I played a lot of elder and this was first spoiled is “Do elder really need another 1 cost unit?†It is a fair question and it won’t see play in all decks but it still good.
Etaywah – 5/5
Simple and powerful, funny that it’s only drawback is being in a faction with enough options in the 1-cost slot. It will see a lot of play, though.
Corvus – 4/5
My kind of card. It's great at green planets and fine as a capper elsewhere, and it broadens Dark Eldar's pitiful selection of 1 cost units. A small downside is that another top-tier warlord has already staked a claim on green, so deploying intelligently will often mean not getting the stat bonuses in the Worr matchup.
Eu8L1ch - 5/5
A 1-for-1 is always welcome, and when it has fighty stats with no downsides it's even better - I think it will become a staple in many decks splashing Eldar.
Kingsley - 5/5
We all know Sacaellum Shrine Guard is great, and while this card is a little bit worse (no Soldier trait, worse warlord synergies available), I predict it will still be quite the staple. Eldar (and Dark Eldar decks with Eldar allies) have been wanting another solid one-for-one for a long time!
Kaloo – 5/5
Eldar needed another 1 cost unit. The fact that it’s also good just helps their cause even more. Would have been nice for this to have the Pilot or Vehicle trait but still a great card nonetheless
Eldritch Storm

Steinerp- 2/5
Doesn’t really help with the swarm problem as it is only 1 unit per planet at 60% of the planets. It helps win command, which we all know Eldar have always struggled with (or maybe they haven’t, I don’t remember much)
Etaywah – 3/5
I’ve heard the hype and I don’t buy it. I think it’ll make a splash and we will see it around for a long time, but the meta is moving to higher-HP units, and the green-planet variance isn’t selling me too hard.
Corvus – 2/5
A little underwhelming. Hoping to have enough green planets in play and hoping that they have small units at most of them is optimistic. It does punish Worr more than others though, which is always nice.
Eu8L1ch - 5/5
Another card for which the power-level is strongly influenced by the flop. Unlike the Shrine, I think this will almost always end up generating an advantage.
Kingsley - 4/5
I'm going to go out on a limb here and say this card has a lot of potential. I know Sowing Chaos didn't turn out to be anywhere as good as it looked at first glance, and perhaps Eldritch Storm will be the same - but the fact that the Storm doesn't hit your own guys IMO makes it a lot less situational than Sowing Chaos, even if the upside is lower as well.
Kaloo - 4/5
Good counter to Worr, decent against everyone else. Again heavily dependent on both the planet flop being favourable AND your opponent playing to all of them, but it can wipe their command presence. It’s basically an Eldar Sowing Chaos, but without the self-harm.
Shuriken Catapult

Steinerp – 3/5
Essentially an ion rifle with a built in ambush platform. However the warrior restriction is a problem as there aren’t a lot of warriors that see play in eldar, tau are soliders and dark eldar have better cards.
Etaywah - 2/5
Too expensive for an attachment with that limitation and obvious comparisons to Ion Rifle.
Corvus – 3/5
Paying 2 resources for 3 more damage right when you need it is a decent rate. The Warrior restriction is a big downside, but the list of candidates still has lots of tempting targets with ranged, flying, self-readying effects, etc.
Eu8L1ch - 3/5
This is more of a combat trick than an attachment, with the trait limitation letting it down. Not a bad card, but one for which it's hard to find room, in my eyes.
Kingsley - 3/5
This card is basically an Ion Rifle that comes with its own Ambush Platform, although it can only go on some units. Overall this adds a fair bit of threat to Eldar decks, though its cost inefficiency and limited targeting means that it is more in there for the surprise value.
Kaloo – 3/5
Good attachment that provides some much needed attack to Eldar/DE, but it comes at a high cost. Sure it has ambush, but that’s not enough to really elevate it above an ion rifle, especially given the restriction. You really need to be winning command heavily to be able to afford this, which is easier in the factions that can use it but not a guarantee.
Sae’lum Pioneer

