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Eldar Survivalist



Eldar Survivalist

Eldar Survivalist


Type: Army Unit
Faction: Eldar
Cost: 2
Attack Value: 0
Hit Points: 2
Command Icons: 1
Signature/Loyalty: ---
Traits: Scout. Ally.

[CARD BONUS +1]
[RESOURCE BONUS +1]
Freed from the constraints of the Eldar Path, these outcasts are free to explore the galaxy, but remain ever vigilant of dangers to their race.

Set: Core Set Number: 129 Quantity: 2
Illustrator: Sergio Camaren
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


26 Comments

Would this bonuses be collected in the command phase or at the end??

    • DieterVanHertz likes this

The bonus is collected if the owner wins the command struggle at the planet where this unit is present.

This gives Eldar a marked advantage in the card draw and resource available category. Now, it is a bit of a pain that you do have to win the command struggle in order to get anything out of this guy (zero attack is bad) BUT you could just send him off to a planet all by his lonesome during the deploy phase and have the bonus sewn up, I believe.

Assuming the opponent doesn't then send a cheap guy of their own to counter him, yes. It helps that he does have a command icon. I think he may be a favourite target for the Mobility attachment.

Superiority also helps!
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Vermillionde
Aug 15 2014 02:15 PM

Remember, combat doesn't happen just because there are enemy units. It has to be either the first planet or have the warlord present. So they need to be willing to commit a warlord if they want to shut this down on a 4th or 5th planet. That could mean robbing their main attacking force of advantages the warlord provides. 

So...Eldar seem pretty good out of the core box. 

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Vermillionde
Aug 15 2014 06:47 PM

The whole "uncommonly low attack value" thing kinda puts some balance in there. 

Remember, combat doesn't happen just because there are enemy units. It has to be either the first planet or have the warlord present. So they need to be willing to commit a warlord if they want to shut this down on a 4th or 5th planet. That could mean robbing their main attacking force of advantages the warlord provides.


Not sure if that was aimed at my comment - if it was I'll just clarify that when I said "to counter him" I simply meant placing a guy with command icon(s) to deny the Eldar player the command struggle and thus the bonuses.

To add to this though I could see some Eldar players using him as a lure. Place him somewhere where winning the command struggle is nice but not essential and the opponent might commit resources to stop him, leaving the place you do want to take less well defended.
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Vermillionde
Aug 15 2014 10:59 PM

You know, I actually did misinterpret you on this one. That is a good point. A tau player could do it with a recon drone, which costs nothing. Still, it's a cheap way to make a planet more lucrative. 

I thought this card was amazing, till I played it, now I realise its just a good card but not an OP one.

 

You drop him out on his own, and your opponent can answer with a warlord snipe or a more economical command icon or two. The main strength comes from the fact that your opponent pretty much has to give one of those answers, which makes him a good lure as noted, but 2 resources is a lot to drop on a lure.

I think, personally, that its a mistake to see him as someone you drop out on their own (as you might with Alatoic Ranger). He's too easy to answer.

 

He does come into his own when following the warlord train about though, as in battle your opponent can't have him as a high priority target and you can snipe in Eldorath, win the command struggle wherever you go, and get a bonus out of it. By one struggle's time you're down 1 resource and even on cards. By two you're even on resources and up by 1 card.

    • Killax likes this

As mentioned, my initial reaction was that this card was bonkers. It isn't. However it still is quite good but sort of spoils where your Warlord will be. 3/5.

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LucaGirolami
Jan 09 2015 09:21 PM

Actually playing in 3x in place of traders and pirates in Ta/E and E/Ta builds. It proven quite effective but tends to lure Warlords. Mobility fixed.

I find it unsuitable for DE/E due its cost 2.

3/5

Do Eldar players still play with this unit? I wanted to replace my Traders x3 for Survivalists, but it seems like it's been absent from many recent Eldar decks that I saw. Obviously, it is a little bit more expensive than either the Pirate or the Trader, but it can "survive" better than these two, plus it can help you draw and get resource at the same time. It seems to be better in a meta where Zarathur decks are popular in your local area. 