Steinerp- 2/5
Gives a little bit of card advantage and some attack over two rogue traders but you give up a command hammer and the ability to deploy at 2 planets and have to pay more. Not worth it.
Etaywah – 3/5
There’s good and bad to this card, names the resources and the stats, respectively. The ally trait has me weary and the stats for the cost are low in a faction that doesn’t struggle too hard in command.
Corvus – 1/5
The up-front price is just too high. Playing this sets you behind in resources, making it easier for your opponent to beat this in command or snipe it.
Eu8L1ch - 1/5
The stats are sub-par for the cost, and most Tau builds don't need Materials half as much as they need cards. Chances are good that if you can afford this you don't really need any extra resources.
Kingsley - 2/5
3 for 1/2/3 would have made this OK but unremarkable, and it probably wouldn't see much play thanks to lack of faction synergy. 3 for 1/2/2 is terrible. Not only is this objectively worse than Flayed Skulls Slavers (the Dark Eldar version of this card, which is 1/2/3), it's in a faction that generally wants cards more than resources and it doesn't have the powerful Kabalite synergy. Not sure what they were thinking, but I really don't expect this card to see much play.
Kaloo - 2/5
Provides resource generation to the factions that can use it, but otherwise underwhelming. The fact it’s strictly worse than the Flayed Skull Slavers without (at least at the moment) trait synergy is just sad
Colony Shield Generator

steinerp – 1/5
Sure it protects orbital city but it costs you card slot and will be a dead draw too often
Etaywah – 1/5
I can certainly see a 1x in an Aun’Shi deck, and (until the card pool changes) absolutely nowhere else.
Corvus – 1/5
No matter how precious your supports, nobody has the deck space to include answers to support destruction, which only a few competitive decks are running anyhow.
Eu8L1ch - 2/5
This is a very specific answer that, unlike many answers, is completely telegraphed. It also suffers from being a very passive play, not doing anything at all besides providing (limited) protection: it would need both (another) great Tau support and more supports, thus support hate, in the meta to be really worth it.
Kingsley - 1/5
So yes, obviously this card is to protect Aun'shi's precious Orbital Cities from all of the new support destruction that has been implemented in this cycle. But to me, just not playing Aun'shi seems like a better call, since this card has no non-stall utility at all other than countering anti-support tech that many decks don't run. If only this had a shield icon or two!
Kaloo - 2/5
Acts as a decent enough deterrent to support destruction but doesn’t warrant more than 1 in the deck. You’d need about 6+ supports for this to be worthwhile and whilst it is a deploy stall the deck space would probably be spent better on something else.
Devourer Venomthrope

Steinerp – 2/5
Too few hit points for too many resources. Exhausting after winning command isn’t as valuable as exhausting before winning command.
Etaywah – 2/5
What it costs and what it does is not at all worth it. The stats aren’t enough to justify it either.
Corvus – 2/5
A unit this expensive can't really afford to have 2 HP. Lining up infested planets to help with the fight at the Devourer's planet will be tough, and even when it works it wouldn't be hard to think of better ways to spend 4 resources.
Eu8L1ch - 2/5
Having a control option available to all 'Nids Warlords is great, but the infestation requirment, its cost and the awful stats make it hard to gain a profit from this.
Kingsley - 3/5
A great Regeneration target with a conditionally great ability, Devourer Venomthrope can exhaust large numbers of units on a spread where you've managed to infest many planets (and win command). However, without that it can be hard, especially given 2 HP.
Kaloo – 2/5
This needed to either be 1 cost more with better stats or 1 cost less with worse stats. Where it stands is probably the worst cost slot for Tyranids (non-elite, non-Spore Burst eligible), if not in the game. The ability is ok but just not enough for the price given the stats
Genestealer Brood