It combines well with Superiority, but this highlights its greatest weakness: an opposing 2-for-2 unit of the same cost can defeat it in command. Without this edge, it doesn't tend to see so much play, so unless you run 3 Superiority and 3 Promotion I wouldn't use it.

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FedericoFasullo
Jun 18 2015 10:37 AM

The main problem is the cost:

 

in a scenario where you are having an even match against your opponent there are high chances that you won't have enough money during deploy (because you would like to play events of course). So, if you have only 4 resources you most likely want to play a unit that costs 3 (council, wraithguard, whatever) and another unit that costs only 1 (trader, pirate, biel-tan).

They pay themselves but they hard to play sometimes and people switch to something more cheap to achieve a more balanced cost curve because Eldar have A LOT of great unit that cost 3 or more.

To kind of add on to the "2-for-1 command is tough in this era of 2-for-2 command" argument above, the bonuses on the Survivalist lets your opponent know that winning command at that planet is particularly attractive to you, so they know you have an incentive to send your warlord to that planet - making your warlord commitment that much more predictable to an astute opponent.

Sometimes it isn't enough for the opponent to know you want to go there though. If they basically have to go to a particular planet (maybe to heal, maybe because if you win planet 1 you win the game) then you have control. Sure, people could claim its a win more card under those circumstances, I'd think of it more as a comeback preventer. Trouble is you can achieve most of this with just Pirates or Traders. However...

...Survivalist does have 2HP. Maybe its something about the Stoke meta but we do actually see some Orks, with their Weirdboyz and DDD and Plaguebearers and Cacophonic Choirs. Being able to survive (no pun intended) for longer can be very important.

Also, I have commonly seen them deployed at planet 1, when you have clear strength there, to then join the warlord train. This can make it very easy to gain the bonuses.

In short, I still like these guys, though I have started dropping them more of late, largely because of reasons given by FF above. They are a 3/5 card for me.

Agree with all those comments. Its not that they're weak, its more that they're competing against other solid choices for the same card slots, and are often the first ones to be cut.

I had an interesting situation today where my mate was one card away of being milled (drawing the last card in your deck loses you the game). Actually, he would have been milled, but since it was the final battle on the final planet, we said he could choose whether his survivalist would draw the bonus card (he won the command phase).

 

Our question is, what do the official rules say? If you win the command and you have the Eldar survivalist / space pirate / something similar, are you allowed to not draw the additional card?

Command rewards are always optional, but its all or nothing for each planet. You can't take the 1C1R from the planet and leave off the 1C1R from the survivalist.

If you want to get really technical, the card and resource bonuses on things like the Survivalist are NOT optional. If the card is there at the planet, they modify the resource/card numbers on the planet card whether you want them to or not. (RRG. p. 12). 

 

HOWEVER, taking the card or resource bonus from the planet when you win the Command Struggle is completely optional. The winner of Command at that planet may take (all) the resources, (all) the cards, both, or neither. Their choice. (RRG. p. 24).

 

So your opponent was wrong when he said he could choose whether or not his Survivalist would add to the card count of the planet, but the end result was effectively the same because he could choose not to draw any cards when winning the Command Struggle.

 

Which, or course, is exactly what Asklepois said in fewer words and without references to the RRG....

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Kitescreech
Jul 28 2015 12:20 PM
Does his ability trigger if he's engaged? If you win the struggle.

Does his ability trigger if he's engaged? If you win the struggle.

 

If you mean exhausted (rather than engaged) then his bonuses will still count if you win the command struggle at the planet he's on if you have other readied units (with command icons) present.

    • Kitescreech likes this
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FedericoFasullo
Jul 28 2015 02:34 PM

He didn't invite me to his bachelor party. What a ****.

    • Kitescreech likes this
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Kitescreech
Jul 28 2015 05:33 PM

If you mean exhausted (rather than engaged) then his bonuses will still count if you win the command struggle at the planet he's on if you have other readied units (with command icons) present.



Thank you.

And lol.