steinerp- 4/5
Fetch and play is exactly what omega needed. 3/2 statline isn’t the best it isn’t bad either.
Etaywah – 4/5
Minor deductions for the stats-for-cost, but this is exactly what Ω needed, and at 3 ATK it’s not a bad ambush card at all.
Corvus – 3/5
A Swordwind Farseer that has one more attack but can only grab certain cards (and will probably miss 10% or more of the time) but sometimes has ambush. Sure. The card as a whole isn't all that powerful but probably still makes the cut in Omega's deck.
Eu8L1ch - 4/5
As a 3-costers, this has lower stats (-1HP) than average, but the 3 ATK here is critical, especially for ambushing purposes. Its ability to fetch you a Genstealer card will almost always hit in an Omega deck by the end of this cycle, making it a good bargain.
Kingsley - 3/5
This seems strong for Omega and very unlikely to see play elsewhere. Note that it's Genestealer cards and not Genestealer units, so this can pull Omega's signature attachment - or create an Ambush chain reaction on an infested planet.
Kaloo - 4/5
This is a Subject Omega card and is rated as such. ECT for 2 more with appropriately higher stats. High attack value also makes it a decent ambush target.
Sudden Adaptation

Steinerp – 3/5
Not sure this card will see a lot of play. It is good when it works but is a deck slot worth a card that such high variance in how well it will work.
Etaywah – 5/5
I can see infractions for cost brought up, but an ability as powerful as this should cost a lot. This is a Drop-Pod with no misses. This is a dirty, game-winning, cheater-card that’s going to cause people to rip their hair out. If it were 2 shields it would be perfect. Run this in an “Elites with Fall Back†deck and chuckle at all the value you’re getting.
Corvus – 3/5
Swapping out a command unit for a combat unit, or just swapping out an injured, exhausted unit for a fresh one both seem good, especially since Tyranids have few interesting combat tricks. You do need to be in a fairly specific situation for it to do its best work, though, and it's still just an expensive 1 shield combat trick.
Eu8L1ch - 2/5
This card is very janky: it costs two resources and requires you to satisfy a few conditions (a unit in the fight you would profit from swapping out, a good cost-matching unit in hand to swap in) to be able to make good use out of it. However, it feels like it has the potential to create some good swings, and future releases might help it a lot: I'm going with a conservative rating but it could surely get better.
Kingsley - 3/5
Sudden Adaptation is a solid though not outstanding trick for Tyranid decks. Sometimes this will pull off huge plays, especially when you're dealing with Elite units, but other times you'll find the costs of the units in your hand don't quite line up.
Kaloo – 3/5
Starblaze’s support, only at action level and single use. Pretty good but it comes at a high cost, given that Tyranids struggle to win command as it is. Makes having multiple elites a lot stronger, however, since this can switch out a damaged exhausted one for a healthy readied one, although affording 7+ resources for the combo is an issue in itself
- VonWibble, Zouavez, Asklepios and 1 other like this
8 Comments
I think Staff of Change will be very strong in Kith. Playing it at a planet with poor command bonuses can often give your opponent a very difficult choice - do they deploy more units there to try to wni command (but lose any chance of winning command at better planets), do they commit their warlord there and have their golden hammer only get poor command bonuses (and also their warlord away from planet 1), or do they ignore it and take the hit, thus furthering your choke? Soul Grinder is a popular choice out of Kith, this can replace a lot of the effect.
I'm surprised Sudden Adaptation didn't get rated higher - I've been testing it and it's a lot of fun and very powerful.
Eldritch storm saw a 5 and some 2 but yeah, now that I look at it, there wasn't much disagreement. As for Staff in Kith, I just don't like DE/chaos as muc as DE/eldar
I disagree with all of the ratings for Colony Shield Generator. Should be 0/5.
If Eldritch Storm were an action rather than combat action I'd like it a lot more. The potential to win command next turn by killing things with it isn't so good, especially if you chose to command snipe with Eldorath. I'd give it a 3/5 myself as it does give Eldar an option they don't currently have, and even 2 damage can make a difference in combat. Need to play it to really see though.
I'm interested to see how Shuriken Catapult works for Dark Eldar. Pretty much every unit a Salaine deck will run (and a lot of the great DE units in general) are Warriors.
I think it's a Dark Eldar card pretending to be on the "light" side.
Also, I actually went back and rated Catapult higher in an edit because I did not see the Ambush until then second viewing.